I still remember the old 2005 GDC spore video before UA-cam was a thing. These days, most people dont know about the potential that spore once had. Nice work.
I remember playing this game when I was a kid. Most of my species looked the same. The space stage was the most interesting one, but it was frustrating how after playing for some time you lost your freedom to do anything because everyone would keep calling you to solve all their problems, which were repetitive, required you to travel a lot and sometimes were insultingly trivial (like those nature disasters). As for the video, I wish you had analyzed spore a bit more. I feel like you only talked about the basics of each stage, which were probably already known by everyone who watched it. It would have been nice to learn about those scrapped mechanics too.
I played this game as a kid, and looking back on it now as an adult, I can definitely see it's flaws. EA definitely screwed over Will Wright and his creative vision for this game. But to this day I still praise this game's greatly in-depth creators that surpass most other games out there, and mods can make them even better, as well as fixing some issues in the overall game.
I just replayed Spore (up to about half of the space stage) to relive my younger days of playing it on my dad's laptop. As an adult, I really started to notice the things that kid me only picked up on subconsciously: the individual stages felt like they had no depth to them, especially the ones before the space stage. Back in the day, I used to love playing the civilization stage over and over, but always wished it had more content. What made it worse, is that there are two ways to preemptively end it (that being the final superweapon that isn't even that hard to get and the "We won! Let's unite!" thing that civs with one city do). It probably won't surprise you to read that I have about 350 hours in Civ 5. Now that I know what 4X games are, most of my issues are with the pre-space stages as a whole (with all of them being beatable within an hour, hell, probably even thirty minutes and feeling more like "unlock your space stage perks here" stages) and with the fact that the space stage feels like you're a one-creature empire, with the rest of your species... not really doing anything but giving you spice, selling every upgrade (at like double the price lmao) and getting struck by pirate raids and eco-disasters. It would have been cool to see your empire fighting or expanding without your influence, or at the very least send you invading fleets like how AI civilizations wage war. I get that Spore is, in essence, a true sandbox and that the AI civs will never really be at your level (especially not with the tech used in 2008), but at a certain point, it does feel like you're not *part* of a universe, but the sole reason why it runs. The NPCs feel less like actual NPCs and more like an ant colony that you are looking at as a human being. Ultimately I'm still generally positive about the game, but I'd be lying if I said it wasn't mostly because of nostalgia reasons.
I love this game. I return to it every few years. It breaks my heart that many features were cut. I would have loved to see a version of the game that was fully realized. This game screams for a sequel or a remake. Just imagine what could be done with a similar creator engine with modern technology. Fur simulation, better interaction with the environment, more complex designs. And so on.
despite the hell teh franchise went through...the fact that poeple to this day still download this game despite its glaring flaws and setbacls prooves that while it didint live up to what it could have been,its still a diamond in the ruff and a masterpiece in its own right.
I think it's evident that the cell and creature stages were finished as well as all of the creators but then they found out that EA wanted Spore released and tribal, civ and space stages felt fast and underdone. This is even more evident when you look at just how detailed galactic adventures is, it's as if they had far far more time to do that expansion seen as there was less pressure. For tribal stage I'd have liked to see far more tribes, smarter AI and far more customisability for your village like having a farmers hut where they'd go out and tend crops or a hunters hut where they'd hunt automatically and meanwhile raiding/impressing other villages would be a much slower process and early 'diplomacy' would show up. In civ stage I'd have loved for you to not have to angle for a certain specialization and be able to create all vehicles from the get go. It all just needed to go far far more slowly so that diplomacy, trading and fighting over spice would mean something. Too often does one other civ just take everything over very quickly so if you ally with them by trade or a superpower they instantly end the stage. The stage just seems to end itself quickly when I feel it should be much longer and drawn out. Space stage? A more proactive empire that will invade planets and trade on its own, launch fleets to help you invade planets on request and improve its cities on its own. Patrol ships on your planet and more variation to the planetary governors. It generally needs more quests to do that are specific to archetypes and I think it would be really good if each and every archetype had its own mechanic and its own special ending. For example, perhaps a diplomatic empire would be able to form a space senate which they need everyone to get along with each other in and remain happy in to get them to join and stay - and get the canon ending to their races legacy if they get so many empires to join their senate. I think the most beautiful part of space stage is honestly going and visiting civ stage planets and watching them to see which nation wins.
