Will Wright's Next Game: Spore - briefly
(hx) 06:34 PM CET - Mar,12 2005
- Post a comment / read (1) GameSpot and
1up.com have a look at Will Wright's newest game, revealed today at the Game
Developer's conference.
Entitled Spore, the game promises to be a sim that allows the players to
control life on all conceivable scales--an emergent and beautiful simulation
game that ranges from the cellular level all the way to the galactic level.
Here's some info:
What appeared initially to be a demo of a new approach to low-effort game
design (game assets are created with procedural techniques, or with user-based
tool sets, rather than pre-defined) slowly revealed itself over the course of an
hour to be one of the most comprehensive games ever attempted. Wright describes
it as an homage to his favorite games, from Pac-Man to Populous, from Diablo to
Civilization, with a heavy dose of classic sci-fi. However, the overall
experience is ultimately defined by the user; user-created civilizations on
display included both organic, Roger Dean-like cities and cold steel fortresses
that wouldn't have been out of place on the Death Star.
Spore touches upon a wide array of gameplay concepts as
the action evolves alongside the player's creature. Wright revealed six
different themes of gameplay: tidepool, evolution, tribal, city, civilization
and invasion. Each of these modes draws upon its influences while remaining
stylistically consistent with the rest of the game.
- Tidepool phase: In the game's initial state, the action
most resembles a sort of free-form Pac-Man. There's also a
strong hint of Super NES classic E.V.O. and quirky GameCube
cult favorite Cubivore; fighting and consuming other
creatures allows you to adjust the form and abilities of your creature.
- Evolution phase: Once your creature begins to grow and
take on a distinct physical form, the game switches to a more Diablo-like
feel. With its emphasis on battling other creatures to strengthen yourself
while making forays away from your safe haven, this section is very much about
growth and development.
- Tribal phase: When your creation has achieved a
satisfying level of physical development, you can focus on its mental acuity.
At this point, you relinquish control of an individual and instead move to a
streamlined RTS interface, caring for an entire tribe of your homebrewed
beasties, giving them tools, food and slowly upgrading their state of
existence. Think Populous.
- City phase: Here the game becomes more like Wright's own
SimCity, with emphasis resting primarily on building up the
technology, architecture and infrastructure of your race's dwellings.
- Civ phase: Once your city is established, you can zoom
out to the global scale. Here your people begin seeking out other cultures in
a Civilization-style experience. Interfacing with the rest of
the world can be tackled in many ways, be it militaristically or
diplomatically; on foot, in boats or by airship. Ultimately, however, the goal
is for your creatures to conquer the planet.
- Invasion phase: Once the world is your oyster, you can
move on to other worlds in your solar system to colonize or terraform. And
beyond that you'll find other solar systems, scattered throughout a
beautifully-rendered galaxy in which planets lurk among dust clouds and black
holes spew ejecta. Here you set forth to make contact with other planets.
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