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The ''Spore Creature Creator'' [[Character editor|utility]] was released in two different versions on [[June 17]], [[2008]], in Europe and [[June 18]], [[2008]], in North America<ref name=CreatureCreator>{{cite web|url=http://eastore.ea.com/DRHM/servlet/ControllerServlet?Action=DisplayProductDetailsPage&SiteID=ea&Locale=en_US&productID=96890600|title=Creature Creator Pre-Order with release date|work=EA Games Store|date=2008-04-23|accessdate=2008-04-23}}</ref> for PC and Mac. There is a paid version and a [[Game demo|demo]] that's downloadable from Spore.com and in ''[[The SimCity Box]]''. The demo version of the editor only contains 25% of the creature parts that are found in the full version, and only one background. Creatures created with this utility will populate the Spore universe when the game is released.<ref name=igncreature>{{cite web|last=Ocampo|first=Jason|url=http://pc.ign.com/articles/866/866966p1.html|title=More Spore Creature Creator Details|work=[[IGN]]|date=2008-04-16|accessdate=2008-04-16}}</ref>
The ''Spore Creature Creator'' [[Character editor|utility]] was released in two different versions on [[June 17]], [[2008]], in Europe and [[June 18]], [[2008]], in North America<ref name=CreatureCreator>{{cite web|url=http://eastore.ea.com/DRHM/servlet/ControllerServlet?Action=DisplayProductDetailsPage&SiteID=ea&Locale=en_US&productID=96890600|title=Creature Creator Pre-Order with release date|work=EA Games Store|date=2008-04-23|accessdate=2008-04-23}}</ref> for PC and Mac. There is a paid version and a [[Game demo|demo]] that's downloadable from Spore.com and in ''[[The SimCity Box]]''. The demo version of the editor only contains 25% of the creature parts that are found in the full version, and only one background. Creatures created with this utility will populate the Spore universe when the game is released.<ref name=igncreature>{{cite web|last=Ocampo|first=Jason|url=http://pc.ign.com/articles/866/866966p1.html|title=More Spore Creature Creator Details|work=[[IGN]]|date=2008-04-16|accessdate=2008-04-16}}</ref>
Sporn is a new word associated to the spore creature creator and is derived from the words spore and porn. It referes to the sexualy tainted spore creatures. creators of these creatures will be banished by Maxis


==Community==
==Community==

Revision as of 08:32, 23 June 2008

Template:Future game

Spore
Developer(s)Maxis
Publisher(s)Electronic Arts
Designer(s)Will Wright
Platform(s)Microsoft Windows[3]
Mac OS X[4]
Release[1] [2]
Genre(s)God game, Life simulation,
Real-time strategy
(see "Genre" section)
Mode(s)Single-player

Spore is a multi-genre "massively single-player online game" under development by Maxis and designed by Will Wright. It allows a player to control the evolution of a species from its beginnings as a unicellular organism, through development as an intelligent and social creature, to interstellar exploration as a spacefaring culture. It has drawn wide attention for its massive scope, and its use of open-ended gameplay and procedural generation.

The full version of the game is due to be released on September 5 2008 in Europe,[1] and September 7 2008 in North America and other territories.[2] Spore will also be available for direct download from Electronic Arts on September 7.[6]

Development

Spore was originally a working title, suggested by developer Ocean Quigley, for the game which was first referred to by the general public as Sim Everything. Even though Sim Everything was a first choice name for Wright, the title Spore stuck. Wright added it also freed him from the preconceptions another Sim title would have brought, saying "...Not putting 'Sim' in front of it was very refreshing to me. It feels like it wants to be breaking out into a completely different thing than what Sim was."[7]

Civilization IV lead designer Soren Johnson joined EA Maxis on April 2, 2007 to work on Spore.[8]

Music

The procedurally-generated music for the game is being designed by Brian Eno, an artist famous for his work with ambient music.

Genre

Spore does not fall neatly into any single video game genre. While the game's creators and several media sources describe it as a god game,[9][10] other journalists also describe it as a real-time strategy game[11][12] and life simulation game.[13][14] The game is made up of several phases of gameplay that draw on a multitude of games,[15][16] and thus a multitude of traditional genres.

