Joystiq hands-on: Spore Creature Creator and the birth of Sporky
We dropped by Maxis' offices today to get our feet wet in the stand-alone "Creature Creator" component of The Sims architect Will Wright's epic cell-to-galactic-civilization sim, Spore (which hits in September). Set to launch on June 17 in two flavors (a $9.99 "full version" and free downloadable demo, also included with The SimCity Box) the creator could be incorrectly described as a "utility" – in fact, as we found while tinkering with it, the Creature Creator could very well have a life of its own. Read our full impressions after the break.
There's virtually no learning curve to the creator. It's stupendously intuitive. Without even a shred of guidance, we were instantly resizing a colorful floating blob to form the body of our creature. This was the full version of the creator, so we had access to all of the various creature parts it ships with (the free edition contains only a quarter of them).
There was virtually zero guesswork involved in grasping which parts were better at what, whether it was mouths made for eating only meat but gave your creature a combat advantage or an herbivore maw that was better for singing, and thus socializing. Parts are broken down into mouths, eyes, arms, legs, hands, feet, and extras. They're all displayed in their own tabbed windows, and you can place them anywhere you'd like on your base creature shape. Your only limits are cost (each part carries a certain DNA point price, and you have a "starting balance") and complexity (an on-screen indicator lets you know when you're tricked your beast out to the max).
Other than that, we had a mind-boggling amount of freedom in crafting our little bundle of goofy-looking joy. Our first effort, which we eventually named Sporky (don't ask), came out of a simple dragging and dropping of a toucan-like mouth, webbed ears, antlers, a fin, and some butt flowers (for good measure) onto our initially pear-shaped primary form.
Each piece could be moved with surprising ease, as the creator smartly "knew" not to make it clip through the others, and provided us with easy-to-understand iconography for functions such as resizing, twisting, and generally tweaking them to our heart's content.
Once we were pleased with Sporky's looks (and the stats each part had given she/she/it – from socializing to attacking to jumping and more) we clicked over to the paint mode. This portion of the creator was nifty for a couple of reasons. Firstly, we were able to select Sporky's base color/hide then add two more detail layers in the colors of our chosing. There were three pages each of built-in designs, along with some preset schemes with set combinations and colors.
Secondly, we were able to connect to the Sporepedia and browse all of the beasties created by Maxis employees in an interface akin to iPhoto, meta tags and all. If we saw one with a look we liked, we could select it and watch it be automagically applied to our creation.
Once we were satisfied with lil' Sporky, we went into "test drive" mode, where we could walk the creature around various backgrounds and click icons to cue various in-game actions, such as roaring, jumping, emoting, and various dances. We took the opportunity to click a camera icon to snap photos while it acted out our commands, as well as a film camera for recording video of it in the act (clicking "stop," we were asked whether we wanted to upload the video directly to YouTube. We even used the "create an animated avatar" option, just 'cause. Having tooled around with the various features, we saved Sporky to the Sporepedia for all of Maxis to share.
Sporky was a cutesy omnivore. We decided our next creation, "Hombre X", would not be. We set out to make this one all mean. The result was something with pincers, stringers, wings, and a slight resemblance to Space Ghost's Zorak. EA/Maxis rep April Jones jumped in to point out some gameplay-affecting differences with this thing of our own malicious making.
For one, she said, our decision to go with mandibles instead of hands would mean Hombre X would be able to eat food at ground-level with his pincer mouth, but not reach higher fruit and the like since he had no hands in which to hold it. Jones was quick to point out, however, that it was hard to make a creature that just "didn't work" – every little design decision would simply affect how the game played. She recommended adding eyes to his rear end so he could spot hostile creatures attempting to sneak up on him.
At the end of the day, we came away from our experience highly impressed by what is just a small part of the Spore experience. It was evident from only the selection of Maxis creations accessible via the Sporepedia that the limitations on creativity are virtually nil.
As we left, Jones reiterated the team's hopes that even non-gamers will pick up the Creature Creature purely for the sake of being creative, and sharing what they've made with others – who, like them, may or may not be playing Spore either. Given our urge to keep concocting new creatures well into the wee hours – with ease – we can actually see this happening. We can also see these "non-gamers" eventually making the jump into Spore proper simply out of a desire to see what their creatures can really do "in the wild," as it were.
Spore is being developed by Will Wright's Maxis, part of Electronic Arts. Get to know the company with our EA Family Album.
Gallery: Spore
There's virtually no learning curve to the creator. It's stupendously intuitive. Without even a shred of guidance, we were instantly resizing a colorful floating blob to form the body of our creature. This was the full version of the creator, so we had access to all of the various creature parts it ships with (the free edition contains only a quarter of them).
There was virtually zero guesswork involved in grasping which parts were better at what, whether it was mouths made for eating only meat but gave your creature a combat advantage or an herbivore maw that was better for singing, and thus socializing. Parts are broken down into mouths, eyes, arms, legs, hands, feet, and extras. They're all displayed in their own tabbed windows, and you can place them anywhere you'd like on your base creature shape. Your only limits are cost (each part carries a certain DNA point price, and you have a "starting balance") and complexity (an on-screen indicator lets you know when you're tricked your beast out to the max).
