[postmortem] Spore: My View of the Elephant
Soren Johnson gives his account of what went right and wrong on Maxis' Spore. Excellent reading, because it echoes a lot of what's come up in recent discussions on these frumz. Also, I encourage you to go contrary to Internet sanity laws and read the comments.
http://www.designer-notes.com/?p=654A few weeks ago and with little fanfare, Spore turned five-years-old. The game was announced at GDC 2005 during Will Wright’s annual mind-blowing speech on whatever floats through his head. The initial concept – of a game in which the player evolves a species from cellular development to galactic dominion – generated an immense amount of hype, which the game struggled to fulfill upon its 2008 release. Spore received middling reviews from the gaming press, who found the gameplay weak and unfocused, and harsh criticism from the scientific press, who felt tricked by the promise of a game built from real science.
For myself, the time is now right to put down my own thoughts on Spore’s development – my memories of the project are still fresh, yet enough time has passed to ensure that criticism doesn’t impact active teams. I joined Spore in May 2007 for what ended up as the final 15 months of the project; however, the team started the game in 2000, which meant that I saw just 20% of the complete story.
Thus, my view of the game’s development is inevitably incomplete – bringing to mind the parable of the blind men and the elephant – and needs to be viewed from that perspective. I would welcome – indeed, encourage – other members of the Spore team to speak up on their own experiences with the project, especially if their perspectives differ from my own. Nonetheless, here are four lessons from my time with Spore.