Gameplay

The game allows the player to develop a species from a microscopic organism to its evolution into a complex animal, its emergence as a social, intelligent being, to its mastery of the planet and then finally to its ascension into space, whereupon it interacts with alien species across the galaxy. Throughout gameplay, the player's perspective and species change dramatically.

The game is broken up into distinct yet consistent, dependent "phases". The outcome of one phase affects the initial conditions facing the player in the next. Each phase exhibits its own style of play, and has been described by the developers as ten times more complicated than its preceding phase. While players are able to spend as much time as they prefer in each, it is possible to accelerate or skip phases altogether.[17][18]

If all of the player's creations are completely destroyed at some point, then the game goes back to the beginning of that level, or the last viable point in species development.

Phases

There is a difficulty selector to each stage, allowing players to choose the difficulty for each part of the game.[18] Spore defaults to the easiest level.[19]

The games and films with which Wright associated the various phases are:[15]

  1. Pac-Man for the cell phase
  2. Diablo for the creature phase
  3. Populous for the tribal phase
  4. SimCity, Risk, and Civilization for the civilization phase
  5. SimEarth, Destroy All Humans!, Close Encounters of the Third Kind, Star Trek and 2001: A Space Odyssey for the space phase, with elements of sandbox gameplay.[16] DICE 2007 referred to it as similar to Master of Orion.

The first four phases of the game, if the player minimally uses the editors, will take 10-15 hours to complete.[20]

Start of life

The game opens using the concept of panspermia. A meteor plummets toward a planet and into an Ocean. The meteor, now a geode, then splits, from which a tiny organism emerges.[21]

Cell

The cell phase. The monstrously large creatures in the background will come to the foreground as the player's organism grows

The first phase of existence, the cell phase, is sometimes referred to as the tide pool, cellular or microbial phase. The player guides simple protean microbes around in a 2D environment where it must deal with fluid dynamics and predators, while eating weaker microbes or plants. Once the microbe has eaten several cells, the player can enter an editor in which they can modify the appearance, shape, and abilities of the microbe by spending "DNA points". A player may choose to remove some part from the microbe, which will recoup some DNA points. If the creature dies, the player may restart from an earlier phase or point in the game.[20]

As the microbe grows, objects that are in the background move to the foreground, which can mean being eaten by a microbe that had previously been swimming in the background. The surface land becomes more prominent, and the option to move to land eventually presents itself, allowing the creature to crawl out of the tide pool to the creature phase. Legs are not a prerequisite to moving to land; if the creature lacks legs, it will move in a slug-like fashion, which implies there will be a smooth transition between the two phases.[22] The microbe resembles a strange insect with cartoonish, human-like eyes, which were used "to make it cute".[17]

The main unit of "currency" is "DNA Points".

Creature

The creature phase is similar to the cell phase, but with several important differences. Principally, the environment is now truly 3D. Other creatures will inhabit the world, and most of them will have been created by other players. Creatures will automatically be introduced into the environment to maintain a balanced ecosystem. If the player creates a bigger, tougher creature, the predators that are downloaded will likewise be stronger than average.

In this stage, the basic goal is the same: hunt food to earn DNA points, reproduce, and avoid being eaten by predators. Unlike the asexual reproduction in the cell phase, the player must now locate a mate. Once the creature has laid an egg scavengers will attempt to steal the eggs and the player must defend them (conversely, the player may eat other creatures' eggs as well).[16] Before the egg hatches, the player will have the opportunity to 'evolve' their creature via the creature editor, spending DNA points to buy body parts. When the egg hatches, the player controls a baby version of the creature. "The Science Behind Spore" video featured a creature taller than a tree threatening a city, indicating the scale possibilities of creatures.[23] (However, it is important to note that Player Controlled creatures can't reach this size, only Non-Player Controlled creatures.)