It's really sad and ironic how the 2005 beta of Spore was more complex that the final game. Is frustating the fact that mora than a half of the game was cut to the final game. And what is more weird, is the fact of this game have been a 2008 GAME! Eighty years old of game!
Who was doing the "David Attenborough" voice at the start of this...? 1:23 Transparent Cells. Steam version, or just bad graphics settings...? 6:30 That's a Grox ship. It's a bit rare to get them as the random spaceship spawn in Creature Stage... EA didn't do shit. The game was released as Maxis wanted it released. EA was just the publisher/distributor. Spore is a great game as it is. No mods can improve it, no remakes or sequels could be better...
Most of that footage is from the Alpha and Beta stages of Spore's development. You can find videos of Will Wright demonstrating them at various conferences and conventions on UA-cam if you search "Spore Beta" or "Spore Alpha"
@retro_today Yes, but not that specifically. I watch playlist with 148 videos of beta spore and none of them had that point of view on mechanics in game …
Had a look through the files for this project, and that specific clip is from Will Wright's TED Talk "Will Wright: Spore, birth of a game". You can find it on UA-cam if you search for that title. The timestamp from my video is around 04:30 in the TED talk. Hope this helps!
All stages lacked A LOT of scale, depth and complexity for me (and seriousness...Spore is entirely too goofy for me, even more so than other Wright-titles), and the aquatic stage is sorely missed (could've even had a horror element to it, looking down into the dark depths), but I think the only stage I'd really actually take into an entirely different direction is the space stage. The whole vibe of the game is that as your species grows, you have to look at an increasingly bigger and bigger picture - the individual becomes less and less important, which is only logical. You're not just controlling yourself and your pack anymore, but billions of your people. But then, in the final stage that is so gigantic in scope, you shrink the gameplay down to controlling a single ship again? Why? What's the point? Sure, you can recruit a small "pack" of other ships to support you like in the creature stage, but being degraded to such a limited role like that just feels disappointing. It feels like you're just an errand boy for the Empire that you yourself built - seriously disheartening, at least to me. What I'd envision is more akin to games like Sins Of A Solar Empire or Stellaris, a highly complex grand strategy game of galactic, maybe later on even intergalactic scope and almost terrifying depth. Creating and commanding fleets, handling colonies, dealing with warfare, politics and interstellar economics. You know...actual Galactic Empire stuff. Oh well. Pondering what could've been just makes me sad. What I DID really like though was that as soon as you reach the creature stage, your entire present star system is mapped pretty much in real time - meaning that not only does the day-night-cycle feel like the real deal and watching neighboring planets pass across the sky is a sight to behold, but also that if you leave the planet into orbit, the relative positions of the stellar bodies in the system match those you just saw from down on the ground. I quite enjoyed that, makes everything feel much more like a coherent experience.
Well, main problem: EA. Also the game (or atleast the idea) was way too ahead of it's time. The technology at that time just wasn't far enough yet to fully unlock it's potential.
awesome content, brother. i REALLY enjoyed that and agreed on almost everything. thing is, we today bemoan how good IPs get destroyed by the big corpo publishers etc etc etc. but THIS was EA in 2008, this happened already then. this is not a contemporary issue, its been always like, "once corporations do it, it becomes gloogamuffin manure." also, it would be SO nice and easy to simply remaster, redo, relaunch SPORE. shhhhhh shouldnt have said it. i hear the massive perma-online multiplayer with ingame store remaster already coming........
I still remember the old 2005 GDC spore video before UA-cam was a thing. These days, most people dont know about the potential that spore once had. Nice work.
I remember playing this game when I was a kid. Most of my species looked the same. The space stage was the most interesting one, but it was frustrating how after playing for some time you lost your freedom to do anything because everyone would keep calling you to solve all their problems, which were repetitive, required you to travel a lot and sometimes were insultingly trivial (like those nature disasters).
As for the video, I wish you had analyzed spore a bit more. I feel like you only talked about the basics of each stage, which were probably already known by everyone who watched it. It would have been nice to learn about those scrapped mechanics too.
