Of course, the highlight of the symposium was Will Wright's talk yesterday morning, since the whole event was in honor of him. The title, "Content, compression, and creativity" was really just a thin wrapper around a lengthy demo of the new Maxis title Spore. At first, I was going to describe the demo in minute detail, but Gamespy has already written a pretty lengthy article about it. And even though we weren't supposed to take photos, others did when he gave the same demo at GDC last week, so you can see them here and here until EA's lawyers take them down.
Basically, the game is loosely inspired by Eames's short film "Powers of Ten", Drake's equation and the differing magnitudes of its terms, as well as numerous feature films in the sci-fi genre, like 2001, Close Encounters, etc. Wright himself presented a slide that showed how the game evolves from what is basically a Pac Man-like game to a Populous-like game, then a SimCity-like game, then a Civilization-like RTS, all the way to a galatic scope where you are in a sandbox of other players' planets and civilizations. So there are both goal-directed elements and exploratory elements.
I just want to mention a few things about the demo:
- The character creation tools for Spore are simply fantastic. Everything is done through direct manipulation, yet there is a high degree of flexibility in terms of what creatures you can create. Note that this flexibility is used in later stages of the game when you can establish your civilization's architectural styles.
- Much of Spore is procedural, meaning that less people needed to be on the development team for things like content creation. For example, potential building upgrades are generated automatically, then future options are recommended to players based on their previous choices.
- In addition, scenery and motion are procedural, meaning that no matter what kind of weird character you create, the game finds a way to make it walk, hunt, eat, etc. believably. This also means that you get a diverse range of possible terrains, planets, and indigenous creatures.
- Many people were blown away (excuse pun) by the ability to use a Death Star-like ray on planets, which made me wonder: if you're going to let people visit the societies created by other players, do you really want to ruin all their hard work by blowing it up?
- At the largest levels of scope (solar systems, the galaxy), your cursor acts as a radio telescope, so you can pick up audible "chatter" that corresponds to other players' civilizations.
He mentioned the difference between quality and volume of content, noting that both seem to increase the value of the game, whether it's high-quality/low volume (Pikmin) or vice versa (Katamari Darcy).
He wrapped up the talk by noting that while at one time there were programmers, designers, and artists, these jobs are intersecting in interesting ways, and as artists and designers learn to program, it's only going to improve gaming.