Creatures' characteristics are categorized with a 5 star rating system in six areas: Speed, Stealth, Defense, Social, Cuteness, and Attack. The creature also gains the ability to perform actions, such as "Call" and "Jump".[24] Creatures can also be given a name. Evidence of flying creatures has been seen[25], but no official clarification has occurred yet. The demo Spore Creature Creator shows winged creatures to have an ability called "glide".[26] All creatures will be land-based; there will be no marine creatures.[27]

This stage will evolve the creature's social behaviour, as the baby may make friends and form a herd or pack. Will Wright referred to this as a simplified version of the friend-making mini-game in The Sims. Creatures may also make friends with other species.[23] The evolutionary goal of the creature phase is to increase the creature's brain capacity. Once they have enough, the creature becomes intelligent and the game progresses to the tribal phase.

As with the cell phase, DNA Points serve as currency.

Tribal

After the player's species evolves its brain far enough, it enters the tribal phase. Physical development ceases, as does the player's exclusive control over an individual creature. The player is given a hut, a group of fully evolved creatures,[28] a mini-map of the world for the first time,[24] as well as two of six possible "super powers". These are unlocked depending on the species' behaviour in the previous phases.[29]

In this phase the game is similar to an RTS (real-time strategy game). The player may give the tribe tools such as weapons, musical instruments, and campfires. Food now replaces "DNA points" as the player's currency. Creatures also gain the option to wear clothes that demarcate their professions.[24] The player may also tame other creatures, and even use them as livestock.[30] Domesticated creatures seem to undergo neoteny in contrasting photos of the same species, but it is unknown whether it is automatic or if the player was permitted to edit tamed creatures in the editor.[31] Contact with other tribes of the same species can take place in this phase,[citation needed] and creatures also learn to speak. Their language is dependent on the type of mouth they possess; primate-type mouths, for instance, result in Simlish.[20]

Tribe members are assigned roles such as fishing, gathering, or hunting. The creatures' behaviors are affected by the way the player utilizes them. If a player uses them aggressively, their autonomic behavior will reflect that; conversely, if the player uses them peacefully, "conquering" other tribes, say, with music, their behavior will be more kind. Even their idle behavior will reflect this; warlike tribal members will practice combat while docile members will practice instruments and throw parties.[32]

Once the player's tribe reaches a point of superiority, a statue is built and transition to the civilization phase occurs.[20]

Food serves as the phase's currency, which the player can spend on items and structures, or use to barter with other tribes.

Civilization

The civilization phase has the player developing many cities and colonies.

The player's tribal camp is now a city. Players now have a building editor to create or change buildings. The game will attempt to detect what style of content the player prefers, download similar content created by other players and add it to the buy menu. Also, players can now use a vehicle editor, allowing construction of land vehicles, aircraft, ships and submersibles.

At this point players are allowed to view the planet from space. When the player elevates the camera past a certain point, the detailed features of the planet become more exaggerated. For example, the cities of the planet change from a properly-scaled view with all individual buildings visible to a more cartoon-like depiction.

The goal in this phase is to gain control of the entire planet, and it is left for the player to decide whether to conquer or unite. Once players have gained enough spice, they unlock the UFO editor.[33]

The main unit of currency is now Spice.[24]

Space

File:Sporegreenhouseeffect.jpg
A habitable planet (top) gradually becoming an inhospitable, volcanic rock (bottom) as the player pumps carbon dioxide into its atmosphere

A "mission" structure now provides new goals and paths to follow as the player begins to spread through the universe.[34]

The player may now terraform and colonize neighboring uninhabitable planets with special tools (water tool, volcano tool, etc). The ultimate tool is a technology which Wright dubbed the Genesis device, named after the device in Star Trek II: The Wrath of Khan. Terraforming tools include pumping carbon dioxide into the atmosphere to act as a greenhouse gas. Left unchecked this can cause oceans to rise, then eventually to evaporate and transform the world into a desert planet, followed by a molten rock in space.

The player may cause comets to crash into a planet to create water, or force volcanoes to erupt to increase atmosphere. Players may build cities underwater or on the surface of an inhospitable planet once they gain the ability to create bubbled cities, similar in function to self-sustaining arcologies.

