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Messages - Name Lips

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1
Spore: General / Re: New preview by computerandvideogames.com
« on: September 22, 2007, 12:08:52 pm »
Look at the changes from the original design for the "microbe" world and the current design for it. This, I think, is a microsm for the changes in the design vision of Spore. It began kind of realistic, with creatures that actually looked kind of like plausible creatures, and became more cartoony. I think if you look closely enough, that sort of simplification has been occurring across the board. We can't tell how much, of course, since we don't have access to all the information.

But I suspect it started out SO HUGE in depth and scope that Wright had no choice but to cut stuff out to streamline it. It lacked vision and focus, and now it has a specific vision and is very focussed.

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Spore: General / Re: Space phase getting bored ?
« on: December 19, 2006, 08:01:48 pm »
and yes, as switch said, the game will eventualy get boring, but it might take longer than other games and then there's also a big chance that you will come back to check the community out again or try something new every once and a while.
The main question is how many hours of pleasure I get out of it before I get bored. For a $50 investment, I figure if I'm entertained for 20 hours it was still money well spent. That's just $2.50 an hour! Try to get that kind of a deal out of other leisure activities. And most good games will entertain for over 50 hours. It's really a very cost-effective way of keeping entertained.

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Spore: General / Re: New creatures showing up in your planet
« on: December 16, 2006, 10:46:30 pm »
On one of the recent videos, Caryl Shaw says that every time you go back there will be new creatures, do you think she means it on a your-own-planet-creature-stage scale? like some creatures have disappeared 'cause they went extinct and some new ones showed up ('cause they evolved)?

Just wondering, lol

To which video are you referring?  This is the only video that I know of with Caryl talking : http://www.youtube.com/watch?v=RVY7Rj2ucx8 and she doesn't say anything like that.

Edited before posting: I did a search and found this http://www.gamasutra.com/features/20060523/gamapodcast_01.shtml  Not a video.   :(
I'll go listen to it and see what she said.
Edit:
Quote
We have a history of giving out tools, sometimes pre-launch.
;D

That's a talk on pollinated content.  It's very informative!  She still didn't say "every time you go back there will be new creatures," though exactly.
The question is what was she talking about?  Going back to what from where?  I can think of four different things she could be talking about so which was it?  Find the video you're talking about and post a link and note the time when she says it.

4 options that I can think of:
1.  Evolving your creature and getting back from the creature editor.  I'm expecting this.  Not all creatures will change, but I think most probably will.

2.  Going back to an earlier evolution of your creature.  The other creatures on the planet might evolve differently in a "do over."

3.  Saving the game and coming back, the other creatures on your planet might be different.  I hope this isn't what she meant.

4.  Visiting a planet, scanning the creatures, and coming back to it later to find that they've changed.  I've been working on the supposition that other planets non-sapient creatures would not be evolving unless acted upon in some fashion.  That would make every planet a static stream of numbers fed into the proceedural generator and spit out when needed.  If it did evolve them it would only be when you came back, it would be impossible to keep track of all the creatures you're going to see in real time.
5. "coming back" to the game could mean stopping playing you species and starting a new species from scratch. You've "come back" to the game. Now, you experience new creatures. This is the "well DUH, of COURSE that's going to happen" option. :p

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Spore: General / Re: A foreseeable problem with expansion packs...
« on: December 15, 2006, 07:26:21 am »
I suspect it will be totally transparent to the players. If they have a given expansion, they'll start seeing creatures/civs/plants/whatever that are included in the expansion, all downloaded from other players. If they don't have the expansion, those things simply won't show up. They'll only see stuff that their current installation supports.

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Spore: General / Re: New Spore Video
« on: December 15, 2006, 07:23:04 am »
(Maybe the drought IS ending...)
My prediction is that the drought won't really end until the new year. EA is trying to push their current lineup for the Christmas market, and doesn't want customers sitting on their wallets in anticipation of Spore.

I'm betting that, starting January, we see a big push. More previews in magazines, more interviews and articles showing NEW features of the game (as impressive as the creature editor is, I'm starting to get tired of seeing demo after demo of it and nothing else).

Once the Christmas season is over, the marketers will be free to unleash the Hype Engine. Of course, this probably means the game will be over-hyped and a letdown to some people. But you can't please everybody. :p

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Spore: General / Re: Intergalactic Warfare?
« on: December 14, 2006, 12:49:35 pm »
I think it would be incorrect to even think of your UFO as a "ship" in the conventional sense. As others have said, it's an avatar. It does little more than give you context - it shows what portion of the universe you're interacting with at the moment.

I'm not sure how Spore is going to resolve conflict between fellow inhabitants of the galaxy. It's already unique in that you can explore all kinds of worlds at all kinds of evolutionary and technological levels. What if you meet a civilization much more ancient and advanced than your own? Most space-civ games assume all players starting on a level field with identical technology and resources. This is not necessarily the case with Spore.

So will we be able to build spaceships and send them to fight other civs? I don't know. I don't see a spaceship editor (other than for your UFO-avatar). I'm willing to bet that spaceships, if they do exist, won't be actual units that you can individually control like the other vehicles are.

It's quite possible that interstellar conflict will have to do entirely with the transporting of ground/air/sea forces through your UFO. A bit lame, but a lot less complex than any of the alternatives.

By the way, I think it's details and questions like this that are pushing back Spore's release date. We've seen so much of the creature editor it's easy to believe Spore is almost done, but theoretically the game is supposed to have just as much stuff to do in the tribal, civ, and space stages. There has to be real content and depth there, more than the little teasers we've gotten so far. We've seen only very brief demonstrations of these stages and very little of the actual complexity of the gameplay. I think the engine and graphics and all that are pretty much done - at this stage they're probably adding gameplay elements, figuring out how to resolve conflicts on different scales, wondering what they should include in the diplomacy options, getting it all both balanced AND fun, stuff like that.

