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Messages - xDreamache

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1
Spore: General / Re: So check this graph out..
« on: November 24, 2008, 06:44:23 pm »
I believe this graph was posted before. Anyways, since that thread is long dead: I think Spore has attracted a large group of people who are more casual players of video games. I don't think many of them would go onto forums like this one (or xspore) and would instead simply play the game. It would be rather hard to tell how well the game is doing based on the hits on a single fansite. Also, turning Spore into a MMO might make the game rather uninteresting since someone with a sufficiently advanced race could pretty much annihilate anyone still in the earlier phases, forcing them to start again. I think that instead spore could develop more features to help players communicate with each other while in game.

Actually I experienced a little bit of de-ja-vu when posting this thread, but that must have been immediately after the game released (or shortly), because this is a new graph.

Also you're right, it is hard to gauge just from one fan site. But I'm seeing it across multiple sites.  I guess one true indicator would be to check how many new users / creations are being uploaded on a regular basis.  I'm willing to bet it has been in decline for awhile though correct me if I'm wrong.

About your idea that anyone with a sufficiently advanced race could annihilate new players - that's not a big issue, because you can prevent that from happening by having a level'ing system of sorts that only allow players of similar play-time or status to interact with each other, say perhaps in different parts of the universe.  You could also make it dynamic and very interesting by allowing at least some form of interaction whether it be positive or negative amongst players of entirely different experience/play time...

It's definitely possible, it's just a matter of coming up with the structure, and then developing it.

2
Spore: General / So check this graph out..
« on: November 24, 2008, 06:31:19 pm »
This is a traffic graph for my site xspore from July 1st till Now (Nov. 23).



The important thing to note here is the traffic level from july-august, to after the release and now... As you can see, traffic has died down after the release... Now we still attain the same keyword rankings in google (which is where we get our traffic from), so the decrease of traffic has nothing to do with the site itself, rather the actual interest in spore as a whole.

With that being said, it's hard not to label this game as somewhat of a failure in terms of longevity if you compare it with a game like WoW.  There are wow fansites that receive about 100x more traffic than every spore fansite put together on a daily basis... which is damn disappointing :(

Personally when I got the game the day it came out, I played it for 4 days and was done with it - I haven't played it since.  While the idea that you can play with other people's creations is amusing, it's only amusing to a minimal extent.  The whole problem I feel is the fact that you're in an entire universe, and you're alone.  There's no true interaction with real people, real players - and the feeling of disconnection is a big blow to many gamers.. I do understand though that there is a market for what spore currently is, those with imagination who like to role play - BUT that being said, it's a small market when you compare it against multiplayer games.

Now I know the whole spore multiplayer discussion has been had over n' over, but I honestly feel that if they came up with a successful way (which I believe *is* possible) to make spore a true multiplayer game, it would be able to live up to all the hype it had. And those that absolutely love the game as is, great, it should stay the way it is - but if they released an expansion or possibly an entire new title they would capture a much bigger market, and ultimately make a ton more money (which is what they obviously want).

One of the biggest things to note as well, is before the game released and people who never heard about the game before saw the GDC 05 video or any other videos, they sounded amazingly excited (I was one of them), because they(i) for a short moment of time thought it was really a true multiplayer game.  This fact alone shows that a successful multiplayer version of spore would be very popular.

What do you guys think?

3
Being that xspore ranks high for keywords like "Spore" in the search engines, I was really anticipating a huge increase in traffic during the release, and there was - but while I expected there to be an initial period of slow down a couple weeks after the game's release, I certainly thought that traffic would definitely even out *above* what it was prior to the release.. Guess I was wrong!  Looks like it has gone back down exactly to where it was in the months between the CC release and the full game release.

This is from June 17th (creature creator release, to august 9th).


Just thought this would be an interesting graph.  I'm assuming as Spore ages and becomes more known, that more people will be searching for it more.

4
Spore: General / Asymmetry Mod for all editors..
« on: September 16, 2008, 10:34:26 pm »
Figured gamingsteve would have known about this already but I did a search, saw no threads.. but if it exists, delete this thread :)

A guy by the name of "Rick" from http://spore.vg/ has created an asymmetry modification that works.. A simple package file placed in the /data folder in the spore installation folder is all that needs done..

It works apparently for all editors, though I only tried it for the creature editor.

Here's a youtube video of an asymmetrical creature I created..
<a href="http://www.youtube.com/watch?v=pENZ--58UOs" target="_blank">http://www.youtube.com/watch?v=pENZ--58UOs</a>
http://www.spore.com/sporepedia#qry=sast-500078137513
http://www.xspore.com/news/708_spore-asymmetry-mod.html

5
Spore: General / Spore Origins now available on iPhone
« on: September 09, 2008, 08:12:06 pm »
It's up at Spore.com, it links to this: http://investor.ea.com/phoenix.zhtml?c=88189&p=irol-newsArticle&ID=1194127&highlight=

Seeing as to how my wife and I just bought the 3g iPhone a couple days ago, I decided to purchase it and play it. ($9.99).

Here's the quote from xSpore..  (I also recorded video of me playing it, but I'm having some issues getting it transferred to the comp, I'll update this thread when I get it up.)

Quote
Spore Origins just became available to iPhone users.  How did I find out?  Well, my wife.  She was on her new 3g iPhone in the living room and she said "Hey, did you know you can play Spore on the iPhone?" - I say, "Uhm, yes it's called Spore Origins but it's not out yet.".. She says, "Well, it's under the Apps Featured section." - At which pointed I checked Spore.com and sure enough it's true.  Here's the link

There are currently 195 reviews of it and it has a 4 star rating on the App store.

