N'Gai Croal
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Feb 12, 2008 01:00 PM

In
2005, we first sat down with Maxis chief designer Will Wright--creator
of SimCity and The Sims--to discuss his evolutionary epic Spore. Shortly thereafter, we said of the game in the pages of NEWSWEEK,
"Non-gamers often ask when videogames are finally going to get their
'Citizen Kane.' But when Spore ships sometime next year, this infant
medium might receive its Torah, its 'Origin of Species' and its '2001:
A Space Odyssey' all rolled into one." Ignore the somewhat breathless
prose and reflect for a moment upon the game's original ship date:
sometime in 2006. But when we consider the scope of the gameplay (it's
Pac-Man at the bottom of the evolutionary food chain, and "Star Trek"
at the top); the magnitude of its technical ambition (large slices of
Spore are procedurally generated, from the creatures animations to the
musical score); and the challenge of designing a simple-yet-flexible
interface to control it all (Facebook, Flickr and YouTube are among its
influences), we're loath to begrudge Wright and his team at Maxis the
time they needed to get it just right.
You'll feel the same way
after you read our world exclusive interview with Will Wright. We
caught up with him last week via phone, a couple of days before he and
his corporate overlords at Electronic Arts settled on the date of September 7th, 2008
to release the PC, Mac, DS and mobile phone versions of Spore. Even
though we only spoke for just under 40 minutes, Wright dropped so much
science that we had to break the Q&A into two parts, both of which
will run today. In Part I, Wright explains in greater detail why the
game has taken so much longer than he originally anticipated; how his
team hit on social networking as the metaphor for navigating the vast
amount of user generated content that Spore will almost certainly
inspire; and whether there was any pressure from EA execs to ship the
game before its time. Read on.
When
we first met in your office to talk seriously about this game it was
some time in 2005. It's now 2008, and you guys are finally set to
announce a release date. What happened? What's been taking so long in
making this game?
Oh gosh. It was so many challenges to
overcome. A lot of them initially were technical challenges: procedural
animation; can we do these levels of detail enough to have zoom on the
models; etc. Once we nailed most of those, it became a very large
design challenge. And probably the biggest design challenge was keeping
it very accessible to players so that every bit of the game was
intuitive, easy and approachable. At the same time, we were going to
mix all these genres, so we wanted to have one kind of control scheme,
camera scheme, feedback system, rewards, across these different game
genres. That probably overall was the biggest challenge, I think.
We've
had all the game levels up and running for quite a while now. Initially
it felt like five different games kind of stuck together. We basically
did pass after pass, bringing these things into alignment, kind of like
aligning the Intercontinental railway, digging into the rails with a
sledgehammer, slowly getting closer and closer and closer until pretty
soon it's a seamless fit across the rail.
At the tide pool
level, the gameplay is 2-D, then the game moves into areas where the
gameplay is 3-D. Maybe that's a bit easier transition to make with a
mouse and keyboard than with a console controller, but can you talk
about some of the things that you did to overcome the difficulty of
creating a unified control system that could easily transition the
player from stage to stage?
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