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Spore: General / Re: Okay, I need to talk about Spore.
« on: December 12, 2006, 12:19:06 pm »
It would be easier if it was between 5-10 per planet. Even though you have access to so many star systems, I can't help but think all of it is randomly dispersed / populated once you decide to travel there. Then, once you've physically visited the new planet(s), the computer starts keeping track of what was evolving on that specific planet (which it didn't need to do up to that point). So, for your homeworld, once you've created your UFO, you can zip off to other planets within your solar system (which are populated in the time it takes to create your UFO, or as you've been upgrading your tribe / civ on the planet).

Starting off, then, your computer only has to keep track of your home planet's creatures and their evolution. Once you venture out to other planets within your solar system, it adds those creatures into what it micromanages. As you continue to explore other planets, the computer has to maintain the evolution and separate branching decisions for each creature on every one of those planets. Counting the vehicles and the creatures' actions, that would become quite exhaustive fast. Personally, I think Maxis is trying (or most likely honing) how to maintain this background community with only changes in lists of numbers. If they're able to extrapolate behaviors, vehicle & creature appearances and gameplay style entirely off of small numbers (like in Excel cells or something), then it would take a while before your computer started lagging from all it was maintaining in the background.

It does make me wonder if there's a cutoff point to the number of creatures that can be on the planet at one time. 'Cause then you could have one guy put about 1000 creatures on one planet just to see how they would all react (or what would become 'king of the hill').
Don't be silly. It doesn't need to keep track of all the planets you've visited in real time. Why keep track of hundreds of planets individually when the player can't visit more than one at a time?

All it needs to do is wait for you to get close to a world, then make some rough calculations as to what should have happened during the time you were gone, based on how it was when you left it.

The only thing that could possibly need to be calculated in real time is civilizations progressing to the space age, or other space age civilizations doing things that could directly affect you. All the multitudes of dead worlds, or worlds with just creatures or primitive sentients, don't need to be calculated in real-time because, frankly, there's no reason to do so.

In fact, I have a strong suspicion that the planet you're on isn't going to be totally calculated in real time - just the immediate environment that you can see and interact with.

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Spore: General / Re: Amphibians...Reptiles...Mammals?
« on: December 11, 2006, 11:25:54 am »
Perhaps not with 4 billion years of evolution... but another 4 or 5 billion? Who knows what might be possible?

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Spore: General / Call me a geek, but...
« on: December 11, 2006, 08:03:01 am »
...my first goal is going to be to create a world entirely populated by Dungeons and Dragons monsters, as closely as Spore will let me recreate them. :p Of course, that would be a world almost entirely populated by large predators, so it'll be interesting to see what happens...

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Spore: General / Re: They got rid of the Water Stage?
« on: December 11, 2006, 07:54:54 am »
The phrase "if it makes Spore come out sooner" is kind of useless at this point... earlier this year we were hoping for a Christmas release. Now we're just hoping for "sometime next year" -- just like we were doing exactly one year ago.

After all this blank-check development time, it damn well better be an awesome game when it comes out. The cost of development has got to be STAGGERING as far as EA is concerned. This is a huge gamble on their part. Even if Spore is a best-seller it might not make up the costs of R&D. And then there's the ongoing cost of the servers and bandwidth for the free content-swapping abilities of the game...

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Spore: General / Re: Something thats confusing me
« on: December 11, 2006, 07:43:50 am »
If I were in charge, I'd have a screen of settings for your initial world. The default could be "earthlike" "lush, green" and so on. But you could adjust sliders to pick more outlandish and fantastical worlds.

Also, remember games like Simcity and The Sims. You could start out in the terrain editor, and modify the map to your heart's delight before playing on the very same map. I'd be surprised if that wasn't the case with Spore, too.

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Spore: General / Re: Why does Spore need a cuteness meter?
« on: December 11, 2006, 07:40:44 am »
I think it's for collectors. A lot of people who liked The Sims might be the sort of people who want a cute, fuzzy world. So they'd sign up for high-cuteness creatures to populate their happy-go-lucky worlds of fluffy cuteness.

Personally, I shall make it my goal to create the most twisted, ugly creatures possible that manage to get, somehow, a high "Cuteness" rating. I'm sure the Cuteness meter can rate textures, body parts, and so on. But only a human can judge aesthetics. :D

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Spore: General / Re: Evolution Vs. Creation in Spore
« on: September 11, 2006, 01:26:04 pm »
Spore is, almost by definition, an "Intelligent Design" game. Your species do not evolve on their own, they depend on the all-powerful hand of the Creator (i.e., you) to direct them to their next stage of existence. Computer simulation games have been called "God Games" for decades now - but with Spore, that term will come into new meaning.

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Spore: General / Re: DVD Only
« on: September 01, 2006, 11:53:29 am »
I could personally care less if it is released on CD or DVD, since I have a DVD-RW. I purchased it so I could make backups. It was only $50 or so.

Those of you who don't have DVD drives, get one. You're going to be getting one in the next few years anyway. If Spore isn't enough to inspire you to "get with the times," then what IS?

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Spore: General / Re: you can export creatures from the editor to maya
« on: September 01, 2006, 11:11:52 am »
Interesting.

I wonder if you can also IMPORT FROM Maya. That would allow people with Maya to make creatures/buildings/whatever that are far more intricate and detailed than would be possible with the default editors.

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