Spore Interview with Wright Hints

Date: 09-10-2008 Views:
KeyWord: Spore, interview, Wright Hints
Summary:Now Spore will be suggested to go Online? It means you would share your own unique world with others by the combination of kinds of spaces.

 

From the mind of Will Wright, the creator of The Sims, comes Spore, an epic journey that takes you from the origin and evolution of life through the development of civilization and technology and eventually all the way into the deepest reaches of outer space. With Spore, anyone can be creative - make whatever you can imagine with easy built-in Creator tools.

Now Spore will be suggested to go Online? It means you would share your own unique world with others by the combination of kinds of spaces. He#DY#s referred to his latest project as a "massively single-player online game" - but despite the failure of The Sims Online, Will Wright has hinted that Spore could evolve into an MMO experience. Wright explained that Spore was designed to fill the "interesting space of hybrids" between existing offline single-player and online multiplayer games."There was nothing between the two," he said, adding that Spore will cater to this space "where you have a lot of players connected through content, but it#DY#s not synchronous: it#DY#s asynchronous interactions." In Spore users, can create and share content with other players online, and the game universe will be populated by creatures made by other gamers, which Wright sees as one of the big draws of the MMO genre:"The biggest benefit I saw from that was the possibility of having a collaboratively built world, that#DY#s huge and always surprising," he explained. "So for Spore we tried to figure out, how do we get the best aspects of a massively-multiplayer game without all these huge design limitations?"

And there is an great Spore interview with Wright Hints from

Enjoy it!

Q1: How do you feel Spore turned out?

Wright Hints:
It#DY#s exciting. I lost count of the interviews in Singapore. I just flew in from London. I#DY#m browsing the Sporepedia now. For me, as I was finishing the game and was halfway through development, it was clear that the really interesting thing was going to be how the fans filled in the content with their own creatures and other things. It released in Europe today. There are tools to manage and organize the content now. They can use the Sporecasts. Now the stuff is really starting to get traction. Within a week, we should see some amazing user-generated material. I#DY#m looking forward to playing the game in the next couple of days where I can use that stuff in the game.

Q2: What do you notice about the creatures people have created?

Wright Hints: Well, we#DY#ve had the creatures coming in for a couple of months now because we released the Spore Creature Creator early. Now we are starting to get the other stuff, like the buildings, the vehicles, spaceships and what not. For the first time, we can see these other things. The creatures are interesting not just because of the quantity but the quality.

Q3: How long was it in the making?

Wright Hints: I started researching it about seven years ago. I started reading. We did early prototypes. We formed a core team about five years ago. It was a small core team and it ramped up.

Q4: That sounds very similar to the time you spent on The Sims.

Wright Hints: Yeah. I started prototyping The Sims about seven years before it shipped.

Q5: Do you feel you should speed up the process or do you feel good about that and how long it takes to make a great game?

Wright Hints: I think it#DY#s more about how long it takes to make a game that is unique. You have to spend a lot of time exploring different branches. They don#DY#t always pan out. We could go down safer branches and not worry whether it is the right branch or not. But if you want to find the landscape or region that is unexplored, you have to plan on doing a lot of back-tracking.

Q6: There is this formula for success in the video game industry. You don#DY#t seem to follow it at all, yet you#DY#re successful. So what is your formula?

Wright Hints: I didn#DY#t know there was a formula. (laughs) That might be useful.

Q7: It seems so hard for the others to get off the track of doing the same old thing. But you#DY#re always off that track.

Wright Hints: I think a lot of people start with the genre first. They want to make a really cool first-person shooter or a cool driving game. That is my last step. I usually start with a subject. What catches my interest? What sparks my imagination? Then I dive into that subject. Eventually, I try to figure out ways to implement it in game play. I think of the theme first, the genre last.


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