I played this game as a kid, and looking back on it now as an adult, I can definitely see it's flaws. EA definitely screwed over Will Wright and his creative vision for this game. But to this day I still praise this game's greatly in-depth creators that surpass most other games out there, and mods can make them even better, as well as fixing some issues in the overall game.
I just replayed Spore (up to about half of the space stage) to relive my younger days of playing it on my dad's laptop. As an adult, I really started to notice the things that kid me only picked up on subconsciously: the individual stages felt like they had no depth to them, especially the ones before the space stage.
Back in the day, I used to love playing the civilization stage over and over, but always wished it had more content. What made it worse, is that there are two ways to preemptively end it (that being the final superweapon that isn't even that hard to get and the "We won! Let's unite!" thing that civs with one city do). It probably won't surprise you to read that I have about 350 hours in Civ 5.
Now that I know what 4X games are, most of my issues are with the pre-space stages as a whole (with all of them being beatable within an hour, hell, probably even thirty minutes and feeling more like "unlock your space stage perks here" stages) and with the fact that the space stage feels like you're a one-creature empire, with the rest of your species... not really doing anything but giving you spice, selling every upgrade (at like double the price lmao) and getting struck by pirate raids and eco-disasters. It would have been cool to see your empire fighting or expanding without your influence, or at the very least send you invading fleets like how AI civilizations wage war.
I get that Spore is, in essence, a true sandbox and that the AI civs will never really be at your level (especially not with the tech used in 2008), but at a certain point, it does feel like you're not *part* of a universe, but the sole reason why it runs. The NPCs feel less like actual NPCs and more like an ant colony that you are looking at as a human being.
Ultimately I'm still generally positive about the game, but I'd be lying if I said it wasn't mostly because of nostalgia reasons.
I love this game. I return to it every few years.
It breaks my heart that many features were cut. I would have loved to see a version of the game that was fully realized.
This game screams for a sequel or a remake.
Just imagine what could be done with a similar creator engine with modern technology. Fur simulation, better interaction with the environment, more complex designs. And so on.
despite the hell teh franchise went through...the fact that poeple to this day still download this game despite its glaring flaws and setbacls prooves that while it didint live up to what it could have been,its still a diamond in the ruff and a masterpiece in its own right.
I think it's evident that the cell and creature stages were finished as well as all of the creators but then they found out that EA wanted Spore released and tribal, civ and space stages felt fast and underdone. This is even more evident when you look at just how detailed galactic adventures is, it's as if they had far far more time to do that expansion seen as there was less pressure.
For tribal stage I'd have liked to see far more tribes, smarter AI and far more customisability for your village like having a farmers hut where they'd go out and tend crops or a hunters hut where they'd hunt automatically and meanwhile raiding/impressing other villages would be a much slower process and early 'diplomacy' would show up.
In civ stage I'd have loved for you to not have to angle for a certain specialization and be able to create all vehicles from the get go. It all just needed to go far far more slowly so that diplomacy, trading and fighting over spice would mean something. Too often does one other civ just take everything over very quickly so if you ally with them by trade or a superpower they instantly end the stage. The stage just seems to end itself quickly when I feel it should be much longer and drawn out.
Space stage? A more proactive empire that will invade planets and trade on its own, launch fleets to help you invade planets on request and improve its cities on its own. Patrol ships on your planet and more variation to the planetary governors. It generally needs more quests to do that are specific to archetypes and I think it would be really good if each and every archetype had its own mechanic and its own special ending. For example, perhaps a diplomatic empire would be able to form a space senate which they need everyone to get along with each other in and remain happy in to get them to join and stay - and get the canon ending to their races legacy if they get so many empires to join their senate.
I think the most beautiful part of space stage is honestly going and visiting civ stage planets and watching them to see which nation wins.
In the space stage you can pay an allied faction to send fleets to attack your enemies' planets
The game was in development since 2003, EA was probably tired of the (at the time) long development, and wanted it released ASAP.
Yo man, im not gonna lie. The content you just made, i would have sworn you had a few million subscribers. Keep up the great work! You have a fan!
Spore was actually a goated game when it released
I hate that EA is just sitting on this IP and doing absolutely nothing with it. Sometimes I think this company just hates free money.
Brother… it IS a masterpiece.
I loved your take on this, sir. Keep up the good work!
Thank you kindly!
