Showing posts with label spore. Show all posts
Showing posts with label spore. Show all posts

Wednesday, June 11, 2008

Spore - Machinima

Will Spore do for nature documentaries what The Sims did for intense dramas (or sitcoms - or political films - or whatever else was actually made in the Sims - see previous post about Sims3)? Kelland asks for machinima documentaries, will Spore deliver a bucketload with direct to YouTube capabilities? Could be a mess to sift through. I can't wait for a backlash against the game as 'teaching children evolution'. Too bad Jack Thompson won't be around to partake in the finger pointing.

Wired has lots to say:

Hands on Spore.
Pics.
Gigaom has some news.
See a gallery of created creatures already made by those who are using the released Creature Creator.

Here's a videos:



I still remember a friend of mine, taking part in some nascent distributed www game, had created a planet populated by organisms that reproduced by binary division (that's exponential growth to those of you who don't know). After the population spike had reached enormous proportions, he decided to ship the resulting pollution off world, with single piloted vehicles, to distant parts of the galaxy. His opponents, the other players, were soon wiped out by the combination of pollution bombs and exploding colonists.

Here's hoping for something similar.

Friday, March 21, 2008

Sims 3

Is coming in 2009 according to Wired.

Teaser site.

It appears that a lot more freedom will be available to Sims players (GTA sandbox freedom?). Going on a walkabout? No problem?

Do you want the multitude of nature documentaries that Spore will produce, or the dramas/comedies of the Sims 3? I wonder if direct to web video will be embedded in the Sims as it appears it will be in Spore?

Friday, July 21, 2006

Will Wright's Emotional Investment

Will Wright is interviewed in this month's Discover Magazine. The article covers the rather scientific aspects of the various games he's produced and it seems that Wright is very big on modeling. He discusses how various scientific disciplines have influenced the Sim games (ecosystems for SimEarth, Edward Wilson's study of ants for SimAnt, and astrobiology and evolution for the upcoming Spore).

What caught my eye, however, was not the science, but instead was this quote:

"People talk about how games don't have the emotional impact of movies. I think they do - the just have a different palette. I never feel pride, or guilt, watching a movie."

That's an interesting point, and I think he's right (Wright's right!). It's not that games lack emotion-inducing events, it's simply that they are not stories being told to us in the normal sense but instead unfold as a series of events that we experience. Pride or guilt are two emotions that people feel for something they are expressly responsible for: pride for having achieved or created something, and guilt for messing up or destroying something. Probably the only people who feel pride or guilt when watching a movie are those directly responsible for its creation (director, producer, actors, crew). I'm sure that the emotions Frodo and Sam experienced on their little journey were not the same ones we experienced reading (or watching) the journey unfold.

Pride and guilt are directly tied to both a personal investment and the acts of creation/destruction that are heavily favored in Will Wright's games, where the open sandbox is omnipresent, allowing the player to do what they will (I wonder, as the games have gotten increasingly personal from sculpting city blocks, to sculpting your sims personalities, whether the amount of pride/guilt has changed in the average player when playing a Maxis game).

At some point in the future, the story-inducing emotions we typically experience when reading a novel or watching a film will exist in a game, namely when the creations/creatures that we have helped shape into being come back and tell us a story about their experiences (btw, will my creatures in Spore worship me as a God?). The other possibility is for games that are no longer about "play" (does that mean they are even games at that point?), but are instead created explicitly to make the "player" experience emotion (one is reminded of the empathy machines in the novel Do Androids Dream of Electric Sheep by Philip K. Dick) although the mind shudders at the possibilies for abuse that this leaves open.