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Electronic Arts

The Controversial SPORE

Posted by andres on January 04, 2010
Analyses, Game Criticism / No Comments

(old post)

It has taken me far too long to settle down and actually write about SPORE.

I think part of the problem has been time, since I have very little of it – however, a bigger problem has been that I’ve been too lazy to do it.

My friend Alex Vance recently uploaded a series of journal entries elaborating on people who are Not Writers – writers who say they write but do not do so as much as they should, and do not try to get over the minuscule hurdles that stop them from writing and hence differ from Writers, who need to write – who eat, sleep and breathe writing. (It is a good read – check it out sometime.)

I have my own name for these, and it is “writters”. It is a playful, mocking name. I now realize I have been mocking myself.

I’ve been trying to write and not doing it for far too long. (Do or no not – there is no try – I know I know)

So let’s talk about SPORE.

A great many people were expecing a great many things from SPORE, and I suppose it’s only fair that on release the general outcry was “This game is not what it should have been.” Plenty of people were baffled by the lack of complexity and intricacy in the gameplay in comparison to more profound civilization games, such as the aptly titled Civilization – I vividly recall Brenda Brathwaite watching me play SPORE feverishly in the same spot for five hours and ask me what I thought, then say someone told her Civilization IV was far better.

In a sense, they were right. In another, they were not.

I’ve heard SPORE be criticized on a lot of grounds that are all very valid. It’s been called “simple,” “stacked all wrong,” “disappointing at times,” “not quite an amazing game,” and, most importantly, “toy.” It is one hundred percent true that SPORE is not so much an immersive journey towards the Win Condition as it is an individual experience of endless possibilities–which is pretty much what most every one of Will Wright’s games have been. I think, however, that many people mistakenly believe the SPORE experience is simple out of a lack of insight into its design.

SPORE was an accident, is what I’ve concluded after a great deal of thinking, playing and speculating. It was a very exotic road trip stop on the way to a bigger finale. Will Wright has been one of my heroes for a great many years and I’ve taken a great deal of time scrutinizing his game design pattern and determining how it functions. I have come to believe that SPORE is an excellent game in what it seeks to achieve. Where it faltered and did not receive notable victory was in accomplishing people’s expectations for it.

The following is my theory.

Will Wright has been working on SimEverything for a long while now. It’s a fairly well-known fact that Will Wright wants to encompass the universe in a large simulation tool and allow players to possess and manipulate a tiny, yet massively complex system of simulacra that mimic every fathomable, fashionable part of the Earth.

During this time, he developed this evolutionary system that he believed would be a part of SimEverything.

He did not make SimEverything.

I can’t say how many people I’ve spoken to who express their frustration at SPORE for not being SimEverything. I partly blame EA/Maxis’s advertising campaign for over-hyping the game and trying to have too much of a hand in development (that we will touch on later), but I think a great deal of the issue was people’s misinterpretation of what Will Wright meant when he changed the name of his project from SimEverything to SPORE. In an interview, years ago, I recall him saying something along the lines of “I wanted to call it SimEverything.” I’ve had a hunch for a while now that in Will-Wright-Speak this means “I wanted to make SimEverything, but what I got was SPORE instead.” I knew, from the moment SPORE‘s name was announced, that I was not going to be playing SimEverything. But that was okay. I was okay with that. I just wanted to see what this was about.

Anyone who knows Will Wright as more than just “that game developer that made SimCity and The Sims” knows there is much more to Will than meets the eye (he is a robot in disguise). I recall an extensive and fascinating TED talk (and here it is for your viewing pleasure) where Will stood at the front of the room (while wearing an inexplicable gear on the cast on his arm) and explained SPORE, as he had many times before, and then went beyond SPORE and spoke in depth about his motivations behind the game, his experience in Montessori school that led him to find an interest in toys that teach valuable lessons and ideas through play and his own attempt to build a kind of toy that could enable the same spark of understanding and learning.

To sum it all up, my theory? SPORE is not SimEverything. It is a game meant to explore and educate on principles and theories behind the evolutionary process.

spore (n) a small, usually single-celled asexual reproductive body produced by many nonflowering plants and fungi and some bacteria.

