Those of us not in the industry refer to that as "lying."
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The game got released in 2008, why is this a modern day article as if the game was just released, while the information is what everyone who ever played the game already knows? The game is almost old enough (just 2 more months) to get it's drivers licence and buy alcohol in my country. When I was reading this I was like: "wait... Was there a new Spore game released?" But no, it's just about an 18 year old game 🤷
I thought the world was going to shit, but apparently there's nothing else to write about than an 18 year old game, from a sea of thousands of game being released per year.
Ok, Thanks for sharing, at least it's not bullshit from Trump or Musk or whatever I guess.
Yeah it sucks that the Internet won't let you create your own better posts about more modern games.
Holy shit dude, nobody's forcing you to read it and comment all that drivel.
A website made a recap article about it, including interviews with developers. That's an extremely common practice in journalism. This submission is a recap of that interview. Instead of losing your shit and typing all that out you could have read 4 lines of the article to learn that yourself.
Oh sorry, I didn't know reality checks on timelines weren't allowed.
By the way, this just got in: a plane just flew into the WTC. We don't know much yet, but there's a high possibility it might be a terrorist attack on the US. Stand by for a press conference from your president George W. Bush.
You're the one somehow bemused at the existence of an article about a part of history (of gaming), which again is a very common thing. Consider therapy.
To follow your bizarre example, we'd never have articles or interviews about 9/11 ever again. Let's just not bother talking to people who were around back then.
I'm deeply sorry I didn't follow your rules for posting comments on the internet. I will indeed find therapy to deal with the shame, and to learn about your rules so I won't make this mistake ever again. Even my mom called me to tell me I was her biggest disappointment (although in general, not necessarily related to my comment mistake) so you must be right.
Translation: "We were just shitting you, so don't buy our game."
Yeah we were there when it happened
I got the collector edition. Never again.
I bought my first ever PC that was built for and came with spore.
I was happy with the computer, the game was... less than what I thought it was going to be.
Okay since people seem disturbed - Do you all remember DARKSPORE?
I loved Spore, but I'm easily pleased with video game. I liked creature stage the most, but also liked space and puttering around!
I even really liked the cell stage because the gameplay loop was fun and simple, plus you got to eat the bastards who were eating you before you got bigger.
I still have and play the game sometimes. I would have loved for it to be what I envisioned but it’s still the most enjoyable evolution based game I’ve played. I should look and see what else might be available. I really like the concept.
Evo: Search for Eden is my vote for best evolution game.
Maybe someday we will get a spiritual successor to spore
Oh I remember this game. I'm still irritated at the fraudulent claims. The game was not at all what I expected. Marketing can eat me for this one.
It might be worth to link to the original source: https://www.designroom.site/spore-an-oral-history/
Design Room is a new online magazine authored by one of the writers laid-off by Vox Media when it acquired Polygon.
You can read the Oral Histories after a free subscription.
Yes, but:


RIP VG Cats!
The thing that really bugged me about Spore was how lame the “evolution” was.
If early developments in your creatures set certain things in motion that then played out differently that would be great and add replay value.
But nothing was meaningful at all, you could completely change stuff back and forth. Very little in your evolutionary history actually mattered, at all.
There were a couple details that mattered.
Whether you were aggressive vs friendly vs neutral at each stage had some consequences for all later stages. Creatures you befriend in the Creature stage could become pets in the Tribal stage, which could include the powerful lone wolf ones.
That's because ~~children~~ adults would get stuck on a path that was untenable, and management didn't like that idea. It would lead to a bad experience and a negative review.
We know this.
We've known this for decades.
Why is this now news?
Slow news day?
Bullshit.
EA did what they’ve been doing for 30 years: buy a competing game studio, release a few token cash grab titles under their beloved name, then shut down the studio and lay off all the developers. EA mediocritized Will Wright’s original vision for Spore, and trashed the last SimCity game with their always-online, closed architecture and slapdash support.
The really insidious part is that EA does make fun games, but they have remade the industry in their image: closed source, online only, DRM-infested, yearly release, day-one “expansion”, cash grab software that inspires none of the community and creativity that used to foster legendary franchises. And, they’ve killed countless game studios to create a quasi-monopoly to do it with.
I am still bitter over what they did to Maxis. I will never buy another EA game for as long as I live.
SimCity is the last time I was excited for a modern remake of a game, and likely the last. It was such an incredible letdown, you couldn't even open the game at launch because of the always online stuff. Most every remake of a classic has been terrible ever since, I'm happy to be proven wrong though.
The mediocrity as I understand was from the rift that developed in the team about the vision of the game being a sandbox vs a campaign.
However, I witnessed a new divide among the team which was less well-known; as more core game developers (such as myself) were recruited to help finish the game, a cultural gap emerged between the newer ‘gameplay’ team and the older ‘Sim’ team. The former group (which went on to spearhead Darkspore) was primarily concerned with how Spore played as a game. Were the mechanics engaging? Did the player’s choices matter? Was the game replayable? In contrast, the ‘Sim’ team carried the traditional Maxis DNA and was more comfortable with Spore as a toy box. Could the players express themselves? Was sharing one’s creations with other players meaningful? Did the game spark the imagination?
These cultural divides ruined Spore’s chances to be a focused, cohesive experience.
"Closed source" is reaching. As much as I think Doom shows why it should be desirable, let alone not taboo, it's always been the industry standard and applies to 99.99% of games.
Certainly. I probably should have said “extensible” or “mod-able”.
Every creature on the box art is impossible in-game one way or another.
Spore taught me a lesson on not trusting hype.
It was my first experience with a hyped disappointing game.
Also I do not think it was something technical. It was just EA evilness to their marketing team though that a more child oriented game would sell better than the hardcore simulation the devs wanted to make.
I still remember that E3 trailer with the willowsaur, it showed more advanced characteristics that the final product. They straight up downgraded their game.
Same here, I remember being 15 and sharing the video around school on this amazing new website called Google Videos. I watched that demo multiple times and ate the hype big time, and then we know what happened next.
A few years later, EA ruined Battlefield and I've never bought a game from them since.
The only fantastical promise about the game I ever remember reading was the animations were supposed to be kinesthetic based on how you made your creatures; kinda like how GTA's Euphoria physics engine works.
And as far as I had read regarding that, they were struggling with it and had to abandon it at the behest of management not giving them more time to figure it out.
I know this is a dirty thing to say, but this feels like one of the few actual genuine use cases for AI in games.
Animations are extremely finicky and requires a lot of manual tweaking and adjusting to get right, it doesn't surprise me that they struggled to make a procedural animation system because if they could solve that, they'd actually solve a well known industry challenge.
If you were building spore today, you could train a little local model that purely creates reasonably good animations for arbitrary creature designs. It wouldn't be perfect, but for a game like Spore it would be good enough.
No, that's a problem we've already solved, with math.
You can make a rig like that yourself, just by following some advanced tutorials.
It feels like you're saying "this is hard, let's throw AI at it".
That's not the fun way for humans to do things.