Posts Tagged ‘Spore’

The Suite Science: Paul Weir Talks Generative Music

By Duncan Harris on November 20th, 2013.


This is the latest in the series of articles about the art technology of games, in collaboration with the particularly handsome Dead End Thrills.

When Paul Weir gave a talk at GDC 2011 about GRAMPS, the generative audio system he designed for Eidos Montreal’s Thief, the games press took notice. Not so much of the contents, though, or indeed the subject, just Thief. Here, finally, was a chance to get something on this oh so secretive game. Maybe, while prattling on about ‘sounds’ and stuff, he’d toss them a headline or two, get ‘em some clicks. Suspecting as much, Weir recommended to his audience that anyone just there for Thief nooz should probably leave the room. Some people did.

We can often seem deaf to game audio in the same way we’re blind to animation. Maybe it’s because the best examples of both are so natural and chameleonic that they blend into a game’s broader objectives. Maybe it has to be Halo ostentatious or Amon Tobin trendy just to prick up our ears; or make the screen flash pretty colours. Or maybe Brian Eno has to be involved, as we’ll come to in a minute. Read the rest of this entry »

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Soren Song: Civ IV Designer Founds Mohawk Games

By Graham Smith on November 6th, 2013.

Soren Johnson named it after his hair.

Soren Johnson is a clever man. He was a programmer on Civilization 3, the lead designer on Civilization IV, and then he moved over to Maxis to work on Spore. Now he’s building himself a new home by founding Mohawk Games, a studio dedicated to creating “core strategy games”. Read the rest of this entry »

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Will Wright’s Sterling Stuff

By Alec Meer on June 6th, 2011.

Staring eyes - of genius, madness, or just lens flare?

Increasingly nebulous mega-brain Will Wright has finally revealed what the hell he’s up to next. He’s spent his post-Spore years working at an outfit he calls Stupid Fun Club, which has had all sorts of wild ideas about TV shows and toys, but now he seems to be turning those historically ingenious eyes back to games.

He’s working on adapting a short story about a karmic computer, by sci-fi writer and technology ponderer Bruce Sterling, and he reckons he can get it turned around within a year.
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Darkspore: The Even Seedier Side Of Life

By Richard Cobbett on February 14th, 2011.

Darkspore. Roughly 75% prettier than these rubbish official screenshots will make it look. Sorry. There are plasma waterfalls and floaty space bridges and really nice looking crystals and everything...

What has eight legs, three eyes, and a nose that spits deadly mucus? Doesn’t matter, just kill it in the face and take its stuff. Richard’s been playing a pre-release version of Spore’s psychotic cousin, where life is simple, death is cheap, and the only good alien is one that drops a particularly snazzy hat.

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Spore Creature Creator Goes Asymmetric, Exports

By John Walker on July 23rd, 2009.

Then animate!

A new patch for Spore has made a few interesting tweaks possible. Perhaps the most immediately interesting is the ability to build asymmetric creatures. No longer to features have to be applied in pairs, which enormously opens up the possibilities for creature design. And once you’ve designed your creature, as spotted by Offworld, there’s now the ability to export it to your favourite Collada 3D modelling program to experiment with at your leisure.

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Will Wright On 25 Years Of Game-Making

By Alec Meer on April 19th, 2009.

Cleverman make cleverthinks! Fresh from the Web 2.0 expo earlier this month is this entertaining and educating half-hour talk with Will Wright about everything including but not limited to his career and games to date, what’s next, lessons learned from Second Life, the intersect between games and reality and -ooh missus – Spore’s controversial DRM and the business considerations around it: “These people have paid money for a game, and you don’t want to be treating them basically as criminals”. On Spore itself, he observes that he wanted it to be almost more of a toy than a game per se – something else for the game’s many critics to chew on, then.

Also especially salient is an observation that gamers are basically narcissitic – “the more you can make the game about that person, the more interested, the more emotionally involved they will get.” A theme which, clearly, has run through a number of his games. LET THE MAN SPEAK.
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Galactic Adventures: “Massive Battlefields”

By Jim Rossignol on March 2nd, 2009.


Ooh, just a kind of radar-blip news post for Spore’s expansion pack, Galactic Adventures. No firm release date yet, but we understand it’s not far off. So here’s something: Galactic Adventures delivers a whole load of space-stage stuff to do, mostly with missions on the planet surfaces that you can undertake with your creature and his/her space chums. There’s rescuing of princesses, destroying aliens motherships, and of course loads of that user-generated content pollination. Judging by the trailers post after the jump, the planets themselves are massively more detailed than they were for vanilla Spore, and the “massive battlefields” that the expansion reportedly features could make the unhappy endgame of Spore a little more interesting to get through. Take a look at how Spore will change.
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The 12 Games of Christmas: Spore

By RPS on December 19th, 2008.

Mysterypics!

What’s that on the horizon? A storm of controversy, you say? Better batten down the hatches and man the lighthouse, we got some dark times ahead.

For the seventh game of Christmas, my true blog gave to me…

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Spore Spawns? Kinda.

By Kieron Gillen on December 19th, 2008.

Too early to get a new screenshot, methinks.

EA have released a deauthorization tool for their much debated DRM system for Spore. By running it, you get back one of your five installations instantly, even if you haven’t actually uninstalled it. If you try to run it, it’ll require to be reauthorized, but this means that abstractly you can now install Spore on as many machines as you want – it’s just that you can only run five of them at once. Hmm.

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The Right Angle? Spore Adds Cubic Planets

By Kieron Gillen on October 20th, 2008.

There's cuboids on the starboard bow, etc.
The newly released v1.02 patch of Spore has actually caused a minor furore with one of its changes. Is it that you can hold down control in sporepedia to select multiple things? Nay. Is it the improved gait for two legged creatures? Nope. Is it the fact that there’s an occasional cubic planet thrown in? Why, yes, that’s it entirely. Here’s an enbiggened image of the planet. What do you make of it? A poll and my own thoughts on this clearly crucial PC gaming issue beneath the cut…
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Spore: The First Expansion?

By Alec Meer on October 4th, 2008.

Via VG247, early word on what might be for the first add-on pack for the famously uncontroversial Spore. And it’s… Cute & Creepy Creature Parts Pack? Oh, man. That sounds worryingly superficial, though I guess it embiggens the element of the game that’s been most well-received. Still, there’s only so much creature-tinkering I can do before getting bored. New/expanded stages plzkthx.

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