Spore makes use of some incorrect biological premises. However, it's all for the sake of good gameplay.
Creatures in Spore evolve by spending earned DNA to develop new body parts. In a very general sense, this is a decent representation of how real species develop different traits over time.
However, Spore ends up confusing modern evolutionary synthesis with Lamarckism, which has been disproved.
Essentially, Lamarckism is the the concept that individual animals who use a body part more than other individuals will have offspring with a better version of that body part. For example, if a gazelle tries to run faster than other gazelles, then Lamarckism states that that individual gazelle's offspring will be able to run faster than other gazelles.
This is how Spore gameplay works. The body parts you are most likely to discover through play are the upgraded versions of the parts your creature already has.
However, that's not how evolution works. A population of creatures (like gazelles) will have a variety of genetic traits that they have acquired over time through random mutation. There are all kinds of traits that individuals in a population can have (like long and short legs), and those traits can be good or bad, depending on the situation.
If cheetahs attack our gazelles, the shorter-legged gazelles get eaten because they are slower, and the longer-legged gazelles survive to breed. The next generation will have longer legs.
Evolutionary pressure doesn't happen like this in Spore. If you die, you are reborn with the same features you had before. Whether your creature gets chewed on by a sea monster or outruns an angry troupe of freeps, your creature's next generation doesn't get tougher skin or a better run speed.
From a gameplay perspective, though, would "realistic" evolution be fun? Probably not in Spore's context.
Pre-tribal gameplay is already rather low key. Basing new body part choices on what features allowed you to survive (or die) might result in the same Lamarckian options. Removing part collection would take away perhaps a third of the game.
On top of that, if you earned DNA mutations at a steady rate, all you'd have to do is survive in order to progress - you'd have no motivation to befriend other animals, only eat them.
In the end, the Spore cellular and creature stages probably incorporate the best of both the biological and gameplay worlds.
Saturday, September 20, 2008
Spore: No Water World
There is one obvious omission from Spore: the 3D underwater phase, which, according to this interview, had been partly developed, but was cut.
I had wanted to take my cellular creations on a gradual path from the microscopic to the macroscopic in a 3D world filled with bizarre aquatic creatures.
However, instead, you go straight from a single cell to a vertebrate with legs, and find yourself somehow eating whole fruit with your filter-feeding tentacles.
I can forgive Maxis for leaving out 'water world,' but they could have incorporated a less abrupt system for the cell-to-land transition. Despite the heartwarming cut scene, it feels like it was cobbled together at the last minute.
Something as simple as requiring players to replace all of their cellular parts would have made for a better experience. For example, my first attempt at a land-based creature couldn't walk, because I had given it fins for feet.
My only clue as to what I had done wrong was the name of the fins: cilia. Real life cilia are like fuzz, so of course you couldn't walk on them. But because Spore let me keep my cilia as macroscopic structures (and they sure look like fins), I assumed my creature could still use them for locomotion. I was wrong.
On a more amusing note, another missing feature is procedural mating (they kept the dance, but not the finale). Apparently, the creatures of Spore have figured out how to produce hard-shelled eggs without internal fertilization - and good for them! Players are already going to spam the world with Sporn; there's no need for the game to offer them any encouragement.
I had wanted to take my cellular creations on a gradual path from the microscopic to the macroscopic in a 3D world filled with bizarre aquatic creatures.
However, instead, you go straight from a single cell to a vertebrate with legs, and find yourself somehow eating whole fruit with your filter-feeding tentacles.
I can forgive Maxis for leaving out 'water world,' but they could have incorporated a less abrupt system for the cell-to-land transition. Despite the heartwarming cut scene, it feels like it was cobbled together at the last minute.
Something as simple as requiring players to replace all of their cellular parts would have made for a better experience. For example, my first attempt at a land-based creature couldn't walk, because I had given it fins for feet.
My only clue as to what I had done wrong was the name of the fins: cilia. Real life cilia are like fuzz, so of course you couldn't walk on them. But because Spore let me keep my cilia as macroscopic structures (and they sure look like fins), I assumed my creature could still use them for locomotion. I was wrong.
