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	<title>Comments on: Interview: Spore&#8217;s Lead Designer On Spore&#8217;s Design</title>
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	<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/</link>
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		<title>By: gattsuru</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92644</link>
		<dc:creator>gattsuru</dc:creator>
		<pubDate>Wed, 24 Sep 2008 01:48:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92644</guid>
		<description>One thing that seems to have driven Spore&#039;s development, especially with after-the-fact interviews like this, was that the team was focused on &quot;Features&quot;.  Lionhead Studios had a bad habit of the same thing.  &quot;Features&quot; look great on press releases, but they don&#039;t actually make games fun.

The autosave is the most obvious example.  This is a game that encourages players to go through a multi-hour session in a single sitting for one of the easier achievements, and which can easily involve dozens of hours of gameplay time.  Meanwhile, the ability to encounter your own beings and/or empire doesn&#039;t really come up often -- I ran into my own creations several times through autogenerate, but never had a reason to spend time near one of my own empires.  The former is basic; it&#039;s design and important to how players experience the game... but the Feature comes first.

The creature creator (and, to a much, much greater degree, Tribal clothing and Civilization vehicle creator) has similar concerns.  Building things from the ground up and having those choices affect the being&#039;s abilities was a Feature, but one that just didn&#039;t work.  Instead of abandoning the Feature, the actual gameplay attributes are reduced or removed -- there&#039;s no lasting benefits or costs for picking up feathers early on in Creature since you can just add them on while evolving to Tribal, or where your designs in Tribal really change things for Civ or space.  The reasons are obvious, but rather than abandon the Feature (and thus either guide people toward certain designs or divorce form from all essential function), the gameplay choices were abandoned or reduced to make the Feature work.

There are places where this works out.  I&#039;m not sure this is one of those situations.</description>
		<content:encoded><![CDATA[<p>One thing that seems to have driven Spore&#8217;s development, especially with after-the-fact interviews like this, was that the team was focused on &#8220;Features&#8221;.  Lionhead Studios had a bad habit of the same thing.  &#8220;Features&#8221; look great on press releases, but they don&#8217;t actually make games fun.</p>
<p>The autosave is the most obvious example.  This is a game that encourages players to go through a multi-hour session in a single sitting for one of the easier achievements, and which can easily involve dozens of hours of gameplay time.  Meanwhile, the ability to encounter your own beings and/or empire doesn&#8217;t really come up often &#8212; I ran into my own creations several times through autogenerate, but never had a reason to spend time near one of my own empires.  The former is basic; it&#8217;s design and important to how players experience the game&#8230; but the Feature comes first.</p>
<p>The creature creator (and, to a much, much greater degree, Tribal clothing and Civilization vehicle creator) has similar concerns.  Building things from the ground up and having those choices affect the being&#8217;s abilities was a Feature, but one that just didn&#8217;t work.  Instead of abandoning the Feature, the actual gameplay attributes are reduced or removed &#8212; there&#8217;s no lasting benefits or costs for picking up feathers early on in Creature since you can just add them on while evolving to Tribal, or where your designs in Tribal really change things for Civ or space.  The reasons are obvious, but rather than abandon the Feature (and thus either guide people toward certain designs or divorce form from all essential function), the gameplay choices were abandoned or reduced to make the Feature work.</p>
<p>There are places where this works out.  I&#8217;m not sure this is one of those situations.</p>
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		<title>By: Sam</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92584</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Tue, 23 Sep 2008 21:56:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92584</guid>
		<description>@Greig Wild:
However, as your review notes, one of the points of Spore is to &quot;give the player the power to create their own societies from Cell to Space&quot; - judged by this standard, Spore is still disappointing in all stages but Cell and Space, as you note yourself. So, even from this perspective, it doesn&#039;t manage to succeed properly - a single Creature (the one controlled by the player) is not an interesting society if the rest of them sit around doing nothing much, for example.
There&#039;s no depth in the majority of the game, and precious little of the kind of emergent behaviour that might have created the &quot;stories&quot; that people are supposed to create. 
Indeed, I&#039;m the kind of person who *does* like to invent stories about how things come about in open-ended games... and I found Spore tremendously hard to do this with. Ironically, the attempt to be open and yet also be a &quot;good game&quot; in all the stages produced a compromise hybrid that simply annoys me with its lack in both directions...