The name somewhat gives it away, in a sense. Will Wright is rather predictable when it comes to nomenclature. He names things for what they are – SimCity was the simulation of a city, SimAnt the emulation of an ant colony. SPORE as a name does not give the impression of being a game about terraforming planets and the intricate struggles of civilizations. Oddly enough, the all-caps plays into it well: SPORE is a game that begins with a miniscule cell which then grows to gargantuan proportions. First, it’s a spore, then it’s a Spore, then it’s a SPORE - first a cell, then a creature, then a civilization. Eventually, the irony of the title speaks for itself – the smallest thing in the organic realm earns the all-importance of all-caps. Now, let’s continue onto more concrete evidence and less philosophical theorizing that nobody believes anyway.

The magic of SPORE theme lies in its presentation and game design. While naysayers argue that SPORE lacks the depth and complexity of so many other games it “emulates”, I believe these “copycat stages” are simplistic because they’re leading the player memetically through a select few key elements in order to bring a larger point into perspective. And that point is the following: as the player builds and evolves their creature from very early on, they’ll find certain traits and attributes earned from body parts and accessories will not help them continue the level they’re playing on. It may be as simple as “I need more firepower”, leading the player to sacrifice a couple of pretty feathers on their creature’s forehead in order to give them a wicked, curved beak. The point is, necessary traits for survival are lost and necessary traits are enhanced to guarantee survival. This is the very core principle of Darwin’s Survival of the Fittest.

While yes, essentially a lot of the basics of evolution are somewhat sidestepped in SPORE such as common ancestry, several generations of dominant and recessive genes, etc. etc. the point is that SPORE still ultimately communicates that important idea behind natural selection, where something ends up determining when parts and features “work” and when they “don’t work”.

If the core of the game had been better communicated, this simplicity could have been overlooked. The point of SPORE is that it is not another Civilization game, it is an evolution game.

Unfortunately, in order for the game to adhere more appropriately to a new target market, as per requested by EA (my theory, at least) much of the game’s reliance on evolution to determine ability to survive was dumbed down to a points addition system, where having enough points in one of three basic “skills” (fighting, trading, charming) would allow you to survive by relying on that “skill”. This was a theme followed through the whole game, but was unfortunately so underenforced in order to allow players freedom that it didn’t end up appearing to be a strong mechanic. For a wider target market, however, it worked just right to keep the game accessible.

SPORE‘s original overtones of scientific simulation were, at some point and for some reason, abandoned in favor or a more toony, playful presentation where the end path to any and all creature evolutions is an intelligent civilization with fairly universal social customs and engineering developments (essentially they all have tanks, planes and boats, regardless of whether they’re a race of flying reptilians or plant fish). This is clearly not an accurate representation of how evolution actually works, not to mention that giving the player complete freedom to build their creature however they like strangely has a kind of Creationist conext behind it. SPORE‘s dev team referred to their approach towards explaining evolution as a “creativolution” presentation. Indeed, even from watching the television ad for SPORE, one would get the feeling that the game steers players into believing a Creationist approach to the way the universe was created.

embedded by Embedded Video

How does this tie into my theory about SPORE‘s design purposes, then?

The intermarriage between Creationism and Evolution that’s presented by SPORE results in being both another market move by attempting to avoid the flak from insane individuals who want to force their religion into you and your Subway Sandwich and also being a clever point about the existence of a common ground between religion and evolution. After all, as my mother once said (and I can’t believe I’m quoting my mother in reference to a video game controversy) “God works in mysterious ways – who’s to say God didn’t intend for us all to eventually evolve into what we are now?” Hence, another nick in Will Wright’s initial plans, made for the sake of audience.

SPORE did have its flaws that cannot be ignored, perhaps most notably that the endgame is so difficult to get to that most people didn’t even know it was there (not to mention that the godforsaken Grox are the most irritating, unforgiving and relentless enemy I have ever faced). To be fair, Will has never been one for endgame scenarios, and SPORE reflects that, not really giving you a clear indicator of what it expects from you.  The Digital Rights Management (DRM) issues that came packaged with SPORE‘s installation did not help matters, bringing outrage from the community as EA and Maxis struggled to save their game from scurvy-ridden pirates.

