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Messages - Petike

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1
When I first saw the title of this thread I thought it was a joke, the name of the organization does seem a little odd.
Well, in case you didn't notice, WILL WRIGHT IS ODD!

2
So "quits Maxis to start the Stupid Fun Club" is Code for SPORE was a complete failure and he got fired. Makes senses.
They are giving him even more money, to officially do his hobby, and build ROBOTS!
If that is to be fired, I want to be fired like that too.  :P


Edit: Also, Spore was still the 6th on the USA PC games best-selling list, even last week. OMG!!!!!! What a failure!!!!444!44!four!four4!!4

3
Spore: General / Re: Info and Screenshots of Galactic Adventures!
« on: January 26, 2009, 01:18:08 pm »
If you look in one of the videos, you'll see there are arrows at the bottom of the pages, thus allowing for more than ten types of each thing on a planet.

Yeah, you're right.  I guess the arrows only appear when you fill up the first ten slots and need more pages, since they're not there initially.

Yeah, I noticed it too when I first saw the video :D

Which means.... that there is a potentially unlimited number of things you can have on a planet. Well, not truly unlimited, but the limit is likely a high number, a few hundred. The limit definetly would be lower than 1000 since there just aren't going to be a thousand of any particular object on a planet.
Or maybe there is a 11th slot, and nothing else.


THOU SHALT NOT HYPE!!!

4
Spore: General / Re: Info and Screenshots of Galactic Adventures!
« on: January 26, 2009, 05:40:57 am »
What about Procedurally Generated adventures!

Wait I forgot... when exactly did Procedural Generation and Spore split apart?
When you started to believe that procedural programming is another word for "awesome diversity", while it is just a programming method that is still in the core of Spore's programming.

5
Spore: General / Re: Info and Screenshots of Galactic Adventures!
« on: January 22, 2009, 02:05:43 pm »
Quote from: gamespot
....possibly the ability to drive vehicles in the game.

SPOREGASM!!!!

Over unconfirmed features  :P  But hey, that is the best part of it!

6
Spore: General / Re: SPORE Creature Sculptor (Action Figures)
« on: December 22, 2008, 12:02:35 am »
You know?  This topic is scary.  It seems like the gloomy mood that's swept over the forum has kept people from having any fun.  A while ago this announcement would make everyone delighted, but look at the ridiculous "They would break if you sneezed"  "WAAA!  WAAA!  They can't make mine!" posts.
Scary? Why would anyone want to spend that much money for a Sculpture that's limited in design?
Answer that, Its not about 'having fun', a while ago, people would still have the same reactions.
 ::)
Not really. We always knew that 3d figurines are produced around $50-$100, (even more if you would order one from an independent company), and this news didn't reveal any bad news about the quality.  Or you are really surprised that they won't make the physical version of physically impossible creatures?


People are just getting disappointed for the sake of getting disappointed.

7
Spore: General / Re: Will Wright’s next “secret” project
« on: December 21, 2008, 10:44:47 pm »
Or how about a Myst-esque RTS where you control various types of programs and spread across various computer systems, and slowly learn of your origins as a self-editing sentient computer program, and the "Real World".

honestly, do you even know what kind of games Will makes?
Lets recap for a second, okay?

Simcity
Sim Ant
The Sims

see where im goin here?

Quote from: Will Wright
"I've always been fascinated with airships, and I wanted to do a game about the Hindenburg. And it was originally conceived as a cross between Myst and a flight simulator, if you can imagine that. You basically wake up on the Hindenburg. You're all alone. It's flying toward Lakehurst, New Jersey. You can walk anywhere on the ship. You can turn lights on and off. You can steer. You can adjust the engines. But every time you come into Lakehurst, it blows up. And you have to figure out why, and it becomes like this weird mystery flight simulator thing. I'd still love to do that."
http://games.slashdot.org/article.pl?sid=07/12/21/1445238

8
Spore: General / Re: Who here is still playing?
« on: December 08, 2008, 07:10:19 am »
I would play, but my mouse wheel is broken and I'm too lazy to buy another one...

