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Naucean Civilution Video

During my daily hunt to see if there is any new Spore information available, this Naucean video made by Hydromancerx from Spore Planet was found on Google videos. In it, we see his Naucean species evolve from their microbe form, to their current shape, and all the ages it goes through. The morphing and pictures are very impressive!

Release Date TBA

As of today, there is still no official release date for Spore.  It was announced by WiIll Wright for Fall 2006, and some sources online have said 2007.  I think EA will push Spore to be released for 2006 Q4, in time for Christmas.  They released The Sims Online in December 2002, and The Sims 2 on September 14th 2004.  When The Sims Online came out, it wasn't all that ready.  Major updates continued to come in, so much that the current version is now "New & Improved!"  If they release Spore this fall, I think they will release updates as they are ready.

We also have not gotten much material to play around with.  In Caryl Shaw's GDC 2006 speech, she talks about how they released a Sim editor before the Sims 2 was released as part of an open beta test.  This allowed them to populate their database with different sims before it went public.  We can expect the same for Spore, seeing that they need creatures in their database to populate worlds of online players. I will keep this site posted on beta tests and release dates.  A lot of new information is expected to be released at this years E3.

Spore Wallpapers

Here are 5 different wallpapers I made using available Spore graphics:

Evo_800x600 Chase_800x600 Ship_800x600 Wired_800x600 Spore_800x600
800x600 800x600 800x600 800x600 800x600
1024x768 1024x768 1024x768 1024x768 1024x768
1280x1024 1280x1024 1280x1024 1280x1024 1280x1024

Spore System Requirements

There has been no word really as of yet what the minimum system requirements of Spore will be.  Most of us can only assume, and after seeing Will Wright's joke specifications we can only hope that it will be much less.  Here are the prototype front and back covers he made for his game which he had initially named SimEverything.

After some research by looking at some of the most popular games of today, I came up with the following specifications.  The 3D engine of Spore may be a brand new one, but its gameplay may not be more demanding on the computer than games such as the Sims 2 or World of WarCraft.  Also, having the Internet is not required but for a full Spore experience it is recommended.  I have increased some specifications due to Spore being cutting edge, but not by much so that the game can continue being mainstream. 

What I think the minimum system requirements should be:Alien_egg_1

  • OS: Windows 2000, XP, ME or Vista.
  • 1 GHz processor or better.  Current popular games require at least 800MHz.
  • 512 MB of RAM or more.
  • 64 MB 3D graphics card. Current popular games require at least 32 MB, but the more video memory the better!
  • At least 6 GB of hard drive space.

Happy Easter everyone!

Will Wright GDC 2006 Photos

More photos have been found on the web of Will Wright's GDC 2006 speech.  These are of much better quality and much larger than the video images that I took.  I wonder why our American press hasn't released all of their own photos to us?  I particularly like that game box prototype.

This article was found by Hydromancerx from Spore Planet.

Will Wright Q&A Interviews

I have been searching the Internet for Will Wright Q&A interviews about Spore and have found a few.  I have listed them here in chronological order. 

If you know of another Q&A interview about Spore feel free to comment and I will add the links to this post. 

Will Wright GDC 2006 Video

A video session of Will Wright's GDC 2006 speech has been released to the public by GDCTV. However, only the first 5 minutes of the speech are free.  There is a $14.95 fee to access the download. 

Here is the link to the 5 minutes preview.
And now for the link to purchase this video, which is 281.8MB in size, and lasts 1:20:55.

I have downloaded the video and taken screenshots of everything that is not Will Wright speaking. You can find all 198 pictures in my photo album.  There are a few of Spore, but not many.  Congratulations to Hydromancerx from Spore Planet for having some of his creatures featured! The slides are creatures 1, creatures 2, and creatures 3.

Spore for Handheld Devices

Nintendods_1 I found an article that says that Spore will also be for Nintendo DS, Sony PSP, and some mobile phones.  I am seriously wondering how it is going to be played on my cell phone, maybe I need to get one of those $500 phones? lol  The article is called Spore coming to DS, PSP, Phones, published March 23rd 2006 by NintendoDS Advanced.   The article also says that Will Wright may also be looking to have it for the XBox 360 and Nintendo Revolution as well which is very exciting news.

If you take a close look at the game pad for the Nintendo DS, there are not very many buttons to press. This leads me to believe that the gameplay will be relatively easy, making it probably more of a strategy game than anything else. There is no way it could possibly be as complex as a game such as World of WarCraft.

GDC 2006 Presentations

The GDC website doesn't have any videos of the sessions as of yet, but PowerPoint presentations are available for free and for $7.95 you can download the audio recordings from GDCRadio

Here are the presenations and recordings that I found by the Maxis producer Caryl Shaw, and senior development director of Maxis Eric Todd.  I also found the audio recording of session by Chaim Gingold, an associate game designer of Maxis, and Chris Hecker, a technology fellow of Maxis.

Building Community Around Pollinated Content in Spore
60-minute lecture by Caryl Shaw.
Overview: This session explores how user-created content in other Maxis products like SIMCITY and THE SIMS 2 created a different kind of online community and how those lessons are being applied in the Pollinated Content System in SPORE. Specifically, the talk looks at how to tailor the system to appeal to both users who specialize in creating content and users who are more likely to download someone else's creations.

Spore: Preproduction Through Prototyping
60-minute lecture by Eric Todd.
Overview: This session explains how prototyping can be the heart of a virtuous cycle during preproduction. The cycle is illustrated with concrete examples and numerous prototypes from Spore's preproduction phase. Potential pitfalls are highlighted.

Advanced Prototyping
60-minute lecture by Chaim Gingold and Chris Hecker, intro: Will Wright
Overview: Creating effective prototypes of game designs, user interfaces, and technologies requires a unique set of skills and knowledge, somewhat distinct from the skills used in making a game. This lecture discusses creating these various types of prototypes from an advanced and in-depth perspective. The talk goes through a number of important questions and topics that should be addressed before, during, and after the prototype is created, including metrics for judging the effectiveness of prototypes, how to decide the focus of a prototype, how to design, start, and build the prototype, both from a content and a code standpoint, and how to iterate the prototype via testing and integrating feedback. Various approaches to these issues are compared and contrasted, with the end goal of teaching attendees how to create successful and high quality prototypes.

Will Wright on Accessibility, Future of the Industry

Gd_cover04_06 Will Wright had an exlusive full-length interview with Game Developer's magazine, for April 2006.   You can read the article if you are a paying member of their magazine, or you can buy and download a digital version of the magazine's magazine's issue.

Gamasutra, Game Developer's sister Internet publication, published an Internet article on April 10th for this magazine article.  It is entitled Will Wright on Accessibility, Future of the Industry, and was written by Simon Carless. It is a summary on Game Developer's article, which many quotes from Will Wright himself.  Spore is not mentioned in this article, and it is mostly about why his past games were successful and what strategies are needed for continued success in the gaming industry. 

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