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Spore Interview

PC Interview by Robert Purchese

24 June, 2008

Page 1 of 2. Page 2 ->

Spore is either accompanied by sweeping statements proclaiming its genius or by confused faces wondering what all the fuss is about. It's certainly ambitious. And early last week - Tuesday for those who like specifics - we were treated to the first stage of its launch: the Spore Creature Creator.

The entire game hinges around making your own beasties, so getting you familiar with the controls and watching the community start to grow and share its creations is a canny idea. Or is it? Is there a chance we may have had our fill by the time the full game launches in September? Might we be a bit bored?

Eager to hear more, we tracked down Spore executive producer Lucy Bradshaw for an email interview (so, questionnaire) to talk about playing god and just how much of an impact this potentially revolutionary game expects to have. Hear what she has to say today and then check back tomorrow for our considered verdict on the Creature Creator itself.

Eurogamer: Console manufacturers often worry about confusing people with multiple SKUs, but you don't seem concerned about breaking out Spore Creature Creator even though the core IP hasn't launched yet. Is the brand strong enough for that already?

Lucy Bradshaw: We made a decision early on to launch the Spore Creature Creator ahead of the core SKU because we knew it was a great way to introduce people to the idea of Spore as a whole. Also, by starting with this fun little bite we are getting head start at building the Spore community as players share their creations and interact with each other at Spore.com. The Spore Creature Creator is quite literally the beginning of the launch of Spore and introduces the brand in a really fun and easily accessible way. We can't wait to see what people will create starting this week!

Eurogamer: User-created content is one of this year's buzzphrases. Microsoft led with it at GDC; Sony leads with it using LittleBigPlanet; and this September there's Spore. What's so compelling about user-created content?

Lucy Bradshaw: User-created content is certainly a hot trend for many companies right now, but Will Wright and my team has understood the creative power of our fans for years through working on The Sims and SimCity games. Players have this great desire to take these games and really make them their own, tell their own stories and that is a very compelling place to be.

'Spore' Screenshot eat

Eat it!

Eurogamer: Giving the user so much control runs into an obvious risk: users who are boring. What if I'm not imaginative enough to make something amazing with Spore Creature Creator, or the full Spore? How does the game coax me into compliance?

Lucy Bradshaw: People are going to be astounded at what they can create with the Spore Creature Creator - they're far more creative than they may think! I've personally put the Creature Creator in the hands of a 5 year-old child, as well as in the hands of my 70 year-old mother. They both had so much fun seeing their creativity come to life, I'm certain people will be pleasantly surprised once they get their hands on the Spore Creature Creator.

Eurogamer: There's also a risk, of course, of it becoming a bit of a novelty - a bit like PictoChat did on the DS. Nintendo got it right the next time though, with the Mii creation tool and the way Miis operate across the Wii system. What's the key to transcending mere novelty?

Lucy Bradshaw: In Spore your creature's parts actually impact gameplay. So while creatures that look interesting can get a lot of laughs, what the creature can actually do in the game is very important.

'Spore' Screenshot eat2

Eat it!

Eurogamer: Even running a silly old website, we come up against interface issues: driving people in certain directions, avoiding others, presenting a clear picture. What sort of problems did you have with your interface, and how did you diagnose and overcome them?

Lucy Bradshaw: The Creators in Spore, including the Creature Creator, are probably the single most iterated part of the game. We spent a great deal of time prototyping and then testing prototypes and iterating on these until we had successful use by people outside the team. We were doing usability testing of the creators when Will first announced Spore, which was three years ago. I believe the team did a great job of making the interface intuitive and I think people will be surprised at how easily they create Creatures and ultimately Buildings, Vehicles, Spaceships and more that they are really happy with.

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Comments: 1-28 of 28 in total

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agparrot
24/06/08 @ 11:22
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Eurogamer is so polite when it talks to girls, all the questions sound like they were presented with a sweet cup of tea, a sugary bun and a 'please sleep with me' sort of whiney voice.

Still, Spore looks fascinating.
L42yB
24/06/08 @ 11:23
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Eurogamer is so polite when it talks to girls, all the questions sound like they were presented with a sweet cup of tea, a sugary bun and a 'please sleep with me' sort of whiney voice.

LOL! :)

I am personally waiting for the full launch before I check this out...
bad
24/06/08 @ 11:35
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Does anyone else find the term "SKU" really irritating? It smacks of internal industry jargon that doesn't mean a damn thing to anyone on the outside.
Artemus
24/06/08 @ 11:36
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I've had more fun with the Creature Creator than I thought I ever would. Looking forward to the full game now.
Hypercube
24/06/08 @ 11:44
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Does anyone else find the term "SKU" really irritating? It smacks of internal industry jargon that doesn't mean a damn thing to anyone on the outside.

Not really. Considering the context of the 'interview' (and lots of questions about brands and iterations and all that) it's an article about the internals of the industry. Besides, it doesn't take much to google SKU and then you know what it means for the rest of your life.
Nill
24/06/08 @ 11:49
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Wow, that was a dry interview. It read like a long, boring advert. For example, Lucy sort of tried forcing the games' release date in her answers over and over.

