After much consideration, I am finally ready to reveal my favorite game of E3.
Game of the Show: Spore
Spore is almost maddeningly difficult to describe. (However, the flash intro on the web site actually does a pretty good job of summarizing the game; go check it out.) Adding to the difficulty is the fact that Spore appears to have a near-infinite amount of depth and replayability. With that in mind, I am going to keep my description short and to the point. Otherwise, I would end up spending hours talking about it.
Spore was created by Will Wright, the genius behind SimCity and The Sims. It is a sandbox game, where you guide the development of a race from a single-celled organism to exploration and conquest of the entire galaxy. There are six basic phases, some of which directly correspond to other games. You start off in a two-dimensional tide pool, eating and avoiding larger creatures. As you eat, you gain DNA points that allow you to customize your creature; you can add better flagella, for example, or something that allows you to attack would-be predators. Eventually, you graduate up the creature phase, where the game switches to 3D, in the water and, eventually, on land, as you develop the appropriate appendages. Again, you eat, attack, gain DNA points, mate, lay eggs, and use those points to develop your creature even further.
Here’s where it gets good: You can modify your creatures through a spectacular creature editor that lets you choose mouths, eyes, limbs, hands, feet, weapons, and decorations for your creature. Depending on how far along your creature has developed, you get different sets of items to choose from, and what you choose affects your creature’s strength, speed, stealth, and eating habits (herbivore or carnivore). The amazing thing is the amount of control you have over every step of the creation process. Not only do you place parts on your creature, but you can alter their size, shape, angle…you can make a creature with two mouths instead of one, or something with two legs, each of which ends in two more legs…you can put a hand on your tail, or have six arms and four legs. You have infinite possibilities for what you can create, and the amazing part is that whatever you make is procedurally animated, so it knows how to walk, attack, cheer, and play.
Get comfortable, because we still have a long way to go. Once you design your creature, you can then choose how to color and texture it. Want a black creature with white stripes? Done. What about dark blue with red ridges down its back? Easy. What about a mottled purple scaly coat, with maroon stripes and yellow polka dots? Not a problem. You can create a base texture and layer up to three other textures on top of it, and the end results are amazing. Will Wright has said that their goal is to let someone create a creature in a few minutes that it would take a Pixar artist a week to design, and from what I can tell, they have done it. I imagine that I could spend weeks just designing new creatures. Wright even pointed out that with his previous games, they made these fantastic editors that were only really used by maybe ten percent of the players. So what is the point of sitting around designing cool creatures, if you’re the only one who sees them? Read on….
Okay, so now you have your creature designed and evolved. Eventually it becomes sentient, which means that you switch from controlling one creature, to controlling an entire race of creatures. At this point, it switches to a tribal game, much like Black & White or Populous. Now you influence your creatures by providing huts or tools or weapons or musical instruments, to control how they act and what they do. After a while, you switch to the city phase (à la SimCity) where you help develop architecture and technology as your city takes form. And like the creature phase, you have a building editor, where you can design your own edifices if you don’t like the ones provided for you. (More on that below….) You can also use or design vehicles for your creatures, either walking vehicles, tanks, or planes. Again, a full editor is available for each of these.
As you develop and branch out, you will run into other cities on your planet. At that point, it switches to a civilization game (like Civilization, natch) where you choose how to deal with the other inhabitants of your planet. You can invade them, defend against invasion, try to make peace, trade…whatever you want. One way or another, you will eventually have control over your entire planet.
Then you develop space travel.
Yep, you get a spaceship (or design it) and travel out through your solar system. Here is where the space phase starts. You discover other planets, some of which are uninhabitable, and some of which might have other creatures. You can choose to place a colony in a sealed bubble, or you can choose instead to terraform the planet to give it an atmosphere that can support life. At that point, you can colonize the planet, or just abduct some of your own indigenous creatures and plant them on the planet. And if you’re lucky, you may find an ancient artifact that you can use to upgrade your technology.
Once you’re done with the local solar system, it’s time to travel out through the galaxy. In stages, you travel farther and farther away, discovering other solar systems, each with its own set of planets. Along the way, you will discover other cities and other civilizations. Will these people worship you as a god? Will they want to trade with you? If they are friendly, then how will they react when you try to abduct one of them? Or maybe they’ll just attack you outright. So maybe you retaliate and destroy their city…or their planet. Oops, it turns out that it was just one colony of a much more powerful race, and now your homeworld is under attack. Are you going to go back and help them, or just keep exploring the galaxy? After all, there are literally millions of solar systems out there to discover….
So you go from a single cell to conquering other solar systems. To call this game “epic” would be an understatement. But I haven’t even gotten to the best part yet: Each of the other solar systems in your galaxy is populated with creatures and cities and civilizations from other players. Read that sentence again. When you play, you are designing your own unique creature, and the computer is watching what you build and how you play. That information gets uploaded to the internet, and then downloaded to other players’ computers for them to discover. At the same time, the millions of stars in your system contain data downloaded from other players. While you are not playing against those players directly, the computer will control those civilizations and play them in the same way that the original players did. That’s the genius of this game: It takes the universe of other players and playstyles, and turns it into a literal universe to explore and interact with. The content will never get old, and there will always be something new to discover.
Now, remember all those editors I talked about earlier? There’s the creature editor, flora, buildings, vehicles, and spaceships, and maybe a few others I don’t know about. Well, when you design something in one of those editors, it again gets uploaded to the internet, and downloaded to everyone’s individual machines, and their content comes to you. So that means that when you want to, say, get a fighter for your creatures, you can choose from ones designed by thousands of other players. Not only will those selections be sorted by popularity, but your previous design choices will also influence the recommendations. Oh, and if you like something by a particular players, you can bookmark them, and other items they design will be recommended more highly in the future. Basically, it’s like an Amazon recommendation system for in-game design ideas.
So that’s the game in a nutshell. I haven’t even gone into detail about many other things, like the fact that how you play your creature early on affects how it acts socially, or that you can collect other creatures that you have scanned into “gotta catch ’em all”-type trading cards, or that you can develop a race of weak creatures who are more powerful because they hunt in packs. I sat through a 15-minute demo, and I already have more information than I can succinctly share. Personally, I imagine just spending days and days designing various creatures and spaceships. It seems like the game is whatever you want to make of it. If you like the creature phase, just play that. If you want city building, then work on that. It seems almost too good to be true, but if even half of what has been planned comes to fruition, this could be the be-all and end-all of sim games. It comes out in 2007. I can’t wait.