During exploration of other worlds, the player may scan content and add the information to their Sporepedia.[35] The player may also abduct creatures and transport them to other planets to test a planet's habitability. The player may interbreed species, or place a monolith (in the style of 2001: A Space Odyssey) on a planet, triggering evolution of intelligence. On lifeless worlds, the player may also find strange "artifacts" with unknown purposes.

Later, interstellar travel becomes possible. There are more than 4 billion planets in the game's galaxy, more than anyone can visit in a lifetime. During the 2007 TED Conference seminar, Wright used accelerated time dilation in the zoomed-out galaxy view to show the dynamics of the entire galaxy, as supernovae exploded in brilliant points of light, and the galactic arms slowly turned. He pointed out that the nebulae, which the game features in real-life separate categories of planetary nebulae and reflection nebulae, perform their actual functions in space. He also brought the UFO close to a black hole, keeping a cautionary distance from the gravitational singularity.[17]

Players can make contact with other civilizations, most of which are created by other players. Intelligent species can be found, and when the UFO visits that world, they may impress the beings with fireworks, attack them with weapons, or try to establish a language with the civilization via a Close Encounters of the Third Kind-styled musical mini-game. The player may beam down a holographic image of his/her creature to interact more directly with an alien species.[20] A user-created civilization's AI reacts depending on its behavior and personality, both of which are based on the play-style of its user. The player can unite or conquer the galaxy by creating a federation or sparking an interstellar war. As a show of great force, the player may even completely destroy a planet (similar to the capabilities of the Death Star from Star Wars), which may bring retribution from that species and its allies. The player is sometimes called upon to fight off an invasion of their home planet.[36]

Currency, as with the civilization phase, is Spice.

Sandbox

The space phase is sometimes referred to as a sandbox, because the player has near-complete control of everything. It has been mentioned that the space phase works on two axes: a horizontal axis (the ability to interact with many planets in a variety of different ways) and a vertical axis (the ability to revisit different phases of gameplay).

Editors

The Creature Editor

User-generated content is a major feature of Spore. Will Wright has stated that in addition to being simple, all the editors will be as similar as possible so that skills learned are easily transferable from one editor to the next.

The editors start simply in the cellular phase and move to higher levels of complexity, acting as tutorials for progressive levels of gameplay. For example; the cell editor demonstrated so far has nine choices and a two-dimensional environment while the creature editor has dozens of options and a 3D environment. The structure ranges from a spine and body model in the creature editor to more free-form editors for the buildings.

The creature editor allows the player to take what looks like a lump of clay with a spine and mold it into a creature. Once they have molded the torso, they can then add parts such as legs, arms, feet, hands, eyes, mouths, decorative elements, and a wide array of sensory organs. Many of these parts affect the creature's abilities (speed, strength, diet, etc.), while some parts are purely decorative. Once the creature is formed, they can paint it using a large number of textures, overlays, colors, and patterns, which are procedurally applied depending on the topology of the creature.

The utility includes a test environment for players to see their creatures go through animations and allow the player to import other user-created creatures through the Sporepedia at Spore.com. The utility includes screen capture and video tools as well[37], including YouTube functionality.[38] The editor also gives the user the ability to create animated avatars,[39] and can output in RSS and embeddable HTML code to facilitate easy incorporation into such sites as MySpace and Facebook.[19]

Pre-release utility

Template:Infobox VG Hidden

The Spore Creature Creator utility was released in two different versions on June 17, 2008, in Europe and June 18, 2008, in North America[37] for PC and Mac. There is a paid version and a demo that's downloadable from Spore.com and in The SimCity Box. The demo version of the editor only contains 25% of the creature parts that are found in the full version, and only one background. Creatures created with this utility will populate the Spore universe when the game is released.[40] Sporn is a new word associated to the spore creature creator and is derived from the words spore and porn. It referes to the sexualy tainted spore creatures. creators of these creatures will be banished by Maxis

Community

Wright calls the game a "massively single-player online game".[41] Simultaneous multiplayer gaming is not a feature of Spore. The content that the player can create will be uploaded automatically to a central database (or a peer-to-peer system), cataloged and rated for quality (based on how many users have downloaded the object or creature in question), and then re-distributed to populate other players' games.[16] The data transmitted will be very small — only a couple of kilobytes per item transmitted, according to Wright. This was due to procedural generation of material. With the release of the Creature Creator, it was discovered that creature data is embedded in small PNG images.