(It&#039;s not, as I complained before, that Tribal is *easy* that&#039;s the real problem - it&#039;s that there&#039;s nothing really interesting about it - even the creator options are horrible.)</description>
		<content:encoded><![CDATA[<p>@Greig Wild:<br />
However, as your review notes, one of the points of Spore is to &#8220;give the player the power to create their own societies from Cell to Space&#8221; &#8211; judged by this standard, Spore is still disappointing in all stages but Cell and Space, as you note yourself. So, even from this perspective, it doesn&#8217;t manage to succeed properly &#8211; a single Creature (the one controlled by the player) is not an interesting society if the rest of them sit around doing nothing much, for example.<br />
There&#8217;s no depth in the majority of the game, and precious little of the kind of emergent behaviour that might have created the &#8220;stories&#8221; that people are supposed to create.<br />
Indeed, I&#8217;m the kind of person who *does* like to invent stories about how things come about in open-ended games&#8230; and I found Spore tremendously hard to do this with. Ironically, the attempt to be open and yet also be a &#8220;good game&#8221; in all the stages produced a compromise hybrid that simply annoys me with its lack in both directions&#8230;</p>
<p>(It&#8217;s not, as I complained before, that Tribal is *easy* that&#8217;s the real problem &#8211; it&#8217;s that there&#8217;s nothing really interesting about it &#8211; even the creator options are horrible.)</p>
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		<title>By: Greg Wild</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92545</link>
		<dc:creator>Greg Wild</dc:creator>
		<pubDate>Tue, 23 Sep 2008 19:36:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92545</guid>
		<description>Excellent interview - it basically sums up what I&#039;ve been saying to those who&#039;ve been panning it from release - they basically had a fixed idea in their head what Spore was, as opposed to what Maxis were always making it to be. 

Basically the main point I made of it in my review of it :P
http://gregwild.livejournal.com/2008/09/12/</description>
		<content:encoded><![CDATA[<p>Excellent interview &#8211; it basically sums up what I&#8217;ve been saying to those who&#8217;ve been panning it from release &#8211; they basically had a fixed idea in their head what Spore was, as opposed to what Maxis were always making it to be. </p>
<p>Basically the main point I made of it in my review of it :P<br />
<a href="http://gregwild.livejournal.com/2008/09/12/" rel="nofollow">http://gregwild.livejournal.com/2008/09/12/</a></p>
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		<title>By: plant42</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92527</link>
		<dc:creator>plant42</dc:creator>
		<pubDate>Tue, 23 Sep 2008 18:42:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92527</guid>
		<description>Ah... kinda crappy but Spore just didn&#039;t hold my attention. I was surprised by all the A reviews out there, seemingly only Game Revolutions had the guts to really pick it apart:

&lt;a href=&quot;http://www.gamerevolution.com/review/pc/spore&quot; rel=&quot;nofollow&quot;&gt;Spore Review&lt;/a&gt;

I kept getting the impression as I played that they originally wanted to create an evolution-Sim, where if you streamlined or added longer legs your critter was faster, if you painted it green you could hide in foliage, if you added a counterweight tail you could turn easier, and so on... but the complexity of engineering such a system was beyond their ability to create and/or make &#039;fun&#039;.  