Anyway, Spore should be good - the Creature Creator has certainly sparked my interest. I had very much liked to hear more on what online-features it'll sport though.
BobsUncle
24/06/08 @ 12:01
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Hypercube, can you Google SKU for me please? I don't know how to.
jamscones
24/06/08 @ 12:17
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As wonderful as the Creature Creator is, I'm still absolutely unconvinced that the full Spore game is going to be much fun. From Soren's recent interview, it sounds like they really didn't have much in the way of "game" prior to his arrival, and despite his obvious talents, they're running the risk that it will end up as a bunch of connected mini-games, none of which are particularly well developed. Even now, only 3 months from release, we haven't seen the whole game in action in any meaningful form.
Adam_T
24/06/08 @ 12:21
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Sounds like a tech demo/internet chat room to me.
MrED209
24/06/08 @ 13:07
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Sounds like a tech demo/internet chat room to me.

Eh? What bit?
Edited 1 times, most recently on 24/06/08 @ 14:07
MrED209
24/06/08 @ 13:09
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Even now, only 3 months from release, we haven't seen the whole game in action in any meaningful form.

I'm never really sure why this is considered something games studios HAVE to do for all of us gamers and magazines etc. Why the hell should they show off an incomplete game experience and have people scorn it with "doesn't look like much of a game to me, why are they showing us this unfinished mess, I'm cancelling my pre-order WAAAAAH"? Movies don't do it. Musicians don't do it. Why are games studios expected to do it?
mkreku
24/06/08 @ 13:17
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Not even one question about sporn? I am disappointed.
Eraysor
24/06/08 @ 13:19
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That was horrendously boring.
booner
24/06/08 @ 13:21
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"We can't wait to see what people will create starting this week!"

Walking cocks mostly...
Edited 4 times, most recently on 24/06/08 @ 14:23
Immaterial
24/06/08 @ 13:32
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new sporn challenge: walking fangitas!
coldiron
24/06/08 @ 13:43
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"Does anyone else find the term "SKU" really irritating? It smacks of internal industry jargon that doesn't mean a damn thing to anyone on the outside."


SKU = Shukokai Karate Union. Is the whole industry run by English Karate Masters?

Otherwise this was a pointless interview with no new info, but I guess not much else will be divulged until closer to release date.
I'm really impressed with Spore CC though, never thought you'd be able to make living vehicles and furniture.
Such a shame that I need to wait a few more months before my dream of conquering the universe using an army of chairs comes alive...



Edited 1 times, most recently on 24/06/08 @ 14:44
sanctusmortis
24/06/08 @ 14:03
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Went and dropped a fiver on the disk-based full SCC at Game yesterday having spent the weekend with the demo. Oh, so so worth every penny. You can even take the receipt in and they'll knock what you paid off the full game!

It's a fantastic little tool, and the scary thing is it is to Spore what the Create A Sim was to Sims 2: a minutae, just a tiny part of it. The full game will use your creations to populate worlds, solar systems; and then there's the vehicles and buildings you create, too; what you do when other races outside your own come calling; what you do when you visit them. It's just... massive.

This interview pretty much tells you none of that, though; the SCC manual tells you more (the GIF creator when viewing your creature, how you can create images and YouTube videos of them, how you can import creatures just from PNG images...).
SpaceDan
24/06/08 @ 15:08
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Whether through marketing or naked truth, John Riccitiello's come across as a bit of a modern-day hero at EA since he joined

What? Who? Am I supposed to know who that is?
the_dudefather
24/06/08 @ 15:28
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"There's also a risk, of course, of it becoming a bit of a novelty - a bit like PictoChat did on the DS"

lolwut, how is spore anything like pictochat? both have Penis creation powers?
Skywise
24/06/08 @ 15:50
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Does anyone else have crashing problems with the Creature Creation tool? It hangs on my pc when I try to save a creature about half of the time, and when it hangs it deletes the current save and saves of all other creatures as well :S

I hope the final creation tool will be stable because even with these bugs it's still fun already.
madgerald
24/06/08 @ 16:05
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@skywise

No, I run mine on a MacBook Pro - it is lovvvvely
Skywise
24/06/08 @ 16:23
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damn Vista then ;-)
Vany
24/06/08 @ 16:35
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Has anybody managed to register with EA yet? I keep asking them to send e-mails but I never get anything... :(
sneetch
24/06/08 @ 16:35
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@Skywise

It runs fine on XP too.
Norfolk'n'Clue
24/06/08 @ 16:52
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@Vany - there's every chance that the emails from EA are hitting the spam trigger.
Skywise
24/06/08 @ 18:43
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Still deletion of all your saves when a single save fails is sloppy programming on Maxis's behalf. They should be nicer to the poor n00bs who use Vista imo :-)
sergeantdisco
25/06/08 @ 09:21
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SKU is an acronym used all over the place, I would have thought most people would at least have heard of it.
shotgun44
22/08/08 @ 12:27
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pc gamer just gave this 91%

Comments: 1-28 of 28 in total

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