During Wright's Long Now Foundation seminar with Brian Eno in June 26, 2006, he mentioned that players would receive statistics of how their creatures would be faring in other players' games, referring to this as the alternate realities of the Spore metaverse. The game would report to the player on how other players interacted with them (for example, how many times other players destroyed their planet). The personalities of user-created species are dependent on how the user played them.[42]

Spore's user community functionality includes a feature that is part of an agreement with YouTube granting players the ability to upload directly from within the game a YouTube video of their creatures' activity, and EA's creation of "The Spore YouTube Channel", which will showcase the most popular videos created this way.[43] In addition, some user-created content will be highlighted by Maxis at the official Spore site, and earn badges of recognition for their work.[20]

There will be a parental control toggle which allows the player to restrict what downloadable content will be allowed, from "no user generated content" to "official Maxis content" to "downloadable friend content" to "all user-created content".[20]

Procedural generation

Spore uses procedural generation extensively in relation to content pre-made by the developers. Wright mentioned in an interview given at E3 2006 that the information necessary to generate an entire creature would be only a couple of kilobytes, and went on to give the following analogy: "think of it as sharing the DNA template of a creature while the game, like a womb, builds the 'phenotypes' of the animal, which represent a few megabytes of texturing, animation, etc." These small data packs for specific creatures are intended to be uploaded and downloaded freely and quickly from the Sporepedia online server.

Awards and acknowledgments

At E3 2005, the game won the following Game Critics Awards: Best of Show, Best Original Game, Best PC Game, and Best Simulation Game.[44] At E3 2006, Spore was awarded the following Game Critics Awards: Best PC Game, Best Original Game, and Best Simulation.[45]

On October 8, 2006 the game, its development, and its developer were featured in an article by Steven Berlin Johnson in the Sunday New York Times magazine, titled "The Long Zoom."[9]

Licensing

Electronic Arts is using the Spore license to develop many related products, including console games and merchandising. Such licensing includes:

Software

Spore, mobile phone version.

Electronic Arts confirmed that Spore will be receiving post-release expansion packs. No other information is available as to what sort of content the packs will feature, but EA has hinted it will be similar to The Sims expansions.[46]

The Nintendo DS spinoff is titled Spore Creatures, focusing on the Creature phase. The game will be a 2D story-based roleplaying game as the gamer plays a creature kidnapped by a UFO and forced to survive in a strange world, with elements of Nintendogs.[47] The mobile phone/iPhone[48] spinoff of Spore, as with the Nintendo DS version, will focus on a single phase of gameplay; in this case, the cell phase. The simplified game will allow players to try to survive as a multicellular organism in a tide pool, similar to flOw.[49] The iPhone version takes advantage of the device's touch capabilities and 3-axis accelerometer.[50]

A Wii spinoff of the game has been mentioned by Will Wright several times, such as in his October 26 2007 interview with the Guardian.[51] Buechner confirmed it, revealing that plans for a Wii version were underway, and that the game would be built from the ground up and would take advantage of the Wii Remote, stating, "We're not porting it over. You know, we're still so early in design and prototyping that I don't know where we're going to end up, so I don't want to lead you down one path. But suffice to say that it's being developed with the Wii controls and technology in mind."[46] The Xbox 360 and PlayStation 3 versions of Spore are still under consideration.[52][20][53]

Merchandising

There will be an iTunes-style "Spore Store" built into the game, allowing players to purchase external Spore licensed merchandise, such as t-shirts, posters, and future Spore expansion packs.[46] There are also plans for the creation of a type of Spore collectible card game based on the Sporepedia cards of the creatures, buildings, vehicles, and planets that have been created by the players.[16] There are also indications of plans for the creation of customized creature figurines; some of those who designed their own creatures at E3 2006 later received 3D printed models of the creatures they created.[54] The Spore Store also allows people to put their creatures on such items as T-shirts, mugs and stickers.[55]

