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Wednesday, May 06, 2009
100 million+ Spore creatures
Timely news, in light of the very viral "pig sniffles" subject, as CNET put it: Thanks to the Spore Creature Creator there are now more than 100 million such creatures in the wild. And the Creature Creator launched less than a year ago, USATODAY's Game Hunters report. If you want to do your own fact checking, go to Sporepedia for the exact number.
Labels: Creature Creator, spore
Wednesday, November 05, 2008
Videogamers and/or future composers?
The latest edition of Guitar Hero, "World Tour," is not more of the same, Mike Musgrove at the Washington Post reports. In it, you can go into "studio" mode, lay down your own tracks, then "click a button and 'publish' the song online so that any other player with a Web-connected game console can download and play your song, just as they would play any other song in the game. If other players like your creation, they can vote for it and you can get the satisfaction of watching your song climb the online charts at the game's online service, called 'GH Tunes'." Even more cool than this, though, is that it's part of a trend. "Many of the hottest new titles appearing this holiday season include software tools that allow users to express themselves and share their work with an online audience." Examples: create your own characters in Spore, design and share your own games in Xbox Live's "community games" (coming soon); write and share your own adventure story in LittleBigPlanet on PlayStation 3; and compose tracks based on your movements with Wii Music.
Labels: Guitar Hero, Nintendo Wii, PlayStation 3, spore, video games, Xbox 360
Saturday, September 13, 2008
The Spore metaphor
A perfect illustration of the mix of positives and negatives - mostly positives - that is the user-driven Web: the debut of Spore. There's a whole lot to Spore - entertainment, education, strategy, creativity, savagery.... And everything's represented in its media story: a gamemaker's (Will Wright's) world-class creativity; old-style mass-media marketing; social Web viral marketing; and users' creative ways of playing with marketing features - creativity that producer Electronic Arts had in mind and creativity it definitely did not have in mind.
In Spore you start as a microbe but you also play God and create whole worlds. Part of its genius is creator Will Wright's collaboration with evolutionary biologists and other scientists in developing the game (don't miss this fascinating New York Times piece about that science/entertainment cross-pollination, including the video on that page). In Spore, Scientific American reports, "gamers must make crucial decisions that affect the entire world in which they operate, and must then deal with the consequences of their actions. Whereas the Sims series [designed by Wright too] focuses on what happens in societies created by gamers, Spore also gives control over the evolution of an entire universe."
In the "Give Them an Inch, They'll Take a Mile" Dept. of the user-driven Web, there were the unintended consequences of Spore's pre-debut marketing tool, Creature Creator. MSNBC games editor Kristin Kalning reported that in among all the creative little organisms spawned by users of this free activity were some that violated Spore's Terms of Service: "fantastical creations of a less imaginary, more [humanly] anatomical nature" created by "pervy 13-year-olds" (developmentally speaking), Kristin wrote, and falling into a new category dubbed "sporn" (EA says it takes these illicit creatures down upon notification but of course EA has to depend on the Terms of Use and customer-service departments of other sites such as YouTube for deletions in those sites). I suspect EA may wish at times that all creature creation were tied to the actual game, where its storyline has a role to play in creature development.
Meanwhile, "there were over 400,000 creatures on SPOREpedia," the creature showcase, Kristin reports, "coming in at a rate of 1,000 per minute."
MSNBC's Kristin had fun creating three creatures herself, "my favorite being Jinx, named after my cat. It’s blue and spotted, with wings (my creature, not my cat). It has 'palmwalker' feet, a fierce bark and horns to ward off enemies. I enjoyed making it do the hippety hop." A tech educator friend of mine is already using the Creature Creator in his classroom. He reported on Twitter this week that he just installed it "on my 26 lab PCs. Can't wait to see what the kids do with this thing!"
Related links
In MTV's Multiplayer blog, Will Wright's reaction to Spore reviews
"'Spore': The evolution of gaming" in USATODAY
Mobile Spore ... for iPod and phones
Spore's own FAQ
In Spore you start as a microbe but you also play God and create whole worlds. Part of its genius is creator Will Wright's collaboration with evolutionary biologists and other scientists in developing the game (don't miss this fascinating New York Times piece about that science/entertainment cross-pollination, including the video on that page). In Spore, Scientific American reports, "gamers must make crucial decisions that affect the entire world in which they operate, and must then deal with the consequences of their actions. Whereas the Sims series [designed by Wright too] focuses on what happens in societies created by gamers, Spore also gives control over the evolution of an entire universe."
In the "Give Them an Inch, They'll Take a Mile" Dept. of the user-driven Web, there were the unintended consequences of Spore's pre-debut marketing tool, Creature Creator. MSNBC games editor Kristin Kalning reported that in among all the creative little organisms spawned by users of this free activity were some that violated Spore's Terms of Service: "fantastical creations of a less imaginary, more [humanly] anatomical nature" created by "pervy 13-year-olds" (developmentally speaking), Kristin wrote, and falling into a new category dubbed "sporn" (EA says it takes these illicit creatures down upon notification but of course EA has to depend on the Terms of Use and customer-service departments of other sites such as YouTube for deletions in those sites). I suspect EA may wish at times that all creature creation were tied to the actual game, where its storyline has a role to play in creature development.
Meanwhile, "there were over 400,000 creatures on SPOREpedia," the creature showcase, Kristin reports, "coming in at a rate of 1,000 per minute."
MSNBC's Kristin had fun creating three creatures herself, "my favorite being Jinx, named after my cat. It’s blue and spotted, with wings (my creature, not my cat). It has 'palmwalker' feet, a fierce bark and horns to ward off enemies. I enjoyed making it do the hippety hop." A tech educator friend of mine is already using the Creature Creator in his classroom. He reported on Twitter this week that he just installed it "on my 26 lab PCs. Can't wait to see what the kids do with this thing!"
Related links
Labels: Electronic Arts, spore, videogames, Will Wright
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