Post by Shock on Feb 12, 2008 13:38:50 GMT -5
Redwood City, CA - February 12, 2008 - Get ready for the next Big Bang this fall! Electronic Arts Inc. (NASDAQ: ERTS) and Maxis today announced that Spore™, the highly anticipated game from the creators of The Sims™, will be available at retailers worldwide the weekend of September 7. Spore will be available for the PC, Macintosh, Nintendo DS™, and mobile phones.
“The wait is almost over,” said Maxis Chief Designer Will Wright. “We’re in our final stages of testing and polish with Spore, and the team at Maxis can’t wait to see the cosmos of content created by the community later this year.”
Spore gives players their own personal universe in a box. Create and evolve life, establish tribes, build civilizations, sculpt entire worlds and explore a universe created by other gamers. Spore gives players a wealth of creative tools to customize nearly every aspect of their universe: creatures, vehicles, buildings, and even UFOs. Players can then seamlessly share their creations with the world or explore infinite new galaxies created by other gamers.
Consumers can visit www.spore.com to sign up for the Spore newsletter or check out all-new screenshots and video of the game. Members of the media can visit EA’s press site at www.info.ea.com for information about all of EA’s games.
Crisis averted - Wii version of Spore still in the works, confirmed by Will Wright (Spore DS info as well)
February 12th, 2008
I was pretty upset to see the most recent Spore press release not include a mention of the Wii version. I thought for sure it was going to be quietly squashed. Little did I know that N’Gai Croal would save the day by linking me to his interview with Will Wright. A little talk on the Wii version below…
NC: A Wii version has already been announced. What can you say about what that’s going to play like in terms of structure, control, etc.?
WW: I can’t say much about it except the fact that the overriding kind of factor in my mind and Lucy [Bradshaw]’s, in terms of looking at what direction that team goes with it, has been to make really good use of the controller. What interests me about the Wii is that in some sense you have a much higher bandwith controller than you have with any other console or even a PC. How do we abstract the maximum Because one of the biggest advantages we have is our procedural animation system, which means that we can have an infinite of variety of animations that we can make the creature do because it’s done procedurally. So that’s a natural kind of strength of having a higher bandwith input device–it should really feel like I’m puppeteering this creature very directly, as opposed to I’m just indirectly controlling with a few buttons here and there. The rest of the design is totally going to evolve around that.
A lot of the prototyping they’ve been doing is, “How do we make you feel like you have the most control over this creature, even in a very subtle ways, by moving this controller around?” and then make the gameplay serve that, because I think if I had nothing else, but a really fun creature to drive around the environments, and I felt like I was really controlling in a very expressive way I would have a blast with just that alone. So that’s a really good starting point.
This is just one section of a three-part interview with Mr. Wright. Click the links to check it out. Part three of the interview contains info on Spore for the DS.
Will Wright interview part 1, part 2, part 3
Woohoo >.> Spore comes out in September! It's like The Sims, but on Super-Crack <.<
“The wait is almost over,” said Maxis Chief Designer Will Wright. “We’re in our final stages of testing and polish with Spore, and the team at Maxis can’t wait to see the cosmos of content created by the community later this year.”
Spore gives players their own personal universe in a box. Create and evolve life, establish tribes, build civilizations, sculpt entire worlds and explore a universe created by other gamers. Spore gives players a wealth of creative tools to customize nearly every aspect of their universe: creatures, vehicles, buildings, and even UFOs. Players can then seamlessly share their creations with the world or explore infinite new galaxies created by other gamers.
Consumers can visit www.spore.com to sign up for the Spore newsletter or check out all-new screenshots and video of the game. Members of the media can visit EA’s press site at www.info.ea.com for information about all of EA’s games.
Crisis averted - Wii version of Spore still in the works, confirmed by Will Wright (Spore DS info as well)
February 12th, 2008
I was pretty upset to see the most recent Spore press release not include a mention of the Wii version. I thought for sure it was going to be quietly squashed. Little did I know that N’Gai Croal would save the day by linking me to his interview with Will Wright. A little talk on the Wii version below…
NC: A Wii version has already been announced. What can you say about what that’s going to play like in terms of structure, control, etc.?
WW: I can’t say much about it except the fact that the overriding kind of factor in my mind and Lucy [Bradshaw]’s, in terms of looking at what direction that team goes with it, has been to make really good use of the controller. What interests me about the Wii is that in some sense you have a much higher bandwith controller than you have with any other console or even a PC. How do we abstract the maximum Because one of the biggest advantages we have is our procedural animation system, which means that we can have an infinite of variety of animations that we can make the creature do because it’s done procedurally. So that’s a natural kind of strength of having a higher bandwith input device–it should really feel like I’m puppeteering this creature very directly, as opposed to I’m just indirectly controlling with a few buttons here and there. The rest of the design is totally going to evolve around that.
A lot of the prototyping they’ve been doing is, “How do we make you feel like you have the most control over this creature, even in a very subtle ways, by moving this controller around?” and then make the gameplay serve that, because I think if I had nothing else, but a really fun creature to drive around the environments, and I felt like I was really controlling in a very expressive way I would have a blast with just that alone. So that’s a really good starting point.
This is just one section of a three-part interview with Mr. Wright. Click the links to check it out. Part three of the interview contains info on Spore for the DS.
Will Wright interview part 1, part 2, part 3
Woohoo >.> Spore comes out in September! It's like The Sims, but on Super-Crack <.<