I for one see this simplicity as a feature. Recent simulation games are waaaaaay too complicated, and although fun, they start to overload my head after a few 10s of hours played. Spore on the other hand, is part of the classic game era where the control nobs are simple, but the fun you take out of rotating each nob is immeasurable.
If they do remake it, I hope they keep it simple.
The powerful but easy to use direct manipulation editor tools, the automatic content sharing system, and the online community around user created content, were together the most innovative and successful things about Spore. (As contrasted with the not as well realized gameplay and storytelling design goals.)
Direct Manipulation Interface:
https://en.wikipedia.org/wiki/Direct_manipulation_interface
Chaim Gingold, A Brief History of Spore:
http://www.levitylab.com/blog/2011/02/brief-history-of-spore...
>Creativity
>Of course, these aren’t any old aliens we ask players to invest in — they’re your creation, your aliens. Once you start customizing, and design your creature, emotional investment is generated. It’s magic. Even the ugly ones are loved by their parents. Many games thrive on the interest generated by players’ creative investment. Console role playing games, for example, get this effect when players invest time in equipping and naming characters. I’ve always felt more attached to my characters as I fuss over their outfits and equipment. Creative interaction seems to always generate emotional involvement and attachment. Psychologically, it would seem that part of this stems from the sunk cost fallacy — we become attached to things we’ve invested time and energy into. Of course, it’s not just the hundreds of hours invested in a World of Warcraft character, their relationships, and possessions that generate attachment, it’s the sense that our fabrications are extensions of ourselves. As recipients of our attention and creative energy, our handiworks are reflections of who we are, tangible manifestations of our personalities. It’s no wonder we become attached to what we make, and take the success or failure of our own work and ideas very personally.
>Spore neatly solves the alien attachment problem by asking the player to design them. If a player makes a creature, and it’s appealing, they’ll be quite invested in it. Reflecting on the success of The Sims Exchange, where players shared stories, characters, houses, and objects for The Sims, Will realized that shared creativity would give Spore a broader appeal. Why not build creative exchange into the game, rather than as a website that orbits it? Player created assets are constantly being uploaded and downloaded by Spore, enough material to fill a galaxy. There’s nothing like taking home your latest finger painting, and having mom hang it on the fridge for everyone to see. Sharing not only fills up the galaxy with cool stuff, but allows the entire world to see your fridge, motivating you to continue creating.
>Of course, a lot of deep magic must work properly for something like Spore’s creature creator to function properly. It must be natural to use, easily producing satisfying results for anyone, from beginners to advanced users. And these aliens, lumps of polygons that no animator has ever seen before, must be brought to life. These are rather complicated endeavors, from a design, aesthetic, and technical point of view, but the player should never notice any of it. The game design implications are also challenging — the game must be playable and interesting, regardless of the creatures dropped into it.
The top bar of the "T" is is a horizontal intergalactic storytelling game spanning all the other levels, that lets you swoop back down to the lower levels.
But the swooping down part didn't really work, because it was hard to come up with scenarios, missions, and stories about unicellular organisms that were relevant to intergalactic civilizations (or players).
So the layers tended to be isolated from each other, and not have direct or interesting effects on each other, because of their different physical and temporal and technological scales.
The fact that each layer was developed by a different team also caused dependency problems that limited the possibility space, the way each layer had to made its own assumptions that would constrain the adjacent layers (a problem you wouldn't have if they were all independent games).
And the storytelling aspect didn't work as well as it did with The Sims, which let you simply take screen snapshots and write captions and publish them on The Sims Exchange. That was because people know more about the interpersonal dynamics of families (or even cities) than unicellular organisms or intergalactic civilizations, so players have their own stories to tell and don't need much support from the game simulation itself.
For example, there is no need to actually simulate or model the motivations or feelings of Sims characters when you're writing or acting out a story about them: That's all up to the player to use their imagination to fill in.
But there just aren't as many interesting topics to write stories about in the higher and lower levels of Spore, that aren't focused on individual people or communities.
https://donhopkins.medium.com/the-future-of-content-will-wri...
>T shaped game.
>The base of the T is a goal oriented gaming.
>The player first goes through a tutorial and sandbox to learn editing tools and game play at each level.
>Player can eventually surf down to the lower levels.
>Goal oriented game trains you to use all the editors and teaches you the simulation dynamics at every level, from bottom to top.
>Once you get to the top you can surf vertically down into the other games, that you’ve learned to use on the way up.
>At the top of the T is a collection of science fiction story genres, that take place on top of all of the lower levels.
>Once you make your way all the way up from unicellular life to intergalactic civilization, the storytelling begins.
>Pull out to galactics level, 10’s of thousands of worlds.
>Like the movie Powers to Ten.
>Always wanted to roll this into a game.
>SETI: Drake’s equation: N = R fs fp ne fl fi fc L.
>Each term of the equation correspond to different power of scale.
>“Wright linked Drake’s equation, which computes the probability of life occurring in the universe, with the long zoom of Eames’ Powers of Ten film.” -Chaim Gingold, A Brief History of Spore
Chaim Gingold, A Brief History of Spore:
http://www.levitylab.com/blog/2011/02/brief-history-of-spore...
>Story
>Spore’s early concept had no structured sense of time or sequence. Would players begin by forming a stable galaxy, stars, planets, and then set to creating life? Or perhaps they would evolve life on a planet, hit it with some asteroids, and try to get panspermia to happen? Like a universe before a creation myth, Spore had no obvious beginning, middle, or end. Deciding the game would move through a handful of stages, from cells to creatures, up through civilization, and then into space exploration, was crucial to getting the game concept to gel, at a high level.
>Structured narratives are unusual for Maxis games, but Spore’s vast scope required a skeletal structure to hang the game off of. Besides, what story could be more appropriate than the evolution of life, and development of civilization? The story allowed both the developers and players to locate themselves in a narrative about the growth and expansion of life. It became possible to inhabit one phase of the game, and think about where you were coming from, and where you were off to. As developers, we could divide our efforts, and think about how the design grew out of the previous level, through this one, and into the next phase of the game. Even with this high level linear structure, Spore was still a monster project, in terms of scope. And, of course, by dividing our production effort into level based teams we set up any kind of inter-level design tradeoff and coordination to be an organizational hassle.
I remember looking forward to the game for quite a while-- then after release, when the reviews were so mixed, I lost interest. It didn't sound close enough to what I'd been reading about.
This part seems key to me:
> the layers tended to be isolated from each other, and not have direct or interesting effects on each other
If that could be looked at more closely, reworked & resolved better, another attempt at executing the original vision might turn out to be worthwhile. I would love to see a team with enough expertise (and budget) give it a try.
After seeing how No Man's Sky has evolved, it seems to me like Hello Games might be one possible strong contender. Or at least someone who was heavily involved with working on that title.