On a more amusing note, another missing feature is procedural mating (they kept the dance, but not the finale). Apparently, the creatures of Spore have figured out how to produce hard-shelled eggs without internal fertilization - and good for them! Players are already going to spam the world with Sporn; there's no need for the game to offer them any encouragement.
Spore Creatures: Unavoidably Cute
As a student of both biology* and game design, I have followed Spore with great interest. Since my copy arrived in the mail, I have spent most of my free time playing the game.
Spore is a technological breakthrough dressed up in cutesy visual design. The creature eyes, sounds, and procedurally generated animations are endearing, but there's a less-obvious source of charm: every creature's torso, tail, and limb segment is nearly circular in cross-section.
You can shrink a Spore creatures' eyes as small as they go in order to obscure their adorableness, but there's nothing you can do about the rounded bodies.
It made me a little sad to discover that you cannot laterally or horizontally squash and stretch body segments. I tried using Shift-Mousewheel and other key combinations in an attempt to discover hidden creature-shaping features, but I didn't have any luck.
So, ultimately, there is no way to flatten your platypus's tail. You cannot make a disc-like body for your lizard, a deep torso for your horse, or a broad chest for your ape.
No segment is allowed to shrink below the built-in minimum thickness, either. There is no way to make a gracile leg for an insect or a bird, nor can you properly taper a tail.
All in all, these limits don't detract from the enjoyability of the creature creator. While they enforce a certain humorously cute body type, that type can take many forms.
However, no number of spikes, claws and toothy jaws seem able to make Spore creatures less cuddlesome.
* My best college paper incorporated kinglet banding capture data from Manomet. I wanted to see if evolutionary pressure could be seen in action on kinglet populations; would the size of birds caught be smaller in warm years (since being small allows them to feed more effectively at branch tips), and larger in cold years (since being large allows them to survive cold weather)? The data, sadly, were inconclusive.
Spore is a technological breakthrough dressed up in cutesy visual design. The creature eyes, sounds, and procedurally generated animations are endearing, but there's a less-obvious source of charm: every creature's torso, tail, and limb segment is nearly circular in cross-section.
You can shrink a Spore creatures' eyes as small as they go in order to obscure their adorableness, but there's nothing you can do about the rounded bodies.
It made me a little sad to discover that you cannot laterally or horizontally squash and stretch body segments. I tried using Shift-Mousewheel and other key combinations in an attempt to discover hidden creature-shaping features, but I didn't have any luck.
So, ultimately, there is no way to flatten your platypus's tail. You cannot make a disc-like body for your lizard, a deep torso for your horse, or a broad chest for your ape.
No segment is allowed to shrink below the built-in minimum thickness, either. There is no way to make a gracile leg for an insect or a bird, nor can you properly taper a tail.
All in all, these limits don't detract from the enjoyability of the creature creator. While they enforce a certain humorously cute body type, that type can take many forms.
However, no number of spikes, claws and toothy jaws seem able to make Spore creatures less cuddlesome.
* My best college paper incorporated kinglet banding capture data from Manomet. I wanted to see if evolutionary pressure could be seen in action on kinglet populations; would the size of birds caught be smaller in warm years (since being small allows them to feed more effectively at branch tips), and larger in cold years (since being large allows them to survive cold weather)? The data, sadly, were inconclusive.
Thursday, April 17, 2008
Casual vs. Hardcore
After making my opinion known about this touchy subject on my recent podcast, I figured I should shore up that opinion with some reasoning.
First, this is Raph's Post that started the discussion.
The question is, where does a player sit on the continuum between casual and hardcore? I think you can best figure this out by looking at the player's emotional investment in the game in question. This is very close to Damion Schubert's definition.
If you establish the casual-hardcore continuum only in terms of numbers of hours played, you misrepresent players who would play more, but are prevented from playing (because of illness, parents, social pressure, etc.). Number of hours played is a good indicator, but it's not the whole story.
If you base the continuum on how failure-tolerant a player is, you misrepresent players who play a game with great intensity, but who don't happen to take as many risks. For example, much ado is made about care bears vs. PVP'ers. Having watched players at various points on the care bear - player killer axis, I think it's safe to say that they're looking for different sorts of emotions, but the players' actual level of emotional investment is not necessarily affected by one play style or the other.