In the end, SPORE failed where it should have succeeded – the ideas behind it were all right, but I believe much of Will’s original vision had to be scrapped in order to avoid controversy after controversy that would have plagued the game had they released what he intended. And where were the land missions? Where were the plant design suites for players? Put in expansion packs for later release, in order to squeeze a couple of more cents out of the franchise before it fizzled out.

Several aspects of the unfortunate nature of today’s politically correct world, the overwhelming pirate culture and simply a few ill-placed choices on the accessibility of the game for a wider target market all contributed to SPORE not being the commercial success it could have, should have been.

Well, ladies and gentlemen, let’s keep our seats and wait for SimEverything. Will tried, but he is, after all, like us…

…a robot in disguise.

tl;dr: You jerk, read my critique.

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Great Success

Posted by andres on September 18, 2008
Headline News, Interesting Stuff, Personal News / No Comments

SPORE works. Oh, God, I was so convinced the problem was my video card, but after Googling a little, I learned about a community of people that were having the same issues, and by using a simple yet retarded fix I managed to install the game and have it work. It doesn’t run spectacularly on my PC; it’s at lowest settings, and even then it has laggy moments (so maybe I should get the XG Station anyway?) but it runs, dear God, and I’m so happy that I finally have the chance to play. I’ve been out and about all today, fretting over being able to get home and play at 8pm. I’ve only made it to the Creature Stage.

But learning all about the issues and bugs in SPORE and the features that have been lacking in the final version, I’ve become thoughtful as to what problems must have arisen in its development, and where focus has been placed in the game design in order to refine particular aspects of the game that were considered core to its experience. Why is it plagued with so many glitches, errors and difficulties? Why is the DRM so broken?

I’ll be sure to write up a SPORE critique for you all sometime very soon. For now, I’m going to go into hiding for a few days while I play it.

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“Max” Effect – What FOX Reports Look Like To Us

Posted by andres on January 29, 2008
Headline News / No Comments

A parody video of the report on Mass Effect was released by Leading Ready Run, and I thought it would be nice of me to post it for you all.

Luckily, the scandal is over, FOX News have been called bigots and Cooper Lawrence has personally admitted she had had no prior research or knowledge of the game, and was very sorry for having agreed to go on air and crack at it. She had no idea what the sex scenes in the game were actually like when she was on the show, and for that I give a Tip of the Hat to her and a Wag of the finger to FOX News. I suddenly respect Cooper Lawrence infinitely more. It takes guts to admit your mistakes.

Note: Jack Thompson never admits his mistakes.

But he did defend Mass Effect, which was utterly mindblowing. He may simply be jealous because the spotlight’s not on him anymore. Just go to jail, Jack.

Source: http://loadingreadyrun.com/videos/view/302/max_effect

[vodpod id=ExternalVideo.473881&w=425&h=350&fv=mediaId%3D641843%26affiliateId%3D24664%26allowFullScreen%3Dtrue%26pngLogo%3Dhttp%253A%2F%2Fwww.loadingreadyrun.com%2Fimg%2Frevdots_grey.png] from loadingreadyrun.com posted with vodpod

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Fox News Is Unsurprisingly Foul

Posted by andres on January 25, 2008
Headline News / No Comments

So, remember Cooper Lawrence on the Fox Newscast? EA sent a letter to Fox News noting the various inaccuracies of the report and suggesting the unfairness and bias behind it, and basically asking for, if not a recant, acknowledgment of the mistake.

Well, Fox News technically replied to that email–in form of a Blackberry text message that read one line something along the lines of “Please contact the Fox public relations department.”

EA Vice President John Brown is not about to let the matter slide, for which I’m thankful, but I think in this situation we may have to concede the fact that Fox News is really not important anyway, and probably we should all just stop watching it instead of expect it to give us proper news. We’ll turn to the BBC or something.

Still, let’s hope that EA really starts to crack down on the absurd and outlandish statements made about video games nowadays. From journalists looking to aggrandize themselves and political candidates spewing nonsense about video games in order to promote their campaign, video games are entering the spotlight stage–much like books and movies before them. Let’s put on our best defensive faces and fight back with all we’ve got. Eventually the media’s glaring look will turn back to petty scandals and gaudy celebrities, and we can have our video games in peace.

This is a diplomatic war, gentlemen and ladies. Here’s to the future victory.

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