"There's virtually no learning curve to the creator. It's stupendously intuitive." |
Other than that, we had a mind-boggling amount of freedom in crafting our little bundle of goofy-looking joy. Our first effort, which we eventually named Sporky (don't ask), came out of a simple dragging and dropping of a toucan-like mouth, webbed ears, antlers, a fin, and some butt flowers (for good measure) onto our initially pear-shaped primary form.
Each piece could be moved with surprising ease, as the creator smartly "knew" not to make it clip through the others, and provided us with easy-to-understand iconography for functions such as resizing, twisting, and generally tweaking them to our heart's content.
Once we were pleased with Sporky's looks (and the stats each part had given she/she/it – from socializing to attacking to jumping and more) we clicked over to the paint mode. This portion of the creator was nifty for a couple of reasons. Firstly, we were able to select Sporky's base color/hide then add two more detail layers in the colors of our chosing. There were three pages each of built-in designs, along with some preset schemes with set combinations and colors.
Secondly, we were able to connect to the Sporepedia and browse all of the beasties created by Maxis employees in an interface akin to iPhoto, meta tags and all. If we saw one with a look we liked, we could select it and watch it be automagically applied to our creation.
Gallery: Spore (2-12-08)
Once we were satisfied with lil' Sporky, we went into "test drive" mode, where we could walk the creature around various backgrounds and click icons to cue various in-game actions, such as roaring, jumping, emoting, and various dances. We took the opportunity to click a camera icon to snap photos while it acted out our commands, as well as a film camera for recording video of it in the act (clicking "stop," we were asked whether we wanted to upload the video directly to YouTube. We even used the "create an animated avatar" option, just 'cause. Having tooled around with the various features, we saved Sporky to the Sporepedia for all of Maxis to share.
Sporky was a cutesy omnivore. We decided our next creation, "Hombre X", would not be. We set out to make this one all mean. The result was something with pincers, stringers, wings, and a slight resemblance to Space Ghost's Zorak. EA/Maxis rep April Jones jumped in to point out some gameplay-affecting differences with this thing of our own malicious making.
For one, she said, our decision to go with mandibles instead of hands would mean Hombre X would be able to eat food at ground-level with his pincer mouth, but not reach higher fruit and the like since he had no hands in which to hold it. Jones was quick to point out, however, that it was hard to make a creature that just "didn't work" – every little design decision would simply affect how the game played. She recommended adding eyes to his rear end so he could spot hostile creatures attempting to sneak up on him.
"The limitations on creativity are virtually nil." |
At the end of the day, we came away from our experience highly impressed by what is just a small part of the Spore experience. It was evident from only the selection of Maxis creations accessible via the Sporepedia that the limitations on creativity are virtually nil.
As we left, Jones reiterated the team's hopes that even non-gamers will pick up the Creature Creature purely for the sake of being creative, and sharing what they've made with others – who, like them, may or may not be playing Spore either. Given our urge to keep concocting new creatures well into the wee hours – with ease – we can actually see this happening. We can also see these "non-gamers" eventually making the jump into Spore proper simply out of a desire to see what their creatures can really do "in the wild," as it were.












Reader Comments (Page 1 of 1)
FSK405K @ May 23rd 2008 10:16AM
Great. I'm glad they're calling it Spore and not SimLife/Galactic Conquest.
Veko @ May 23rd 2008 10:16AM
As much as I loathe the concept of unfinished parts or versions of games being sold (like this and GT5: Prologue), I'll probably be picking up the $9.99 version of the creature creator June 17.
I am a Will Wright Fanboy.
A Pissed-off English Gamer @ May 23rd 2008 11:45AM
Your post instantly reminded me, what with the sellage of partial games, of "Will Wright! Please pee on us!"
NATO_Duke @ May 23rd 2008 10:21AM
Very interested in tooling around with this. Though I don't know if the full game will get me, I don't see any reason not to have fun with the creature creator. Besides, the fact there is a free version around should get any sceptic to at least try it.
mr mobius @ May 23rd 2008 10:32AM
So do we get this free when we buy Spore later on or will this still be a separate 'add-on' to the main game?
Farseer (GDI) @ May 23rd 2008 10:45AM
As I understand it, the Creature Creator is part of Spore.
Releasing it early as a stand-alone utility should not only boost interest in the final game, but add to the database of user-created co-inhabitant creatures available to Spore players from day one.
Intentless @ May 23rd 2008 11:06AM
Its a part of the main game they have made available early. So it'll already be part of the game...
LaughingTarget @ May 23rd 2008 10:33AM
I'll still stick with the demo, I can wait an additional 3 months for the full game.
R_man_5K @ May 23rd 2008 10:46AM
I do not know a TON about this game... will you be able to take you created creatures in to spore once you have the full game?
kodysandwich @ May 23rd 2008 12:15PM
Did you read the article? I did, and it answered your question.