9
Spore: General / Re: Expansion Theory-What is Yours?
« on: November 11, 2008, 05:54:58 am »
Will Wright said there will be three kind of expansions. Gameplay ep.s, part packs, and experimental ep.s.

I think there will be a new gameplay ep. in every spring and fall (space first, civ/tribal and cell/creature later), a new parts pack in every winter and summer, and one new standalone game in every year. (like the Sims "stories" games, except that they won't necessarily be about a storyline.)

Maybe there will be a standalone tamagochi game, a standalone SimCity-like city game, and a game with detailed storyline.

10
Spore fanatic, but I don't hate the regular guy, I hate the Spore hippie.

11
Spore: General / Re: Maxis reacts on "science vs. cute" debate
« on: November 05, 2008, 10:41:29 am »
Mods: Can this be merged? It's probably going to be another argument thread about the same thing. Yeah, it's news, but it's literally the exact same topic as Sub's "One of the reasons why..." thread. Maybe you could ask Sub to include the quote in his first post.
Mods: I disagree about merging it. While technically it is about the same topic, it completely changes our previous myths about the development. Will Wright was right, (obviously), that vilifying a random developer for these things, is totally incorrect, and people should know the truth.

And not everyone reads the fifth page of the "One of the reasons why..." thread.

12
Spore: General / Maxis reacts on "science vs. cute" debate
« on: November 05, 2008, 06:16:35 am »
From the official Spore forums.

Quote from: MaxisLucy
Hi all. I wanted to weigh in on this thread. I appreciate the comments and the open discussion about the game, the look and everyone’s expectations. I think that this type of dialog is a healthy exchange of ideas. We get a lot out of it and I’m not interested in shutting that down. However, I do think that the aspersions toward any individual member of the Spore team are unwarranted and are getting out of hand here. The concept of Spore that Will presented at GDC 2005 was the guidepost for the development and execution of the game. Will very much remained the visionary and design leader throughout the development of Spore. He worked collaboratively with the team when opinions differed but decisions were definitely in his domain.

The cute vs. science debate within the team had more to do with the concept of accessibility, character and aesthetic than it had to do with the underlying gameplay. Some of this was driven by the simple reality of a very unique and rather cutting edge approach to animation. Procedural animation is just one of the incredible contributions that Chris Hecker made to this game. It was a huge area of focused work and learning for us as the animation engineering team developed this system. One thing that we learned is that setting an expectation of very realistic looking animations that, for instance, captured the discrete differences of movement of a cat vs. the movement of a dog would be off target. Moving away from an aesthetic that set such expectations was a well considered decision on our part. I’m personally amazed at what the animation team was able to achieve. Will set a goal for the team that we be able to hit a mark, in terms of creative breadth, that reached from Pixar to Geiger. The aesthetic, physical and placement constraint decisions that we made regarding the Creature Creator were held to our tenets of unconstrained creativity and accessibility for the creators.

Chris contributed so much in the way of innovations for Spore and deserves to be recognized for his work. While we have no interest in stifling conversation on the Sporum about Spore from anyone, I request that people show respect for others and refrain from outright defamation and threats.

Thanks,

Lucy

Quote from: MaxisWill
I’ve just recently tuned into this thread on the forums. I usually try to keep more up to date but I’ve been traveling way too much lately. Wow, there’s some rather intense discussion here I see about the design decisions we made in Spore. I think it’s really important for me to jump in and clarify a few things from my point of view.

First let me say a few things about the “Cute” vs. “Science” perspectives in Spore. It is true that during most of the design process we had team members on different sides of this debate. While I was officially on the science side at the same time I always saw this as a crucial tension that I wanted to foster, in other words I didn’t want the science side to win, I wanted to make sure both sides were represented in the game to some degree.

Two of the Chris’ on our team (Chris Trottier and Chris Hecker) were the most vocal representatives of what I started calling the cute team but they were by no means the only ones, they represented quite a large portion of the team. And their agenda in our design process was most certainly not to dumb-down the gameplay but rather to foster emotional engagement with the players in the game experience. An early example of this was the decision to add eyes to the cell game which in no way changed the gameplay, but we found for certain players made the cell experience more humorous and personal.