I&#039;m left with a few interesting character and building editors, and if I wanted to edit characters I could boot up 3d Studio Max.  :/</description>
		<content:encoded><![CDATA[<p>Ah&#8230; kinda crappy but Spore just didn&#8217;t hold my attention. I was surprised by all the A reviews out there, seemingly only Game Revolutions had the guts to really pick it apart:</p>
<p><a href="http://www.gamerevolution.com/review/pc/spore" rel="nofollow">Spore Review</a></p>
<p>I kept getting the impression as I played that they originally wanted to create an evolution-Sim, where if you streamlined or added longer legs your critter was faster, if you painted it green you could hide in foliage, if you added a counterweight tail you could turn easier, and so on&#8230; but the complexity of engineering such a system was beyond their ability to create and/or make &#8216;fun&#8217;.  </p>
<p>I&#8217;m left with a few interesting character and building editors, and if I wanted to edit characters I could boot up 3d Studio Max.  :/</p>
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		<title>By: Sam</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92371</link>
		<dc:creator>Sam</dc:creator>
		<pubDate>Tue, 23 Sep 2008 12:59:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92371</guid>
		<description>@worg: I suspect that there&#039;s nothing interesting about the interaction-level of Spore because that would have made things even more complicated to get working. As it is, it is clear that the majority of the &quot;complexity&quot; in Spore&#039;s code goes into the procedural animation stuff for the Creature Creator, and the rest (whilst allegedly &quot;balanced&quot; for some time) has somewhat less sophistication.

But, yeah, I&#039;m disappointed that there&#039;s not more of the spirit of Sim Earth and Sim Life (or even Sim City, for that matter) about the later stages. Surely the point of a game/creator/shareything about evolution should be the richness of interactions?</description>
		<content:encoded><![CDATA[<p>@worg: I suspect that there&#8217;s nothing interesting about the interaction-level of Spore because that would have made things even more complicated to get working. As it is, it is clear that the majority of the &#8220;complexity&#8221; in Spore&#8217;s code goes into the procedural animation stuff for the Creature Creator, and the rest (whilst allegedly &#8220;balanced&#8221; for some time) has somewhat less sophistication.</p>
<p>But, yeah, I&#8217;m disappointed that there&#8217;s not more of the spirit of Sim Earth and Sim Life (or even Sim City, for that matter) about the later stages. Surely the point of a game/creator/shareything about evolution should be the richness of interactions?</p>
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		<title>By: worg</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92363</link>
		<dc:creator>worg</dc:creator>
		<pubDate>Tue, 23 Sep 2008 12:48:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92363</guid>
		<description>That whole bit about the creatures being interesting-- Alex, is that why they all stand around the nest and do nothing for hours on end?  Is that why they don&#039;t really roam?  Is that why in Space stage there are no real food webs and no complex systems, just a canned terraforming mini-game for more animals that have no interesting behaviors and do nothing but stand around?

Alex, Spore was a BIG DEAL.  You had a BIG OPPORTUNITY here.  You dropped the ball.  BIG TIME.</description>
		<content:encoded><![CDATA[<p>That whole bit about the creatures being interesting&#8211; Alex, is that why they all stand around the nest and do nothing for hours on end?  Is that why they don&#8217;t really roam?  Is that why in Space stage there are no real food webs and no complex systems, just a canned terraforming mini-game for more animals that have no interesting behaviors and do nothing but stand around?</p>
<p>Alex, Spore was a BIG DEAL.  You had a BIG OPPORTUNITY here.  You dropped the ball.  BIG TIME.</p>
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		<title>By: ape</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92311</link>
		<dc:creator>ape</dc:creator>
		<pubDate>Tue, 23 Sep 2008 11:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92311</guid>
		<description>I really dont see why he went on about balancing all three parts when I found the game to be far more heavy on the creation side with the game part being almost insignificant. And the whole storytelling thing is just PR,  I actyually am one of those players who builds an elaborate story to fill in the gaps, but somehow it just never happens when I play spore. Then again this is just a rant and I am certain many people are enjoying it.

