Adequate
Location: In my angry-dome.
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<a href="http://www.wired.com/news/e3/0,2879,67581,00.html?tw=rss.TOP">A Wired interview with Will Wright:</a>
Quote:
Wright Hopes to Spore Another Hit
02:00 AM May. 20, 2005 PT
LOS ANGELES -- For many years, Will Wright has been hailed as one of the greatest creative minds in the game industry.
Starting with Sim City, Wright has enjoyed hit after hit. The Sims, with its many expansion packs, is the best-selling PC game franchise in history.
Next year, Electronic Arts will release Wright's next attempted masterpiece, Spore, a game some are calling "Sim Everything."
Spore will give players the chance to control life -- from the ground up.
Starting with single-cell organisms, players work on designing life with ever more complexity. As the game progresses, players must figure out how to take creatures from individual animals to small tribes and then to cities, whole planets, solar systems and galaxies.
Wright and his team of about 30 claim to have broken new ground with Spore.
While it's a single-player game, everything players create, from huts to spaceships, can make its way into a giant database, which will be used to populate planets in the online Spore universe.
It's what they call a massively single-player game.
At E3, the video-game industry's mammoth annual convention, Wright showed off Spore for the crowds. And though he wasn't supposed to be giving interviews, Wired News managed to corral him for a conversation about the new game, its design philosophy and how it may change the way people play games.
Wired News: What do you want players to get out of Spore?
Will Wright: One of my goals for this whole thing has been to give somebody an awe-inspiring global view of reality, almost like a drug-induced epiphany with a computer. The kind of, "Oh, man, what if we were a molecule inside of a galaxy?" type thing. Can we transfer that experience -- that, I don't want to say drug-induced, but I guess it is, or almost theological meaning-of-life-type experience -- into an interactive computer game?
Can a computer game bring you to theological discussions, or philosophy, but at the same time remain eminently whimsical and playful and approachable? That's an interesting balance to strike. I like the idea of an extremely whimsical toy that has deep philosophical implications.
WN: In the design process, was there any discussion of how religion would play into the game?
Wright: Well, we're looking at what we called Cultural as one of the ways a civilization on your planet can then acquire another civilization, and we're roughly thinking of that as possibly pseudo-religious. And I'm not quite sure how specific we're going to get.
It's almost better to be a little more abstract and let the player read into it.... So that distinction, let's say, between religion and art, I'd almost rather leave to the player.... They can design little churches or minarets if they want to. In the game, they can use the tools to instantiate a very specific instance of what they think Cultural means.
WN: What do you think about people calling Spore "Sim Everything?"
Wright: That was actually my first choice for a name. I thought I would call it Sim Everything, but we needed a secret name for the project, and our lead artist, Ocean Quigley, said, "How about Spore?"
The more we thought about it, the more we liked it. It just felt right. It works on different levels: You start as a little spore-like thing, but also you're seeding life in the world, and you're spreading it like a spore. Also, the content you're creating, that's very much what Spore is: the compressed representation of something that you send around and which propagates.
Also, not putting "Sim" in front of it was very refreshing to me. It feels like it wants to be breaking out into a completely different thing than what Sim was.
WN: Where did the idea come from?
Wright: Part of it was what I saw with The Sims, with people sharing content. Part of it was the Eames (Office) thing, Powers of 10, and a lot of my favorite science-fiction things, like 2001.
I got very interested in the SETI project, and astrobiology. The whole idea originally was an astrobiology game. But as you look at astrobiology and SETI, all the factors you're dealing with resolve all the way down to the chemical level. So that spans the Powers of 10 very nicely. So basically, it was a matter of molding all these things into one consistent, coherent concept.
<a href="http://www.wired.com/news/e3/0,2879,67581-2,00.html?tw=wn_story_page_next1">Story continued on Page 2 »</a>
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I'm looking forward to this one.
I like how they're leaving religion in the player's hands, as an artifact of culture.
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There are a vast number of people who are uninformed and heavily propagandized, but fundamentally decent. The propaganda that inundates them is effective when unchallenged, but much of it goes only skin deep. If they can be brought to raise questions and apply their decent instincts and basic intelligence, many people quickly escape the confines of the doctrinal system and are willing to do something to help others who are really suffering and oppressed." -Manufacturing Consent: Noam Chomsky and the Media, p. 195
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