Spore is an amazingly fun game. Its remarkable how a very simple formula can be so successful for games. So, I decided to share some personal thoughts about how this game works.
PREMISE
You play a series of mini-games, each of which taking anywhere between 30 minutes to a couple of hours to complete, to “evolve” your race. These “mini-games” are actually sophisticated tutorials, but they also allow you to fine-tune your species (especially their personality). I found the Artificial Intelligence engine behind species personalities to be remarkably well-done, and actions that I performed back at the Cell or Creature stage reflected at Tribal and Civ particularly well. For example, at the Cell stage, I used to start attacking slightly bigger organisms and then, when I realized that I was outmatched, I fled for my life. Imagine my surprise when, in Tribal, a group of my hunters wandered over to these giant creatures, and among hushed/suspicious whispers, decided to try and attack… only to flee screaming like fools. It was an awesome moment. At any rate, eventually, as you beat each of the mini-games and “evolve”, different personality attributes emerge — everything from how you fine-tuned your race, to how you played your race, to what your species actually accomplishes. It is in the final stage, the Space game, that the “real game” begins.
GAME PLAY
Game play is straight-forward, and follows the Blizzard model of “easy to play, hard to master”; pretty much anyone can start fooling around in Spore and succeed at the game. However, to get the most out of the game, min-maxers will be pleasantly surprised to find so many different layers of controls and information about content. You can zoom in on a granular level to pretty much everything: from the art and architecture of your species, to even creating a musical anthem (everything from melody, beat, rhythm, ambience, instrumentation, etc.) that forms the basis for the randomly-generated “procedural” music. You can then zoom out to a holistic view of your species in the mini-games and play straight-forward for the level’s objectives. Like I said, each of the mini-games can be completed in a few hours, and you should be able to get a fully evolved species in around half a day of playing if you rush through it. Most people will get their Space stage after a day or so.
The Space Game is an open-ended sandbox, where the more you experiment, the more you are rewarded. There are thousands of abilities (technologies, tools, weapons, techniques, etc.) that can be unlocked just by experimenting when you explore the galaxy: from trying to terraform different planets, to simply trying to spark an inter-galactic war among your rivals. I found the depth, and this open-endedness, remarkably rewarding and, when I wanted it to be, extremely challenging. The sheer size and scope of the galaxy also blows my mind: you quickly discover that your homeworld, this place where you’ve been playing for the past day or so, is just a single planet orbitting a single star in a single area of space that’s in a single arm of a vast galaxy. According to Will Wright himself, there are “tens of thousands of stars” and “millions of worlds”, and that it would take someone “playing the game non-stop for 70 years” before they ever encountered the same world twice. In other words, it doesn’t happen. Here’s why.
MASSIVE CONTENT
The reason why Spore succeeds at the Space stage (and even at the earlier stages) is because all content is pulled asynchronously from the Spore servers. Stuff that you create is automatically sent to the Spore database, where it will be used by other players around the world. For example, on my planet, I mostly started out with a lot of Maxis content — creatures produced by the game designers — but that’s because I was one of the first people to play the game. By night, over 100,000 new species had been created in the United States alone, and I started seeing content being pulled from Japan. I ran across a planet that was governed by a pre-industrial Chocobo species with their name written entirely in Kanji. I decided to drop a planetary bomb on them (to wipe half of them out), and then left so that I can return at a later time and see how they have fared in an attempt to recover. (Incidentally, when I was at the Creature stage, I also noticed an extraterrestrial space-craft entering the atmosphere and trying to abduct some creatures. That was a scary moment!)
The Editors — where you create your content — are amazing, and, frankly, anything is possible. There is a Creature Editor (which you use in the Cell, Creature, and Tribal Stages to fine-tune the look of your species), a Building Editor (where you design all types of buildings that will appear), and a Vehicle Editor (where you can design any type of craft that your species will use). As your species evolves and you choose designs, you will notice the AI making cultural “versions” of your art and architecture, and this is especially apparent during the Civ Stage (where your goal is to conquer the Planet and unify the different city-states of your people). I had played militaristically, and my buildings were largely fortified in style and design, color scheme, and textures; I noticed very similar-looking buildings but with slightly different takes depending upon which “other civ” I was dealing with. The similarities were just as uncanny as the distinguishing differences, and I really felt like these places were unique and real. That didn’t stop me from subjugating every last city and winning badges for my militarism, though! Maxis supplies a healthy assortment of “parts” (shapes) that you can use when sculpting your “stuff” (buildings, vehicles, etc.), but you can refine them further by reshaping them (changes in size, scope, molding, texture, angle, directions, etc.), and even design new ones.
This game is geared towards creative people, and if you’re not the creative sort, I can see how the Editors may get on your nerves. Thankfully, you can just “select” pre-made buildings, vehicles, etc., designed by other users. I found some awesome-looking Entertainment buildings (such as an Intergalactic Movieplex Cinema) designed by someone else, and of course, Maxis provided around one hundred variations of each type of building making it extremely distinct. However, I think that if you don’t design, you’re denying yourself a huge component of this game, which is the creative aspect — you get to see how the game reacts to your creative choices (and this is where it can be very rewarding). Design menacing looking buildings, and people who encounter them will react accordingly: from alien species who will hover at a distance because of the scary spires you’ve designed in your City Hall, to the animals who will frollick curiously towards your shiny city walls, wondering what the glint is that reflects the sunlight (only to be later obliterated by my High-Compression Terreon-Beam Turrets!).
REPLAYABILITY
I think this game has a lot of possibilities for replayability, because it’s essentially a goal-oriented version of The Sims, when you think about it. Each species has its own unique manifestations, and when I want to play like I am conquering the galaxy, I will play my militaristic avian-people, whereas when I want a cultural challenge, I may use my prancing teddy-bear people. Or when I want to experiment, maybe I’ll try and pit the two against each other. The races that the game imports from Spore’s servers also retain the same personality aspects that others have chosen for them, so I am eager to see how people will eventually deal with my avian-militants, especially when their mentality is to deceive, attack first, and then ask questions later.
However, if you don’t like the replayability behind The Sims, you’re probably not going to care much for Spore in general. All of the replayability is built around different “takes” on the same gameplay that you have witnessed before. The rewarding aspect is purely in the experimentation, especially since the major game itself is a sandbox where you pursue missions and goals and tinker with your creation and how it fares in the universe. Will Wright made some great decisions — such as using Star Trek racial archetypes, so that you could clearly identify personalities of other civilizations when dealing with them and their diplomacy, while at the same time preserving the original creator’s cultural choices in molding their species. But if you do not like exploration and experimentation, had a violent/adverse reaction to The Sims, or have expectations that just aren’t in line with what Spore is, you may be disappointed. Spore is neither massively multiplayer, nor is it a civilization game; it is a huge social content exchange with simplified (but well done) mini-games in the tutorial (Cell is Pac-Man, Creature is a First Person Shooter, Tribal is a Real Time Strategy, Civ is Civilization), and with a huge open-ended sandbox at the end (Space) to allow you to “see what happens”.