Posts Tagged ‘Will Wright’

How Jason Rohrer Won The Game Design Challenge

By John Walker on April 4th, 2013.

A real high-point of every GDC is the Game Design Challenge. Well, was. Sadly the tenth year of this annual treat was the last, with organiser Eric Zimmerman bringing proceedings to an end. And wow, did it go out in style. With the apposite topic, “Humanity’s Last Game”, some of the biggest names in the industry put forth their pitches for the last game we’d ever need. And one man entirely stole the show. For a second year, that man was Jason Rohrer.

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Will Wright Is A “BAFTA Guru”

By Jim Rossignol on November 4th, 2011.

Be inspired, or else.
The British Academy of Film and Television Arts doesn’t just hand out awards these days, it’s also about trying to inspire people to be excellent in the first place. (It is very much the austere British charity version of Bill & Ted’s philosophy.) To help do this they’ve created BAFTA Guru, which gets successful arts types to talk about their work. Most recently the focus on videogames has been turned up, and BAFTA now send word that their games-focused mini-site now hosts videos from Will Wright, David Braben, Peter Molyneux, and others, all talking about things that interest and inspire them in their work. BAFTA says all this is set to expand, and report that “in the New Year users will be able to upload their own content to the site to discuss with others.”

To celebrate this BAFTA have released a (very) brief clip of Will Wright talking about videogame addiction, which you can see below.
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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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The Wright Stuff: Sims Man Takes Over TV

By Alec Meer on March 30th, 2010.

So this is what Will Wright did next. It seemed highly likely that the mighty-brained chap behind the Sims, Sim City and Spore would be working on some kind of absurdly ambitious game project in the wake of leaving Maxis and EA. And indeed he is – but he’s doing it via television. Remember television? It’s that old thing that’s like a game consisting only of cutscenes.

Anyway, Will Wright + TV = The Creation Project.
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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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Stupid Fun Club: Will Wright Leaves Maxis

By Jim Rossignol on April 8th, 2009.


Will Wright has left EA to start up an “entertainment think tank” that EA is investing in. It’s called Stupid Fun Club. “The entertainment industry is moving rapidly into an era of revolutionary change,” said Will Wright. “Stupid Fun Club will explore new possibilities that are emerging from this sublime chaos and create new forms of entertainment on a variety of platforms.” EA will get the right to develop any game concepts produced by the think tank. Full press blurb below.

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“Resisting EA’s War on Creationism”

By Jim Rossignol on September 10th, 2008.


Blogchums Videogaming247 have spotted that a Creationist blogger has started his own campaign against the evil of Will Wright’s game. No DRM quibbles here though, it’s all about the religious implications:

You would think that as a member of the Episcopal Church, a smart man like Will Wright would not be capable of creating Spore. However, we must be reminded that the Episcopal Church is the only church in america that ordains homosexuals on a regular basis.

It makes sense that a perverted church would cause a man to make the creations he has in this game. It just may be that evolution is not the only thing to fear this game teaching your children.

Yes. For more such insights, visit Anti Spore.

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Wright On Sporn: “Some of it’s really good”

By Alec Meer on August 28th, 2008.

The Associated Press has managed to squeeze a comment on Spornography out of Will Wright:

“When you give players creative control, you have to expect they’re going to do the unexpected. Some of it’s really good for what they were shooting for. It’s amazingly explicit, especially when those creations are animated. We just have to make sure those people aren’t messing up the experience for others.”

Which, while not approval as such, certainly isn’t damning the monstrous penis-beasts and sodomy monsters the internet seems so fond of. Good on ‘im. Unfortunately they don’t ask whether he’s made any Sporn himself, which means we’re duty bound to speculate wildy that he has, and that it was unimaginably disgusting.
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Spore: It’s Made Of People

By RPS on August 27th, 2008.


[Brandon Boyer, the author of this piece, is one of Rock, Paper, Shotgun's international agents. In 2006 he visited Spore developers Maxis at their studio on behalf of Edge magazine. The following article is an updated version of the feature that was published in that magazine last year. In it Mr Boyer talks to Wright and his team, and gets the heart of how this game came to be. Read on to discover how Spore was made of people.]

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E3: Wright On Spore

By Alec Meer on July 15th, 2008.

On its influences, on scientific creativity, science as a brand, and on the amazing success of the Creature Creator. Top of the PC charts since it was released, apparently. Plus, why they released it early. Go, Will:

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“They Still Act Like Staplers”

By John Walker on July 4th, 2008.

Metal detectors ruin everything.

The second part of Will Wright’s interview with Gametrailers is up, and indeed for you to watch below. This time he talks about what’s next for games, how he enjoyed Grand Theft Auto 4, and Raid On Bungeling Bay (which bizarrely both GT and Wright name incorrectly). Toward the end GT’s questions descend into silliness, but Wright’s answers remain erudite and intelligent. Which is fun.

Again, watch the screen behind him for more Spore hints, including a screen tantalisingly titled, “Choose an Economic Land Vehicle”, and the very lovely bed-with-teddy-bear spaceship.

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“Everybody Can Be Creative”

By John Walker on July 3rd, 2008.

We all go through a tribal phase eventually.

There’s a new video of Will Wright explaining Spore in a bit more depth on GT today. It’s below, so click away to have a look. Make sure to keep an eye on the screen behind Wright, which shows quite a lot of footage of the spaceship creator. It is one of eight creating tools in the game, along with the Creature Creator.

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Will Wright: Cultural Personality In Spore

By Jim Rossignol on June 27th, 2008.


The guys over at 1up were lucky enough to get some time to sit down and talk to Will Wright at the EA3 event, and they’ve posted the video over at Game Videos. We, being repurposing blogger-types, have posted it after the jump. There’s not a whole lot of new Spore information, but it’s nonetheless satisfying to hear Wright wax about his game, and admit that the creature creator has been completely redesigned around ten times to get it to the state we find it in today.

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