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Messages - Caledonian

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1
Spore: General / Re: I got the creature editor!!!!!!!!!!!
« on: June 07, 2006, 06:38:48 pm »
You're not helping. If he ever shows up again (which I doubt), he won't be taken serious by anyone again, no need to make threats.

Unless people who weren't aware of this thread DO take him seriously, and follow a link back to download a virus.

Why isn't this thread locked and Batz banned?

2
Spore: General / Re: Resources?
« on: June 03, 2006, 06:01:27 pm »
In the original Spore video from 2005, we can see the Willosaurs sorting fruits (which they presumably harvested from nearby trees).  Certain kinds of crops could easily be a tradable resource.

3
Spore: General / Re: From Spore to Space in 5-7 hours
« on: May 24, 2006, 06:30:28 am »
This game will NOT have infinite replayability.  There are only so many times you can be interested in a creature design, so many times you can interact with alien species, etc.  If the game doesn't provide a sufficiently diverse set of interesting gameplay options, players will quickly exhaust all of the meaningful things to do... and doing everything over again, only using a species that "has a new hat", will become boring very quickly.

The set of furniture combinations and arrangements in The Sims is extremely large, but if that were all the game could do, it wouldn't be interesting.  Being able to design one's own Sims with different personalities and needs makes things more interesting.  Having different goals that require specialized strategies to accomplish makes things interesting.  If those things were lacking, The Sims wouldn't be much fun.

4
Spore: General / Re: Wish list and information of the UFO.
« on: May 19, 2006, 07:01:27 am »
I just hope there are defensive options for each offensive option given to us.

After all, if we can crash comets into cities and turn entire planets into floating rubble, so can NPC UFOs.  I want peace to be possible in my galaxy, even if I have to enforce it myself as Benevolent Galactic Overlord.

5
Spore: General / Re: IGN has new spore video's!!!
« on: May 19, 2006, 06:50:30 am »
I just realized:  we once had to chase down creatures with our abduction beam, now it appears to be easily targetable and automatic.

That's kind of a shame, I think.

6
Spore: General / Re: No Tool Editor?
« on: May 17, 2006, 08:14:48 pm »
Tools are almost certainly part of the Hut editor.  Think about it:  unlike normal buildings in the City/Civ stages, there will be very few varieties of huts.  Why devote a whole editor to it unless it includes all of the other things associated with the Tribal stage:  tools.

7
Spore: General / Re: From Spore to Space in 5-7 hours
« on: May 17, 2006, 08:05:03 pm »
But The Sims enabled players to create their own goals (and fulfill the inherent goals) by making interaction challenging.  If you weren't going to use cheats, interacting with the game in order to do whatever it was you wanted to do was suficiently hard to be interesting.  If it had been easier to satisfy the Sims' desires, for example, working in a limited space would become much easier -- and the satisfaction came from accomplishing a difficult task.

8
Spore: General / Re: From Spore to Space in 5-7 hours
« on: May 17, 2006, 06:44:28 pm »
The Sims isn't a challenge either, but that's not why people play it.
  Clearly you've never tried to get to the final professions as a bachelor in the starter house.  Or wooed a particularly difficult mate... or tried to build a dream house with a limited budget.

The Sims doesn't force people to play the game, but the game IS still there, for those people who want it.  I am not at all certain that Spore will have a satisfying game.

9
Spore: General / Re: From Spore to Space in 5-7 hours
« on: May 17, 2006, 05:28:00 pm »
That's not quite the point.  If it's possible to rush through them so quickly, then they can't be much of a challenge.

If there's no challenge to the game, I'm not interested in playing it.

10
Spore: General / Re: From Spore to Space in 5-7 hours
« on: May 17, 2006, 04:30:01 pm »
I hope there's a difficulty option that causes food to be worth fewer Evolution points and causes the generational requirements for each stage to increase.

Creating my own content is nice, but if there's no appreciable game for me to display and interact with my content, I won't buy.  In The Sims, you could play the game or ignore it as you wished, but the game was still <i>there</i>, and playing it was fun.  If there's no fun game in Spore, why would I want to play it?

11
Spore: General / Re: battlefish
« on: May 17, 2006, 06:18:52 am »
Bees, wasps, and ants build very sophisticated and complex structures despite not having special manipulative limbs.  I hope that having arms and tentacles isn't necessarily a requirement for sapience -- perhaps some mouths will have the ability to grasp and carry things.

We'll see.

12
Spore: General / Re: Spore Planet borked?
« on: May 15, 2006, 07:07:52 am »
I like to think of it as karma for all of the necrobumping Hydro's been doing.

Fortunately, there are plenty of other interesting fansites for us to peruse.

13
Spore: General / Re: Skeletal Customization in Creature Editor
« on: May 13, 2006, 06:53:33 am »
Something to keep in mind: The jointed limbs you drag and drop from the arms/legs side tab are NOT predefined as arms and legs. They can be branches or extensions of the body. So you don't simply have a central core to work with pasting legs onto. You have an entire skeletal FRAMEWORK at your disposal.

This doesn't seem to be true.  When RW made his bizarre creation, the game highlighted appropriate places for him to add hands and feet when he got around to doing so.  Picking hands caused the arm selections to be highlighted, and feet caused the legs.

14
Spore: General / Re: How Stealth Works
« on: May 13, 2006, 06:49:36 am »
I guess so. How does stealth affect the game besides sneaking up to eat eggs? Maybe if you have the right weapons, you can sneak up on a creature out of range of its sensors and hit it in some procedureally generated weak spot for a "critical hit" or an instant kill.
  Or sneaking past dangerous predators... or sneaking up on a herd of dangerous prey without the group becoming alarmed to your presence.

Think about rabbits, tigers, and spiders.  How does stealth help them?

15
Spore: General / Re: How Stealth Works
« on: May 12, 2006, 09:40:38 pm »
That makes sense.  Think of stealth as not only moving quietly, but evasion as well.

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