From my years in the world of 3D computer graphics, things sometimes come back to haunt (or at least, impress) me. I’ve been a bit out of touch with that world (as evidenced by me posting this “news” which is a year old!), but I recently watched this video (warning, it is 36 minutes long!) that got me excited about it again. It shows legendary game designer Will Wright from Maxis demoing their upcoming game Spore at last year’s GDC (the 2005 Game Developers Conference in San Jose). I hate to be a “me-too-er”, but…okay, I’ll say it: it really does look pretty amazing. Although — these things always do look particularly amazing in demos, and the first time we see them…I remember the hype over so many other games which were amazing at the time, but looking back, well, you know, “we’ve seen better”.
The thing I like about Spore is that they’re really taking things in an organic direction; procedural and intelligent. Ultimately it’s still “polygons being tossed up on a screen”, but at least those polygons are generated by the game (sorry, out-of-work creature modelers!). Not only is it procedural, but it’s also collaborative (albeit in an interesting, asynchronous way — sharing creatures and worlds but not in a real-time, massively-multiplayer way). This all opens up a world of possibilities. I’m sure the game won’t be quite as open-ended as we imagine as we watch the video. But as an ex-”animation tool programmer”, I was excited to see those arbitrary creatures developing their own behaviours for locomotion, eating, fighting, mating… It looks like a lot of fun can be had on many different levels.
Speaking of “Sims”, Spore certainly builds on work by simulated creature pioneers like the aptly-named Karl Sims, or Michael Girard and Susan Amkraut. The opening “level” definitely reminds me of A-Volve, an interactive creature soup by Laurent Mignonneau and Christa Sommerer, which I remember getting excited about at Ars Electronica in 1994. But Spore is a game — and Will seems (as evidenced by the many Sim games up to and including The Sims 2) to have the knack to strike the “Wright” balance between pure simulation and actual gameplay. There must be some structure and limitations (um, oh yeah we call these “rules”) put in place to make a simulation into a game anyone can play. Limiting the possibilities (in very specific and careful ways) actually makes simulation more accessible and, arguably, more fun in the long term. Oh, and perhaps easier to debug…though in this game it seems the bugs will thrive, eventually evolving to form civilizations and take over universes. Be forewarned: Pandora has opened her box.