It's $9.99, I purchased it and just played the game myself.  Overall it's not bad!  The graphics are surprisingly pretty good and near the quality of the full pc game.  It is of course structered differently, as it's only the cell stage. But there *are* different theme oriented cell stages.  When you begin the game, it starts off with the same asteroid smashing into the earth (it's a cool intro so I can see why they used it).  Then you can pick your creature randomly to start out with, then your stage begins.

Your primary enemy are these creatures that honestly resemble nothing other than human sperm.  It functions very interestingly.  When you encounter a group of them, your creature goes wild and automatically snags them all up.  It's actually pretty fun to watch / experience.  Then each "level" is completed as you fill up a progress bar located at the top.  I played for about 45 minutes straight and completed 10 levels.  After the first 4 or 5 levels, I emerged out of a stage similar to the standard cell phase, into a "volcanic crevice" stage.  Each level progresses through each one of these stages.

The amount I've played so far presented me with 2 different types of levels.  One standard level where you can go anywhere and do anything with the progress bar in view, and the other level is a level where there is no progress bar, and you have to follow currents of water to get to the end.  You have no idea how long it takes to get to the end, either. None the less, it is fun.

There are certain tiny specs (differently colored) that give your creature special abilities. Like speed, poison, shield, etc.. And you can have multiple specs that circle around your creature as they're activated.

The creature editor is very cool, and you're presented with the option of entering it after each level is completed.  You're able to stretch / expand 3 different parts of your creature. The head / torso / bottom portion.  There's also a decent texture editor that gives you predefined textures, it's pretty versatile. There's an "eye" editor, a weapon editor, a movement editor, and of course the texture editor.

At first glance it seems to be a pretty successful iPhone game!

Stay tuned for a video review. (Getting it on the computer now!)

http://www.xspore.com/news/694_spore-origins-iphone.html


6
Spore: General / Re: IGN Reivew 8.8
« on: September 04, 2008, 08:46:46 am »
I posted up a news piece discussing the issue you guys are pointing out here: http://www.xspore.com/news/673_spore-reviewers.html

7
Spore: General / Re: Sporepedia Update Done!!
« on: September 03, 2008, 01:35:45 pm »
A few questions I still have and weren't answered...

1. Can only the author add objects to the sporecast?  Or can we allow buddies to add to the sporecast as well?
2. Is there a way to directly link others to your sporecast?

8
Spore: General / Re: Sporepedia Update Done!!
« on: September 03, 2008, 12:41:24 pm »
wait, so there's no way to link people directly to your sporecast?  they have to search for it??  

9
Spore: General / Re: Sporepedia Update Done!!
« on: September 03, 2008, 12:31:54 pm »
they're really working on it... my 2 sporecasts have disappeared and no creatures are showing up in other's sporecasts, and the sporecast count has been taken off.

10
Spore: General / Re: Sporepedia Update Done!!
« on: September 03, 2008, 12:27:57 pm »
Also, is there a way to see who has subscribed to your sporecast?  Mine says 6, but uh.. who?

11
Spore: General / Re: Sporepedia Update Done!!
« on: September 03, 2008, 12:17:57 pm »
About Sporecasts.. can multiple people add objects to the same sporecast?  or is it only the person who created the sporecast?  not sure how I don't know the answer to this question already lol.

12
Spore: General / Re: Sporepedia Update Done!!
« on: September 03, 2008, 12:10:07 pm »
Yup, there's a css issue apparently with "All Creations" tab on the sporepedia laying on top of something else... sweet to see the sporecasts in effect though.

13
Spore: General / Re: Spore Day!
« on: September 03, 2008, 10:11:59 am »
"Spore.com is under maintenance"

It'll be coming soon! :)

yep just saw this.  damn.  EXCITING.

14
Spore: General / Re: Celdur's review on spore*may contain spoilers*
« on: September 03, 2008, 09:08:10 am »
As a few who've played the game have pointed out already, the editors are funner than the actual gameplay.. But that leaves me thinking, if there's a portion of the spore market who only focus on building things in the editors, there *has* to be more incentive beyond just receiving reviews/ratings in the Sporepedia for creating those objects.  And that's what excites me about the editors alone, the wide range of possibilities that can (and will) arise out of the editors alone... here's what I mean..

On my site, one of the most important things to me is to come up with unique *external* services/features to Spore.  After the creature creator, I built the creature design contests.. The contests have given many people an incentive otherwise not found in the game alone, to keep on creating creatures.  Of course I'm going to expand those contests to account for vehicles and buildings too...

But what I've been thinking aside from the contests, which are only exciting to a limited extent; are a couple of other ideas... For instance, a trading card game.  An entire game built around the wide range of objects (creatures/buildings/vehicles) found in the Sporepedia.  Cards valued higher would be objects that have a combination of both user popularity/rating, and the actual object stats based on the design alone.  But a trading card game could be huge (whether they be digital or physically printed)..

Another idea I see possibly occurring is if we ever get the ability to export our objects in a 3d environment (like Maya/3dsmax etc..), submitting them to a 3d rendering service that will take your object, and place it in a high resolution 3d environment (perhaps templated environments that you specify beforehand) and provide you with a range of renders of different resolutions (large 300dpi resolutions for posters), desktop size, etc.. This way, you can go beyond the standard PNG representations that have no backgrounds, and really be able to see your favorite objects realistically immersed in high res 3d environments..

But yeah, I think there will be a lot of ideas that will extend the "replayability" of Spore and really add to the core game.

15
Spore: General / Re: Celdur's review on spore*may contain spoilers*
« on: September 02, 2008, 06:47:05 pm »
Well I got to play it for 3 1/2 hours at the spore community day event.  And I hate to say that I agree with you on a lot of points - but at the same time, 3 1/2 hours isn't enough to come to any sort of concrete opinion. 

But out of the time I spent, I agree that the editors presented me with the most fun.

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