We're totally psyched about SPORE, the long-awaited video game released this week. SPORE is a
simulation game created by Will Wright (The SIMs) and EA that allows players to control various life forms from the cellular to the galactic level. It's an epic journey that takes you from
the origin and evolution of life through the development of civilization and technology and eventually all the way into the deepest reaches of outer space.
The core of "Spore" is its creature editor, which Wright says gives players the ability to build creatures in minutes that in the past would have taken professional game designers a couple of days.
Spore will start you out in the Tidal Pool Phase as a tiny single celled organism in the sea and will then progress
as you fight for survival and evolve becoming a sea creature and eventually crawling onto land; There are many ways to accomplish this as the game lets you achieve your goals socially, by
force or by culture; your choice of omnivore, carnivore or herbivore is just one example. After crawling onto the land in the next, Creature Phase, you must hunt with your creature and
develop ties with others of your
kind while interacting with other creatures of varying species. When you progress to the tribal phase, instead of controlling an
individual creature, you are now caring for an entire tribe. Give them tools and guide their interactions as you upgrade their state of existence. The Civilization Phase gives you the goal of
conquering your planet through peace and diplomacy or through war. Once you have conquered your planet you progress to the Space Phase where your flying saucer is your main tool that you use
to fly around the galaxy, completing missions, attacking other great civilizations, move on to other worlds in your solar system, make contact, colonize, or terraform, then venture further to
find other solar systems. A 'mission' structure provides new goals in your quest for galactic dominance.
At the South by Southwest Festival in Austin, Wright explained that for him and his Spore colleagues, the game is akin to a very elaborate Montessori toy. He said that because of the scientific theories it is based it is in fact an elaborate philosophy tool. "You walk away thinking about the meaning of life," he said. "How did we get here?"
Wright also showed how artificial societies in Spore can be quickly turned into representations of human behavior. For example, by dropping a monolith into a populated area, he created a religious icon, and local creatures quickly began worshipping the monolith.
Wright used the rest of the demo to showcase Spore's cool features, included the ability to change climates, such as quickly raising the temperature of an area on a planet so seas recede or even disappear altogether. Essentially, he argued, Spore can give players a toy version of evolution. As a designer, Wright built his reputation around "software toys" — games that cannot be won or lost.
After the Spore demo, Wright talked about how computers can expand our imaginations and become powerful tools for self-expression. He also talked about how every once in awhile, the world goes through major paradigm shifts. That's happening more frequently than in the past, in part because of political issues, in part environmental issues. See the Robin Williams video below for a "live" demo!
Posted by Casey Kazan.












