The evolution sim that was never meant to be.
Original Source:
Spore: An oral history by Jay Castello / Designroom (free registration required)
The evolution sim that was never meant to be.
Original Source:
Spore: An oral history by Jay Castello / Designroom (free registration required)
it depends on what you want out of it
I’m 33, I played it when it came out and I played it again last year.
The game is still pretty fun if you like designing dumb alien animals with its weird mechanics for the creature stage, making a weird little tribe/society, and get to the space stage and want to terraform little planets and then go find earth, and the center of the Milky Way.
I wasn’t even particularly young when I played it the first time, I was a post Halo 3 16 year old lol.
I played the simple shape demo of the creature world.
It was vastly superior to the crap they launched. It had an actual ecosystem, but admittedly led to you dying a lot at low tiers because you were the equivalent of a meal worm.
the simple shape demo of the creature world
What game is that? Searching any of those terms give me nothing
It might be one of these
I think they are referring to one of the showcased demos of Spore, of which the most prominent is the 2005 GDC one.
spore.fandom.com/wiki/Removed_features#Creature_S…
Behavior of creatures
The behavior of the creatures also had more depth than the final game. In today’s Spore creatures rarely leave the perimeter of their nest, and possibly has a simpler ecosystem (until Space Stage). This feature was prominent in earlier versions, as in the footage of the 2005 version, small creatures hopped around, grazed, or simply wandered off with no nests for them.
I love Spore, but replaying it today I see how much is missing from making each stage really fleshed-out. Being honest, the Creature Stage is clearly what received the most attention, while subsequent Stages are not as fun.
A lot of it is to be attributed to Maxis and Will Wright: apparently much of what was shown in 2005 and 2006 was never really playable.
But things like this suggest a heavy involvement of the publisher as well:
During the SXSW 2007 demo, Will Wright said that the Aquatic Stage was on the verge of being cut. He also said that, if cut, the Aquatic Stage would be one of the first things to add via an expansion pack, though ultimately no such expansion was released.
There was a plan to add the Aquatic Stage into the full game via an expansion pack titled “The Depths”, although it was never publicly announced. except for one advertisement.

Spore has had several major changes since first demonstrated at the GDC 2005 show. Some of the listed features were possibly removed either because they were dysfunctional and/or glitchy, or because they were going to be removed and reused in a future expansion--the prime example of these two reasons is an Aquatic Stage. Some features could have also been removed because Maxis was experimenting with which parts would work, and which might not, and to see what players wanted. Will Wright...
Bullshit.
EA did what they’ve been doing for 30 years: buy a competing game studio, release a few token cash grab titles under their beloved name, then shut down the studio and lay off all the developers. EA mediocritized Will Wright’s original vision for Spore, and trashed the last SimCity game with their always-online, closed architecture and slapdash support.
The really insidious part is that EA does make fun games, but they have remade the industry in their image: closed source, online only, DRM-infested, yearly release, day-one “expansion”, cash grab software that inspires none of the community and creativity that used to foster legendary franchises. And, they’ve killed countless game studios to create a quasi-monopoly to do it with.
I will never buy another EA game for as long as I live.

Electronic Arts deserves every bad thing that happens to them. Vulture capitalists.
Fuck EA.
We know this.
We’ve known this for decades.
Why is this now news?
Slow news day?
Not yet.
I think there is a much higher probability of oil prices being manipulated in the short-term.
If there’s any way to make things worse, it’s telling people to “relax” or “calm down”.
I was relaxed, now I’m just annoyed at a random internet stranger telling me to “relax”.
You relax. Next time, don’t comment.
Spore devs say the evolution game’s previews were more ambitious than what they were actually making
Not often they just casually admit to false advertising like that.
The only fantastical promise about the game I ever remember reading was the animations were supposed to be kinesthetic based on how you made your creatures; kinda like how GTA’s Euphoria physics engine works.
And as far as I had read regarding that, they were struggling with it and had to abandon it at the behest of management not giving them more time to figure it out.
I know this is a dirty thing to say, but this feels like one of the few actual genuine use cases for AI in games.
Animations are extremely finicky and requires a lot of manual tweaking and adjusting to get right, it doesn’t surprise me that they struggled to make a procedural animation system because if they could solve that, they’d actually solve a well known industry challenge.
If you were building spore today, you could train a little local model that purely creates reasonably good animations for arbitrary creature designs. It wouldn’t be perfect, but for a game like Spore it would be good enough.
I know this is a dirty thing to say, but this feels like one of the few actual genuine use cases for AI in games
And everyone just immediately stopped reading your comment.
Can you link what you’re talking about? Because I’m not aware of any animation system that’s purely mathematically derived AND that can generate aesthetically pleasing animations for arbitrary body shapes.
There are certain techniques like Inverse Kinematics that might vaguely fit your description, but that’s a tiny piece of the puzzle - it might get you 5-10% of the way, but given arbitrary body shapes it’s gonna look horrible in most cases, and it doesn’t give you actual animations since you’d still need to purposefully move the creature’s extremities.
Spore taught me a lesson on not trusting hype.
It was my first experience with a hyped disappointing game.
Also I do not think it was something technical. It was just EA evilness to their marketing team though that a more child oriented game would sell better than the hardcore simulation the devs wanted to make.
I still remember that E3 trailer with the willowsaur, it showed more advanced characteristics that the final product. They straight up downgraded their game.
Same here, I remember being 15 and sharing the video around school on this amazing new website called Google Videos. I watched that demo multiple times and ate the hype big time, and then we know what happened next.
A couple years later, EA ruined Battlefield and I’ve never bought a game from them since.
The thing that really bugged me about Spore was how lame the “evolution” was.
If early developments in your creatures set certain things in motion that then played out differently that would be great and add replay value.
But nothing was meaningful at all, you could completely change stuff back and forth. Very little in your evolutionary history actually mattered, at all.
There were a couple details that mattered.
Whether you were aggressive vs friendly vs neutral at each stage had some consequences for all later stages. Creatures you befriend in the Creature stage could become pets in the Tribal stage, which could include the powerful lone wolf ones.
Yes, but:
RIP VG Cats!
It might be worth to link to the original source: www.designroom.site/spore-an-oral-history/
Design Room is a new online magazine authored by one of the writers laid-off by Vox Media when it acquired Polygon.
You can read the Oral Histories after a free subscription.
I bought my first ever PC that was built for and came with spore.
I was happy with the computer, the game was… less than what I thought it was going to be.