Now if only I could have those editors in Space Ranger 2, StarCon 2,  Gal Civ2 and all those other wonderful  games that actualy got the space thing right. Also, is it just me or does Spore have nothing to do with evolution or science, I mean I really don&#039;t see how this thing hits any of the marks Will Wright was talking about... far closer to intelligent design.</description>
		<content:encoded><![CDATA[<p>I really dont see why he went on about balancing all three parts when I found the game to be far more heavy on the creation side with the game part being almost insignificant. And the whole storytelling thing is just PR,  I actyually am one of those players who builds an elaborate story to fill in the gaps, but somehow it just never happens when I play spore. Then again this is just a rant and I am certain many people are enjoying it.</p>
<p>Now if only I could have those editors in Space Ranger 2, StarCon 2,  Gal Civ2 and all those other wonderful  games that actualy got the space thing right. Also, is it just me or does Spore have nothing to do with evolution or science, I mean I really don&#8217;t see how this thing hits any of the marks Will Wright was talking about&#8230; far closer to intelligent design.</p>
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		<title>By: Andrew Doull</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92274</link>
		<dc:creator>Andrew Doull</dc:creator>
		<pubDate>Tue, 23 Sep 2008 09:56:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92274</guid>
		<description>Its a shame there isn&#039;t a single editor in Spore that lets you change the game play in any meaningful way: as it is, there is more user content generation options in Line rider than Spore.</description>
		<content:encoded><![CDATA[<p>Its a shame there isn&#8217;t a single editor in Spore that lets you change the game play in any meaningful way: as it is, there is more user content generation options in Line rider than Spore.</p>
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		<title>By: fanciestofpants</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92214</link>
		<dc:creator>fanciestofpants</dc:creator>
		<pubDate>Tue, 23 Sep 2008 07:35:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92214</guid>
		<description>Personally I&#039;m looking forward to expansions. 

An elaboration of the hologram scout please, I want to beam an away-team to a planet and have lazer hijinks!</description>
		<content:encoded><![CDATA[<p>Personally I&#8217;m looking forward to expansions. </p>
<p>An elaboration of the hologram scout please, I want to beam an away-team to a planet and have lazer hijinks!</p>
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		<title>By: Mark</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92189</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Tue, 23 Sep 2008 03:39:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92189</guid>
		<description>I&#039;d love to weigh in on the game while it&#039;s still fresh in the public consciousness, but I can&#039;t because the bastards packaged it with a copy protection that amounts to Computer Herpes! For all his talk about making sure it has something for everybody, they ended up spending good money on an antifeature that makes it useless to the demographic of people who actually care about malware.

I&#039;m still mad about that, yes.</description>
		<content:encoded><![CDATA[<p>I&#8217;d love to weigh in on the game while it&#8217;s still fresh in the public consciousness, but I can&#8217;t because the bastards packaged it with a copy protection that amounts to Computer Herpes! For all his talk about making sure it has something for everybody, they ended up spending good money on an antifeature that makes it useless to the demographic of people who actually care about malware.</p>
<p>I&#8217;m still mad about that, yes.</p>
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		<title>By: shinygerbil</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92154</link>
		<dc:creator>shinygerbil</dc:creator>
		<pubDate>Tue, 23 Sep 2008 00:53:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92154</guid>
		<description>@Blaze: Your first point seems to me to be where people are taking the wrong end of the stick with Spore. They are still assuming that the game will and should do everything for them; most seem unwilling or even unable to impose their imagination upon the game.

When I first got to the editors (besides the Creature Creator which was, of course, old news) I was blown away. Instantly, I drew a comparison with Lego - it&#039;s not hard to see why, I hope. Lego is the ultimate sandbox - as everyone knows, the only limit is your imagination. (And, of course, how many bricks you have, and of what kind. ;) ) With Spore, I find the editors to be really quite capable and accommodating - although I would love a legitimate way of building a money-no-object, complexity-no-object spacecraft, for example. Nonetheless, within reason, I can do whatever I want in the Spore editor.

