So our hybrid model aims for the best aspects of a multiplayer game without the worst drawbacks. But there is a huge benefit of getting a million people collectively building an interesting world. These limit the experience you can give someone. With multiplayer games, there's tremendous design limitations: Nobody can peak, nobody can pause time, no one player can be super powerful. There's huge unexplored space between single-player and multiplayer games. Originally, you referred to Spore as "massively single player." And now? Because there's so many different genres and levels, I had a designer for every game level and the editors and Sporepedia. Another difference was the design density in Spore. But because we were doing this procedurally, our art staff was mainly concentrated on teaching the computer and giving players tools to make stuff. Typically, we would just build a larger and larger army of artists to make more and more content, like in The Sims. What are some ways creating Spore has been different than your other games? A lot of our early prototypes explored whether we could do procedurally generated animations and textures and could we build an editor that was easy to use? Very early on we wanted to give players a really cool design editor so they could design a wide variety of creatures. So we started thinking about procedural solutions. And I'd never seen an evolutionary game where, again, there was a vast set of possible creatures you could come across and that could convey the diversity of real biology. Even the Spore galaxy is a tiny percentage of a real galaxy, but you get the sense it's immense, with countless worlds to explore. Wright: I played a lot of space and strategy games, but one thing that always disappointed me in space games was that you're presented with a galaxy with maybe 100 worlds. Could we actually generate creatures through evolution so there was a vast variety of creatures rather than just the 20 or 30 fixed things that games typically include. And then on procedurally generated creatures. Some of the very first prototypes involved how you would move around and visualize the galaxy. As we thought about, it became apparent that evolution was a very important component. The original concept was sort of a toy galaxy you could fly around and explore. Will Wright: The earliest evolution of it had to do with the SETI Project.
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