The Spore team is working on a partnership with a comic creation software company to offer comic book versions of your own Spore story. Comic books with stylized pictures of various creatures, some whose creation has been shown in various presentations, can be seen on the walls of the Spore team's office.[56]

Digital rights management

Spore will be using a modified version of digital rights management software SecuROM as copy prevention, which will require authentication upon installation and when online access is used. This system was announced after the originally planned system met opposition from the public, as it would have required authentication every ten days. It was also announced that Spore will be playable without a disc after installation.[57]

References

  1. ^ a b Bramwell, Tom (2008-02-12). "Spore release date announced". Eurogamer. Retrieved 2008-02-12.
  2. ^ a b "EA and Maxis to ship Spore in September". Electronic Arts. 2008-02-12. Retrieved 2008-02-12.
  3. ^ "EA: Spore is PC only ... for now". Joystiq.com. 9 September 2006. Retrieved 2006-09-09. {{cite web}}: Check date values in: |date= (help)
  4. ^ "EA reveals Spore for the Mac (Official press release)". Electronic Arts. 2008-01-16. Retrieved 2008-01-16. {{cite web}}: Check date values in: |date= (help)
  5. ^ a b Official site. "Spore System Requirements". Electronic Arts.
  6. ^ "EA Store: Spore". Electronic Arts.
  7. ^ "Wright Hopes to Spore Another Hit". Wired Magazine. Retrieved 2007-07-21.
  8. ^ Thorsen, Tor (2007-04-18). "Civilization IV designer Spore-s new gig". GameSpot. Retrieved 2007-07-23. {{cite web}}: Check date values in: |date= (help)
  9. ^ a b Steven Berlin Johnson (October 8). "The Long Zoom" (newspaper). The New York Times Magazine. Retrieved 2006-10-08. {{cite web}}: Check date values in: |date= and |year= / |date= mismatch (help)
  10. ^ Spore Could Be the Greatest God Game Ever, Inquirer
  11. ^ Michael Knutson (April 20). "Spore - can it deliver?". GameZone. Retrieved 2008-04-02. {{cite web}}: Check date values in: |date= and |year= / |date= mismatch (help)
  12. ^ Charles Onyett (February 13). "Will Wright Speaks Out". IGN. Retrieved 2008-04-02. {{cite web}}: Check date values in: |date= and |year= / |date= mismatch (help)
  13. ^ Aleks Krotoski (May 9). "Spore delay possible". Guardian Unlimited. Retrieved 2008-04-02. {{cite web}}: Check date values in: |date= and |year= / |date= mismatch (help)
  14. ^ Marc Saltzman (May 22). "Put these games on your wish list". USA Today. Retrieved 2008-04-02. {{cite web}}: Check date values in: |date= and |year= / |date= mismatch (help)
  15. ^ a b Spore.com "About" page
  16. ^ a b c d e "Will Wright and Spore" (video). Game Developers Conference. Google Video. 2005. Retrieved 2006-08-11.
  17. ^ a b c "2007 TED video of Spore". Retrieved 2007-07-23.
  18. ^ a b "Exclusive: Will Wright Gives Level Up the Scoop On Why Spore Is Taking So Long to Get Right--And Why It Will Be Worth the Wait, Part I". Retrieved 2008-02-12.
  19. ^ a b Chris Remo (2008-06-12). "In-Depth: The Evolution Of Maxis' Spore". Gamasutra. Retrieved 2008-06-12.
  20. ^ a b c d e f g h "Interview with Spore Executive Producer Lucy Bradshaw". GamersGlobal. 2008-05-20. Retrieved 2008-05-20. Inside Mac verification {{cite web}}: External link in |quote= (help) Cite error: The named reference "gamersg" was defined multiple times with different content (see the help page).