Now take this to the Creature stage. Once you are in a position to mate and therefore evolve, you are given free reign over your creation; you have been given a bunch of Lego pieces, in effect, and they are yours for the playing with. I consider it &lt;i&gt;my&lt;/i&gt; responsibility to impose limitations and shape my experience; if I want my evolution to look like &#039;real&#039; evolution, in that changes are small, then I will only make small changes.

If anything, I find that Spore imposes too many limitations for gameplay&#039;s sake - for example, if I want my creature to have all four Social skills at a decent level, my choice of feet/hands/mouth are severely limited. The effect is that, at many points in the future, I will find myself reusing the same few parts in order to make &quot;better&quot; creatures each and every time, providing of course that I actually go through the whole process with them at all - which, obviously, I feel discouraged to do because of this very point. (This is, however, an interesting study in convergent evolution. ;) )

I guess I was merely expecting a different game from the game which most people appear to have expected; in fact, when I got to the Space stage, I was genuinely shocked to see so much potential, and so much actual genuine &lt;i&gt;gameplay&lt;/i&gt;. I really was expecting (maybe even hoping for) a lot less - especially after having played through the previous stages.

My main point, though, is that for the most part this is a game limited by &lt;i&gt;your&lt;/i&gt; imagination and &lt;i&gt;your&lt;/i&gt; rules - at least until the tribal and civ stages, although normal service is pretty much resumed in Space. If the evolution of your creature doesn&#039;t seem to work how you want it - then pretend it does. Impose your own limitations, make up your own stories, set your own goals. It is up to the player to decide how they play. 

To this effect, I would love to see the Tribal and Civ stages opened up a bit - made a bit more open-ended, more like the sandbox of the other stages. But we can&#039;t have it all, and they&#039;re really not all that bad... :)