If you label players based on what kinds of games they play, you misrepresent players who are heavily engaged in games that just happen to be given the "casual" label. I agree with Raph in that the "mass market" label might be better here.
What we are left with as an accurate measure is the level that players feel like they are emotionally invested or engaged with a game. People who are heavily invested in a game are hardcore players, and those less heavily invested are casual players. Regular players fall somewhere in-between.
First, this is Raph's Post that started the discussion.
The question is, where does a player sit on the continuum between casual and hardcore? I think you can best figure this out by looking at the player's emotional investment in the game in question. This is very close to Damion Schubert's definition.
If you establish the casual-hardcore continuum only in terms of numbers of hours played, you misrepresent players who would play more, but are prevented from playing (because of illness, parents, social pressure, etc.). Number of hours played is a good indicator, but it's not the whole story.
If you base the continuum on how failure-tolerant a player is, you misrepresent players who play a game with great intensity, but who don't happen to take as many risks. For example, much ado is made about care bears vs. PVP'ers. Having watched players at various points on the care bear - player killer axis, I think it's safe to say that they're looking for different sorts of emotions, but the players' actual level of emotional investment is not necessarily affected by one play style or the other.
If you label players based on what kinds of games they play, you misrepresent players who are heavily engaged in games that just happen to be given the "casual" label. I agree with Raph in that the "mass market" label might be better here.
What we are left with as an accurate measure is the level that players feel like they are emotionally invested or engaged with a game. People who are heavily invested in a game are hardcore players, and those less heavily invested are casual players. Regular players fall somewhere in-between.
Monday, April 14, 2008
A Podcast!
I've just participated in my first podcast.
Just to make sure my bases are covered, I want to say again that my opinions stated in the podcast - like my opinions stated here - are solely my own, and not necessarily those of my current or past employers.
Just to make sure my bases are covered, I want to say again that my opinions stated in the podcast - like my opinions stated here - are solely my own, and not necessarily those of my current or past employers.
Saturday, March 29, 2008
Official Forums: Yes or No
Should MMOs have official forums? The question has been debated for years.
This is the most recent incarnation of the question, as posed at the Stargate Worlds forums.
And this is Darren's take on the situation, along with many interesting comments made by his readers.
Also, Jaye writes in defense of official game forums. Given my experience on the development side of Vanguard, and my pro-newbie stance, I generally agree with Jaye.
MMOs are huge, constantly evolving games. As developers, we need to complete the circle of communication with our players. And we can't expect to accomplish that by solely relying on fan sites.
When Vanguard launched, the beta forums were taken down and no official forums came up in their place. Players had been warned, and they were given a list of fansites to visit instead.
Players, now offered a score of potential communities, didn't have an obvious place to give feedback. Because the barrier to player entry increased, the fansite-only system weeded out those less familiar with using forums - people who could have given valuable feedback.
Designers now had a similar barrier. We needed to comb through dozens of fansites to find new feedback. In order to meaningfully respond to players, we had to set up dev accounts in multiple places.
Regardless, without the familiar official channels to post in, players offered less feedback. Players seemed to think that without the official forums, they weren't being heard. Many players posted on fansites as though their only audience was other players.
While 'noise' was reduced, so too was 'signal.'
My argument is this:
Encouraging good player-player and player-developer conversation is so important to the health of an MMO, it's well worth the publisher's effort to have official forums.
Official forums provide players with a familiar, safe and reliable place to find information, give feedback, and receive developer responses. They show that the developer cares, and is listening.
As well, compared with most fansites, game publishers are better equipped to take advantage of modern media and proper information design to avoid losing 'signal.' Also, they can afford responsible moderators (and search technology) to help bypass 'noise.'
This is the most recent incarnation of the question, as posed at the Stargate Worlds forums.
And this is Darren's take on the situation, along with many interesting comments made by his readers.
Also, Jaye writes in defense of official game forums. Given my experience on the development side of Vanguard, and my pro-newbie stance, I generally agree with Jaye.