LaughingTarget @ May 23rd 2008 4:42PM
Why would you want to bring in a creature when you can create an even more awesome one?
gibbonofdoom @ May 23rd 2008 10:55AM
Maxis have played an excellent card by deciding to release the creature editor a few months before the main game; it means that they will be able to populate the game's content before release instead of everyone running into the same stuff only the developers have created.
They're also generating extra cash before release . . . all in all a very clever move.
I'm very excited about the creature editor, should be fun!
Ed @ May 23rd 2008 12:41PM
So we will be paying $10 to supply EA's database with creatures and skins which will in turn help them make more money off Spore by claiming the vast amounts of creatures available? Does anyone else find this ridiculous? It should come with a $10 off coupon for the game.
weezy @ Jun 5th 2008 8:03AM
From what I've heard, it does.
PojoMofo @ May 23rd 2008 11:28AM
the pics I see of this game, the more impressed I get with the artstyle. I really like how vivid the colors are and how fun the creatures look.
Drago Dracini @ May 23rd 2008 12:40PM
Will be reserving this, if I can, when I go to work on Saturday. I'm not sure if we're doing reserves on it. @.@ *works at gamestop*
stephen @ May 23rd 2008 5:57PM
we are, i saw it in the reservation list over a month ago.
*works at gamestop*
Drago Dracini @ May 23rd 2008 6:24PM
Good deal. thanks. ;p
I should know better but... @ May 23rd 2008 12:45PM
I just had multiple spore'gasms.
Jonah Falcon @ May 23rd 2008 1:22PM
Watch the IGN video - it's well, WELL worth the $9.99:
http://www.gamestooge.com/2008/05/22/spore-creature-creator-video/
BenKenobi88 @ May 23rd 2008 2:12PM
It shouldn't matter. I wouldn't mind paying $10 either, but where's the limit? EA has tons of money already, we shouldn't have to pay for a demo.
Lurker28 @ May 23rd 2008 3:19PM
Consider the amount of money/time that Will Wrights team has put into this game, I would not mind giving them a $100 dollars. I know a lot of initial income does not go the development team, but first the publisher. However the faster I help Maxis pay off their loan from EA the quicker the developers start to make money off of Spore. Also the higher chance there will be of future productions from that developer.
There are plenty of places online (including Amazon) that are offering $10 dollars off of the retail version of the game (or even $5 dollars of the retail version) depending on where you buy it from. I think I would have more fun throwing my 10 dollars in a creature creator then grinding away in WoW.
Friday_Knight @ May 23rd 2008 7:04PM
"...we shouldn't have to pay for a demo."
Try actually reading the article. You DON'T have to pay for it. There's a free version.
Remember kids; Think, then post.
Jonah Falcon @ May 23rd 2008 10:26PM
It's also NOT A DEMO. Period. It's a fully-functioning utility/character editor.
JangoGod @ May 23rd 2008 2:11PM
*Starts to type something anti-evolution*
...
*converts to suicide muslim bomber*
*starts making horrid catch phrases*
"I will blow myself up for this game!"
"This game is duh bomb! Really. I'm making a bomb with it."
Ghede @ May 23rd 2008 8:29PM
I just hope the creature creator doesn't bomb in both downloads and sales. I know it probably won't... but how would they react?
They would react by canceling the game and selling Will Wright's organs to recoup losses. While it would be nice to own an extra (and collectible!) kidney and liver combo, I wouldn't be happy.
Autopsy15 @ May 24th 2008 1:42AM
Yeh, EA would readily kill their golden goose for lost profits. Man, if it wasn't for Will Wright EA would be capsizing right now...I wish they would.
LET TAKE 2 LIVE!
JohnHeist @ May 23rd 2008 9:13PM
I'll get the demo without a doubt, I might buy the full version of it.
I'm kind of tempted, because it's barely any money at all, no big deal, but also I think it'd be fun to sit there and deal with the limitations, and be even more excited when the full version comes out.
SonofSeth @ May 24th 2008 5:30AM
I belive that it will be a huge succes, but if God makes this and LittleBigPlanet bomb, it could mean the end for sandbox games for the next # of years.
Ramen!
Evan @ May 24th 2008 7:13AM
What's with all the hypocritical love over Spore? Sporky looks like a rejected Pokemon, any other game with characters this cartoony looking would be called "kiddy". Spore is designed by Will Wright, who previously designed The Sims - a "casual" game. And yet, Spore has somehow been spared the "kiddy" and "casual" hatred that is unleashed upon almost all other games without guns and realistic characters.
Poozipotti @ May 26th 2008 10:04AM
Does anyone know how big or small the creature u make can be?
Cluck The Book @ May 28th 2008 5:27AM
I can't wait ... now I can create the Zombie Rooster King in advance of the full game!
Hot$auce_Magik @ May 28th 2008 1:06PM
Zombie Rooster King = awesomeness
Dan Mustaine @ Jun 15th 2008 1:25PM
New Character Creator
Vegeto’s Bones shows its Fungus Side. Our new plug-in just might have the vaccine for Spores! We expect a miraculous immune response.
Vegeto's Bones
Sincerely,
Dan