Joystiq eyes-on: How to Build a Better Being, with Will Wright

We're starting to get a little sick from Spore fever, since we gamers have been hearing about it for what seems like eons. But once the title launches September 7 in North America (and September 5 in Europe and Asia), we'll have to ride the wave of hype again when the rest of the world hears about the title. Set your TiVos for one of the first (of potentially many) Spore tie-ins; the National Geographic Channel will air its HD special, How to Build a Better Being on Tuesday, September 9 at 10:00 PM. The production is also included in the $80 Spore Galactic Edition.
The show offers a primer in DNA and genetics beyond what we remember from high school, connecting science with Spore. It's less a look at the game directly and more of a handshake (sometimes literally) between Will Wright and genetic scientists.
How to Build a Better Being centers on the Creature Creator and the genetic basis for the game's evolution and multitude of parts. After watching a screener, we wish it also covered science behind other parts of the game. However, the hour-long show works as a companion to that fundamental Spore angle.
Spore fanboys will froth within the first few minutes, with some of the show shot on-location at EA's Maxis studio. After a flashy opening full of stock animal footage--the stuff that sells HDTVs--Wright appears out of an animated montage, holding a frappuccino-like drink. He walks through the ground floor of the office, past various Spore figurines and logos.
Lest we claim we're better than those fanboys, we compared those backgrounds to our visits to Maxis. We'd guess that National Geographic shot footage at least a few months ago. Don't expect any Spore spoilers.
Most of the show is slickly produced, featuring animation, elaborate transitions, and moody interview lighting for Wright and others. But only rarely did it feel like a Spore commercial, usually sticking to science. A National Geographic representative told us that nature channel contacted EA to create the show, and EA wasn't directly involved with writing and production.
Most of the show is about mutation and evolution, created by a misfiring set of "toolkit genes." These genetic plans give simple instructions to begin building a creature in embryo: an arm goes here, the brain goes here, a foot here. Then the specific arm, brain, and feet -- and even more specific parts within those -- get built with that layout.
After a visit to the U.C. Berkeley fly lab, geneticist Michael Levine shows a mutated fruit fly that has functional legs where its antennae should be. He says that the lab can even create its own rearrangements, although reprogramming fruit flies usually kills them. But this sort of swapping connects to the Spore Creature Creator letting gamers reposition parts on a body.
The show continues to explore the role of toolkit genes, comparing the near-identical DNA found in vastly different creatures. Wright personally explores the Chicago Field Museum with a flashlight, full of kooky flashlight-at-camera effects.
And while other scientists offer their own insight -- and then go design game creatures with Wright -- the video gives little information about Spore's game design, and how closely they tried to model it to established science. In one of the only tidbits, Wright says he considered changing the game's visuals depending on your creature's eye quality. Ultimately, Spore would have been dark or hard to see with primitive eyes, so they didn't pursue that design.
How to Build a Better Being is about genetics and toolkit genes much more than Spore. The two topics connect fairly well, and the show is good background material for gamers. Fanboys will also be able to obsess over a few shots within Maxis. But unless you get excited about seeing which movie poster is on the wall at a game developer (spoiler alert: The Simpsons Movie), watch it for science, not for Spore. Science!
Lest we claim we're better than those fanboys, we compared those backgrounds to our visits to Maxis. We'd guess that National Geographic shot footage at least a few months ago. Don't expect any Spore spoilers.
Most of the show is slickly produced, featuring animation, elaborate transitions, and moody interview lighting for Wright and others. But only rarely did it feel like a Spore commercial, usually sticking to science. A National Geographic representative told us that nature channel contacted EA to create the show, and EA wasn't directly involved with writing and production.
Most of the show is about mutation and evolution, created by a misfiring set of "toolkit genes." These genetic plans give simple instructions to begin building a creature in embryo: an arm goes here, the brain goes here, a foot here. Then the specific arm, brain, and feet -- and even more specific parts within those -- get built with that layout.
After a visit to the U.C. Berkeley fly lab, geneticist Michael Levine shows a mutated fruit fly that has functional legs where its antennae should be. He says that the lab can even create its own rearrangements, although reprogramming fruit flies usually kills them. But this sort of swapping connects to the Spore Creature Creator letting gamers reposition parts on a body.
The show continues to explore the role of toolkit genes, comparing the near-identical DNA found in vastly different creatures. Wright personally explores the Chicago Field Museum with a flashlight, full of kooky flashlight-at-camera effects.
And while other scientists offer their own insight -- and then go design game creatures with Wright -- the video gives little information about Spore's game design, and how closely they tried to model it to established science. In one of the only tidbits, Wright says he considered changing the game's visuals depending on your creature's eye quality. Ultimately, Spore would have been dark or hard to see with primitive eyes, so they didn't pursue that design.
How to Build a Better Being is about genetics and toolkit genes much more than Spore. The two topics connect fairly well, and the show is good background material for gamers. Fanboys will also be able to obsess over a few shots within Maxis. But unless you get excited about seeing which movie poster is on the wall at a game developer (spoiler alert: The Simpsons Movie), watch it for science, not for Spore. Science!





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Reader Comments (Page 1 of 1)
GummyBear @ Aug 29th 2008 8:49AM
I still don't understand this particular hype train.
McBrick @ Aug 29th 2008 9:02AM
Ranks right up there with the Little Big Planet hype. Seeing is believing, I guess.
Psaakyrn @ Aug 29th 2008 10:32AM
Then again, Spore is mostly targetted at the casual-gamer population. You know, everyone else?
Veko @ Aug 29th 2008 11:40AM
If you didn't enjoy Sims or Sims 2, you won't like Spore. It's part of the games that are akin to choose your own adventure books. Sometimes you want to read Dune or Lord of the Rings, other times you want to read a little Choose your own adventure book.
Some people don't dig Will Wright's games. Millions do, though, and we don't care if you like them. In other words, stop wasting a few kilobyte of my bandwidth. I need that for Sporn.
GummyBear @ Aug 29th 2008 12:36PM
I'm not a big Sims fan, rather a big Civ fan. And after looking at a bunch of videos I can't tell why the game is so hyped apart from the creature creator.
I'm not saying I don't like it, how can I not like it when I haven't played it? I was more hoping for a fanboy to break out a list so I can actually see what's going to set it apart.
I understand the LBP hype now we know more about it, but I read everything that was available when it was first hyped and didn't understand it back then. Do game journalists get little cards given out to them at expos to spam the hype button?
Lurker28 @ Aug 29th 2008 3:47PM
I think one of the biggest reasons why this is such a huge game is because of the revolutionary nature of it. In a gaming industry where recycled crap is the latest trend, Spore offers something that is genuinely unique. It is not GTA 30, Gears of War 15, Halo 12, Ninja Gaiden 2 Remix, etc.
While I know it is not as hardcore as those games mentioned above, I have always enjoyed making things and playing god. Some of my favorite games were Black and White and Dungeon Keepers. However, I can tell you the game is quite different from the Sims in many ways. There is actually much more gameplay then there ever was in the sims. While it is true that the game relies heavily on the editors, there is still a lot of gameplay there...unlike the sims.
All in all, as a 23 year gaming veteran who has seen pretty much all the games reiterated throughout the years, this is a very fresh new approach that I hope they expand upon.
Madster @ Aug 29th 2008 4:09PM
Sims are like choose your own adventure books, only you get to choose every 2 words instead of every 5 pages. And instead of 3 choices you get... a Jillion.
And there's infinite endings.
And you can read a sequel based on your choices on the previous book.
But yeah, basically choose your own adventure.
:s