MMOs are huge, constantly evolving games. As developers, we need to complete the circle of communication with our players. And we can't expect to accomplish that by solely relying on fan sites.
When Vanguard launched, the beta forums were taken down and no official forums came up in their place. Players had been warned, and they were given a list of fansites to visit instead.
Players, now offered a score of potential communities, didn't have an obvious place to give feedback. Because the barrier to player entry increased, the fansite-only system weeded out those less familiar with using forums - people who could have given valuable feedback.
Designers now had a similar barrier. We needed to comb through dozens of fansites to find new feedback. In order to meaningfully respond to players, we had to set up dev accounts in multiple places.
Regardless, without the familiar official channels to post in, players offered less feedback. Players seemed to think that without the official forums, they weren't being heard. Many players posted on fansites as though their only audience was other players.
While 'noise' was reduced, so too was 'signal.'
My argument is this:
Encouraging good player-player and player-developer conversation is so important to the health of an MMO, it's well worth the publisher's effort to have official forums.
Official forums provide players with a familiar, safe and reliable place to find information, give feedback, and receive developer responses. They show that the developer cares, and is listening.
As well, compared with most fansites, game publishers are better equipped to take advantage of modern media and proper information design to avoid losing 'signal.' Also, they can afford responsible moderators (and search technology) to help bypass 'noise.'
Tuesday, March 25, 2008
Are Designers Playing Too Many Games?
Game designers tend to agree that playing games helps you learn about how to design them.
For example, in Rules of Play: Game Design Fundamentals, Katie Salen and Eric Zimmerman write, "Students should play every possible kind of game, digital and non-digital, contemporary and historical, masterpiece and stinker."
They give several good reasons why, including the fact that designers need to learn how games function to create experiences, and they need to see what does and doesn't work about design choices.
Yet, Raph Koster offers a word of warning in his book, A Theory of Fun for Game Design.
He writes, "They [game designers] build up encyclopedic recollections of games past and present, and they then theoretically use these to make new games."
So what's the problem? Essentially, due to the way human brains work, designers are more likely to pull from their existing mental library of game design solutions than they are to try to innovate new ones.
Raph writes, "The most creative and fertile game designers working today tend to be the ones who make a point of not focusing too much on other games for inspiration."
So, the very library of knowledge that designers must build in order to understand and design games can prevent them from exploring new potential game designs.
How do we get around this?
Game designers, of all people, need to "stay ahead of the game." Not playing as many games probably isn't going to help.
Perhaps simply having an awareness of our 'mental game libraries' can help designers choose whether or not to select a solution from them.
Perhaps, too, we can be mindful of fun wherever it occurs. For example, it might be worthwhile to make note when you see yourself or others having fun outside of a formal game environment, and ask yourself how you could bring that experience into a game.
For example, in Rules of Play: Game Design Fundamentals, Katie Salen and Eric Zimmerman write, "Students should play every possible kind of game, digital and non-digital, contemporary and historical, masterpiece and stinker."
They give several good reasons why, including the fact that designers need to learn how games function to create experiences, and they need to see what does and doesn't work about design choices.
Yet, Raph Koster offers a word of warning in his book, A Theory of Fun for Game Design.
He writes, "They [game designers] build up encyclopedic recollections of games past and present, and they then theoretically use these to make new games."
So what's the problem? Essentially, due to the way human brains work, designers are more likely to pull from their existing mental library of game design solutions than they are to try to innovate new ones.
Raph writes, "The most creative and fertile game designers working today tend to be the ones who make a point of not focusing too much on other games for inspiration."
So, the very library of knowledge that designers must build in order to understand and design games can prevent them from exploring new potential game designs.
How do we get around this?
Game designers, of all people, need to "stay ahead of the game." Not playing as many games probably isn't going to help.
Perhaps simply having an awareness of our 'mental game libraries' can help designers choose whether or not to select a solution from them.
Perhaps, too, we can be mindful of fun wherever it occurs. For example, it might be worthwhile to make note when you see yourself or others having fun outside of a formal game environment, and ask yourself how you could bring that experience into a game.
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