EDIT: HOT CRAPS that is one long post. :( I hereby declare TL;DR</description>
		<content:encoded><![CDATA[<p>@Blaze: Your first point seems to me to be where people are taking the wrong end of the stick with Spore. They are still assuming that the game will and should do everything for them; most seem unwilling or even unable to impose their imagination upon the game.</p>
<p>When I first got to the editors (besides the Creature Creator which was, of course, old news) I was blown away. Instantly, I drew a comparison with Lego &#8211; it&#8217;s not hard to see why, I hope. Lego is the ultimate sandbox &#8211; as everyone knows, the only limit is your imagination. (And, of course, how many bricks you have, and of what kind. ;) ) With Spore, I find the editors to be really quite capable and accommodating &#8211; although I would love a legitimate way of building a money-no-object, complexity-no-object spacecraft, for example. Nonetheless, within reason, I can do whatever I want in the Spore editor.</p>
<p>Now take this to the Creature stage. Once you are in a position to mate and therefore evolve, you are given free reign over your creation; you have been given a bunch of Lego pieces, in effect, and they are yours for the playing with. I consider it <i>my</i> responsibility to impose limitations and shape my experience; if I want my evolution to look like &#8216;real&#8217; evolution, in that changes are small, then I will only make small changes.</p>
<p>If anything, I find that Spore imposes too many limitations for gameplay&#8217;s sake &#8211; for example, if I want my creature to have all four Social skills at a decent level, my choice of feet/hands/mouth are severely limited. The effect is that, at many points in the future, I will find myself reusing the same few parts in order to make &#8220;better&#8221; creatures each and every time, providing of course that I actually go through the whole process with them at all &#8211; which, obviously, I feel discouraged to do because of this very point. (This is, however, an interesting study in convergent evolution. ;) )</p>
<p>I guess I was merely expecting a different game from the game which most people appear to have expected; in fact, when I got to the Space stage, I was genuinely shocked to see so much potential, and so much actual genuine <i>gameplay</i>. I really was expecting (maybe even hoping for) a lot less &#8211; especially after having played through the previous stages.</p>
<p>My main point, though, is that for the most part this is a game limited by <i>your</i> imagination and <i>your</i> rules &#8211; at least until the tribal and civ stages, although normal service is pretty much resumed in Space. If the evolution of your creature doesn&#8217;t seem to work how you want it &#8211; then pretend it does. Impose your own limitations, make up your own stories, set your own goals. It is up to the player to decide how they play. </p>
<p>To this effect, I would love to see the Tribal and Civ stages opened up a bit &#8211; made a bit more open-ended, more like the sandbox of the other stages. But we can&#8217;t have it all, and they&#8217;re really not all that bad&#8230; :)</p>
<p>EDIT: HOT CRAPS that is one long post. :( I hereby declare TL;DR</p>
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		<title>By: Blaze</title>
		<link>http://www.rockpapershotgun.com/2008/09/22/spores-lead-designer-on-spores-design/comment-page-1/#comment-92142</link>
		<dc:creator>Blaze</dc:creator>
		<pubDate>Mon, 22 Sep 2008 23:01:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=3009#comment-92142</guid>
		<description>I’m going to focus on a particular aspect, namely the design decisions on the creature creator; Spore is supposed to be about evolution. So why does the creature creator (during creature stage itself) feel like an advanced Mr. Potato Head? Yes, most players make incremental changes to their creature. However total overhauls are allowed at any point - it doesn&#039;t make sense that a creature can swap a beak for a beetle&#039;s mouth between generations. What would&#039;ve worked better and negated the whole form vs. function issue: your creature grows according to your playing behaviour, and its body parts morph to reflect your choices. However the player ought to retain creative direction of their creature - major choices like biped or quadruped, etc. The result will be more natural progression of a species. As for purely cosmetic creatures, eg. making a race of giant tacos, you should be able to create a fully formed creature outside of creature stage, and specify final stats. Then you can jump into the game with that creature, but it starts out with scaled down stats and (if possible, don&#039;t know about the technical difficulties involved) a pre-evolved appearance that slowly develops into your fully formed creation, with allowance for physical variation depending on how you played through creature stage. So I could download a giant taco creature, start a game looking like a pre-evolved form of taco, then end creature stage with stats and appearance similar to the downloaded creature, but say with a larger mouth and higher attack stats because I played aggressively. If they could do progressive creature evolution, I could have just one downloadable file for my species; if I played through with that creature the file will maintain some of my playing style history as well as evolutionary choices, if not the game generates progressive stages of the creature. Now, if only they could make the core gameplay deeper…</description>
		<content:encoded><![CDATA[<p>I’m going to focus on a particular aspect, namely the design decisions on the creature creator; Spore is supposed to be about evolution. So why does the creature creator (during creature stage itself) feel like an advanced Mr. Potato Head? Yes, most players make incremental changes to their creature. However total overhauls are allowed at any point &#8211; it doesn&#8217;t make sense that a creature can swap a beak for a beetle&#8217;s mouth between generations. What would&#8217;ve worked better and negated the whole form vs. function issue: your creature grows according to your playing behaviour, and its body parts morph to reflect your choices. However the player ought to retain creative direction of their creature &#8211; major choices like biped or quadruped, etc. The result will be more natural progression of a species. As for purely cosmetic creatures, eg. making a race of giant tacos, you should be able to create a fully formed creature outside of creature stage, and specify final stats. Then you can jump into the game with that creature, but it starts out with scaled down stats and (if possible, don&#8217;t know about the technical difficulties involved) a pre-evolved appearance that slowly develops into your fully formed creation, with allowance for physical variation depending on how you played through creature stage. So I could download a giant taco creature, start a game looking like a pre-evolved form of taco, then end creature stage with stats and appearance similar to the downloaded creature, but say with a larger mouth and higher attack stats because I played aggressively. If they could do progressive creature evolution, I could have just one downloadable file for my species; if I played through with that creature the file will maintain some of my playing style history as well as evolutionary choices, if not the game generates progressive stages of the creature. Now, if only they could make the core gameplay deeper…</p>
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