So, there's this game called Spore that has been in the works for AGES. I mean, I blogged about it being in development two years ago.
It's a hugely complex game from the creator of TheSims and SimCity that involves creating a creature, nurturing it and its offspring, developing a civilization and eventually going into space. They're marketing it a "massively single-player game".
Anyway, they finally released the first part of the game today called the Spore Creature Creator, which you use to create your customized creature. The full game isn't released until September, but creatures created by the Spore Creature Creator now will be used to populate the game once it is released. (Read more about it here.)
My husband has been excited about Spore for years, and was on the Spore website today and playing with the Spore Creature Creator. He even went so far as to post a video of it to YouTube.
I'm sure he'll have me creating my own creature soon enough. If I make something interesting, perhaps I'll post it.
Update 6/18/08: Last night I took my turn at the Spore Creature Creator and designed my own creature named Whiplash.
The program has built-in capabilities to record video, plus makes it easy to upload to YouTube, which is probably why YouTube might appear flooded with videos of Spore creations. Here's my effort. I love the way he emotes, especially when the background changes or his youngling appears/disappears.
Showing posts with label Spore. Show all posts
Showing posts with label Spore. Show all posts
Tuesday, June 17, 2008
Tuesday, March 28, 2006
Spore
I was watching a video on Google today that featured Will Wright demonstrating and talking about a new video game he's been developing called Spore. (Online rumors indicate it should be out this summer.)
At the end of the video, he had an interesting statement about creative perseverance.
All the games I've worked on I've always hit obstacles, usually trying to convince other people it's a good idea or sellable or whatever. When I look back on this idea, the biggest obstacle I truly had was making myself believe that we could build the game. My own imagination was the biggest bottleneck. Once I truly believed that this game was buildable, it proved to be actually quite easy to con, I mean to persuade the rest of my staff and the executives and everything that we could do it. So I'd encourage all of you, if you've got like some totally weird idea that is just so far outside the box that you think there's no way that would work, go back occasionally and revisit those ideas because you just never know where they might lead to.
At the end of the video, he had an interesting statement about creative perseverance.
All the games I've worked on I've always hit obstacles, usually trying to convince other people it's a good idea or sellable or whatever. When I look back on this idea, the biggest obstacle I truly had was making myself believe that we could build the game. My own imagination was the biggest bottleneck. Once I truly believed that this game was buildable, it proved to be actually quite easy to con, I mean to persuade the rest of my staff and the executives and everything that we could do it. So I'd encourage all of you, if you've got like some totally weird idea that is just so far outside the box that you think there's no way that would work, go back occasionally and revisit those ideas because you just never know where they might lead to.
Subscribe to:
Posts (Atom)