I see that many of the criticisms about the depth of play in Spore seem to be personally directed to Chris Hecker in particular. This is both ironic and incorrect. Chris was the leading talent behind the voodoo math of the procedural animation system in Spore, the system that brings the creatures you design to life. As the author of this system Chris was quite aware of how flexible and also how unpredictable it could be. I had many discussions with him in particular about how much of the players design decisions would affect the actual performance of your creature in the game world.

To take a quick tangent let me use the creature design vs. performance as an example. We had competing issues to face. First, we wanted the creature’s design to impact its in-game performance. Second, we wanted the economics of the editor to be simple and understandable and connected to performance. Third, we wanted a high amount of aesthetic diversity. We didn’t want there to be one ultimate design direction that the simulator was forcing all the creatures into. In other words if to be fast you had to have long legs that would have met the first goal, conflicted with the third goal and made the second much more complex.

As the lead designer my goal through most of the project was to make sure the gameplay didn’t end up too complex, which resulted in simplifying many of the level dynamics and editor consequences. I felt like we were already asking quite a bit from the players as we took them through the various level genres. This was totally my judgment call and not even part of the agenda of the “cute” team, and certainly not the fault of Chris Hecker. So to make a long story short I’m the one to be blamed for any faults in the gameplay, that’s my job on the team.

Chris is one of the most talented people I’ve ever had the pleasure to work with in the game industry and he takes his craft quite seriously. So it’s been very disturbing for me to read how he has been unfairly vilified for what were in fact entirely my design decisions.

A genre-spanning game like Spore is almost by its very nature experimental. Not only do we not have an existing game to learn design lessons from, we also don’t initially know what the demographic of our players will be (and hence their expectations for complexity and depth). As we move forward with the franchise we plan to listen closely and learn. Our plans for the first Spore expansions are already revolving heavily around what we’re hearing from our players so far.

I want to personally thank everyone who’s playing Spore, especially for the countless, wonderful creations that have been posted to Sporepedia. And I also want to give thanks and encouragement for the discussions here on our forum that will help us make Spore a cooler experience for everyone.

-Will Wright



http://forum.spore.com/jforum/posts/list/210/8555.page


(I bolded the parts that directly speak against the popular rumors of the fandom.)

13
Spore: General / Re: Sales am great, yes?
« on: November 05, 2008, 06:02:06 am »
From the Escapist:

Quote
Spore's sales of two million units is "respectable," but nowhere near the massive hit EA was pulling for, and whether it will have the long-term viability of Will Wright's previous franchise, The Sims, is debatable.
I'm willing to guess that's based on the number of registered users rather than the number of units sold.
Which would be a good indication of how many of the main game was sold, but not so much of how many of the main game and the creature creator combined sold.
No, EA said that too in their financial report. The combined sales of the two might be much more than 2 million, but not all games were registered online.

The Escapist statement is also wrong, EA expected 3-5 million sold copies, and this will be easily reached in a year, even if it's long term viability will be similar to other games, not The Sims.



14
Spore fans are NOT like Sims fans, in many ways.  First, you lost most of the Sims fans at the word "Spore".  Second, Sims fans are largely disorganized.  If they dislike a business practice, they will keep it to themselves.  The ones who yell are not heard as none listen.  Spore fans on the other hand, are massively part of the internet generation. 
How do you know? This site, and other fansites only represent a minor part of the players. 2 million bought the game, and possibly many of them considers himself/herself a fan, without ever visiting these fansites, and telling their opinion.

15
Spore: General / Re: Hype and punishment
« on: November 02, 2008, 06:31:42 am »
Wow! Around half of the people that voted are disappointed.  :o

and wow, about 2% about the people didn't wait for spore and liked it. I think this is somehow related, i'd like to have seen a situation where NO ONE who was waiting for spore took that poll: it would be less in the dissapointment category i think.
Yeah, but unfortunately they don't visit this site, so these polls can't be really representative.

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