  21. ^ "Spore 'Cell Phase' video HD". 1Up.com. 2008-05-21. Retrieved 2008-05-21.
  22. ^ Game Informer, July 2007 issue
  23. ^ a b "The Science Behind Spore". Electronic Arts. 2008-05-23.
  24. ^ a b c d PC Gamer, January 2008, p42-p46
  25. ^ "Spore: Hands on Preview". Retrieved 2008-02-13.
  26. ^ "Yuri's Night 2008- Spore: Green Creature 1". Retrieved 2008-04-20.
  27. ^ "Spore: Spore Frequently Asked Questions". Retrieved 2008-04-10.
  28. ^ "Gaming Steve tribal phase information". Retrieved 2007-07-23.
  29. ^ http://eu.spore.com/whatisspore/article.cfm?id=23449
  30. ^ GameSpot hands-on preview, Images
  31. ^ Wild "Bruisers" attacking a creature, GameSpy
  32. ^ Electronic Arts (2008-05-30). "Official Tribal Phase trailer". YouTube.
  33. ^ Cocker, Guy (2008-02-13). "Spore Hands-On". GameSpot. Retrieved 2008-02-13.
  34. ^ "Spore press release". Worthplaying. 2008-05-20. Retrieved 2008-05-20.
  35. ^ "SporeWiki Sporepedia page". Retrieved 2007-07-23.
  36. ^ "Spore, Part 1 (Mac, PC)". Retrieved 2008-03-21. {{cite web}}: Unknown parameter |name= ignored (help)
  37. ^ a b "Creature Creator Pre-Order with release date". EA Games Store. 2008-04-23. Retrieved 2008-04-23.
  38. ^ Ocampo, Jason (2008-05-22). "Spore Creature Creator Hands-On". IGN.
  39. ^ Emily Moody (2008-06-09). "Spore Creature Creator Tutorial: Test Drive". YouTube.
  40. ^ Ocampo, Jason (2008-04-16). "More Spore Creature Creator Details". IGN. Retrieved 2008-04-16.
  41. ^ "Robin Williams Plays Spore". Retrieved 2006-09-15.
  42. ^ "Will Wright and Brian Eno Long Now Foundation Speech". Retrieved 2007-07-23.
  43. ^ Eric Mauskopf, Sales Engineer, YouTube Partnerships (2008-03-12). "YouTube finds its way into Spore". YouTube. Retrieved 2008-03-16. {{cite web}}: Check date values in: |year= and |date= (help)CS1 maint: date and year (link) CS1 maint: multiple names: authors list (link)
  44. ^ "2005 Winners". gamecriticsawards.com. Retrieved 2006-06-19.
  45. ^ "2006 Winners". gamecriticsawards.com. Retrieved 2006-11-16.
  46. ^ a b c Ian Bogost (2008-03-31). "Opinion: Is Spore 'For Everyone'?". Gamasutra. Retrieved 2006-03-01. {{cite web}}: Check date values in: |year= and |date= (help)CS1 maint: date and year (link) Cite error: The named reference "eurogamerrel" was defined multiple times with different content (see the help page).
  47. ^ 1Up Spore Creatures preview
  48. ^ "Live from Apple's iPhone SDK press conference - Engadget". Electronic Arts. 2008-03-06. Retrieved 2008-03-06.
  49. ^ 1Up Spore Mobile preview
  50. ^ "Live coverage of the iPhone Software Roadmap announcement". 2008-03-06. Retrieved 2008-03-12.
  51. ^ ""Q&A: Will Wright, creator of the Sims"". Retrieved 2008-02-15.
  52. ^ "Spore coming to Xbox 360, Wii and PS3 says game creator Will Wright". VGB. 2006-08-02.
  53. ^ "Spore is set for release on PC and DS on 7 September 2008, with a Wii, Xbox 360 and PS3 version to follow". 2008-02-13.
  54. ^ "Your Own Spore Figurine, For A Fee?".
  55. ^ "Spore Store - Learn More". Retrieved 2008-06-17.
  56. ^ "IGN: GDC 2008: Pollinating the Universe".
  57. ^ Crecente, Brian (2008-05-09). "Spore To Use Online Authentication". Kotaku.

External links

Template:SimUniverse