Hmm thanks for the retrospective, i am more curious about what spore could've been but the current spore is fantastic by itself
One of the greatest and most original games
I think the drm was even worse than that it would sometimes count updating windows as a reinstall.
It's really sad and ironic how the 2005 beta of Spore was more complex that the final game.
Is frustating the fact that mora than a half of the game was cut to the final game. And what is more weird, is the fact of this game have been a 2008 GAME! Eighty years old of game!
We praise spode in this house
Awesome to see another upload, I like your editing.
Thank you very much!
I wish someone would make a mod or something for spore that makes it more like the beta but there doesn't appear to be such a mod
nostalgic asf, love it
The city and water stage didnt have to be scrapped it would make the game way more fun
The city didn't get scrapped
Very well done good sir
Spore was what no man’s sky wanted to be, but now, no man’s sky is what spore wants to be
Who was doing the "David Attenborough" voice at the start of this...?
1:23 Transparent Cells. Steam version, or just bad graphics settings...?
6:30 That's a Grox ship. It's a bit rare to get them as the random spaceship spawn in Creature Stage...
EA didn't do shit. The game was released as Maxis wanted it released. EA was just the publisher/distributor.
Spore is a great game as it is. No mods can improve it, no remakes or sequels could be better...
I always made my creatures OP or Godzilla monsters lol
Ngl id play spire over most games now
14:25 What video was that?
Most of that footage is from the Alpha and Beta stages of Spore's development. You can find videos of Will Wright demonstrating them at various conferences and conventions on UA-cam if you search "Spore Beta" or "Spore Alpha"
@retro_today Yes, but not that specifically. I watch playlist with 148 videos of beta spore and none of them had that point of view on mechanics in game …
Had a look through the files for this project, and that specific clip is from Will Wright's TED Talk "Will Wright: Spore, birth of a game". You can find it on UA-cam if you search for that title. The timestamp from my video is around 04:30 in the TED talk. Hope this helps!
@retro_today Thanks men. Really appreciate 🙏
All stages lacked A LOT of scale, depth and complexity for me (and seriousness...Spore is entirely too goofy for me, even more so than other Wright-titles), and the aquatic stage is sorely missed (could've even had a horror element to it, looking down into the dark depths), but I think the only stage I'd really actually take into an entirely different direction is the space stage. The whole vibe of the game is that as your species grows, you have to look at an increasingly bigger and bigger picture - the individual becomes less and less important, which is only logical. You're not just controlling yourself and your pack anymore, but billions of your people.
But then, in the final stage that is so gigantic in scope, you shrink the gameplay down to controlling a single ship again? Why? What's the point? Sure, you can recruit a small "pack" of other ships to support you like in the creature stage, but being degraded to such a limited role like that just feels disappointing. It feels like you're just an errand boy for the Empire that you yourself built - seriously disheartening, at least to me.
What I'd envision is more akin to games like Sins Of A Solar Empire or Stellaris, a highly complex grand strategy game of galactic, maybe later on even intergalactic scope and almost terrifying depth. Creating and commanding fleets, handling colonies, dealing with warfare, politics and interstellar economics. You know...actual Galactic Empire stuff.
Oh well. Pondering what could've been just makes me sad. What I DID really like though was that as soon as you reach the creature stage, your entire present star system is mapped pretty much in real time - meaning that not only does the day-night-cycle feel like the real deal and watching neighboring planets pass across the sky is a sight to behold, but also that if you leave the planet into orbit, the relative positions of the stellar bodies in the system match those you just saw from down on the ground. I quite enjoyed that, makes everything feel much more like a coherent experience.
Well, main problem: EA.
Also the game (or atleast the idea) was way too ahead of it's time.
The technology at that time just wasn't far enough yet to fully unlock it's potential.
The video really starts at minute 12. The first part of the video is pointless
awesome content, brother. i REALLY enjoyed that and agreed on almost everything.
thing is, we today bemoan how good IPs get destroyed by the big corpo publishers etc etc etc. but THIS was EA in 2008, this happened already then. this is not a contemporary issue, its been always like, "once corporations do it, it becomes gloogamuffin manure." also, it would be SO nice and easy to simply remaster, redo, relaunch SPORE.
shhhhhh shouldnt have said it. i hear the massive perma-online multiplayer with ingame store remaster already coming........