Posted by
InchDeep on Monday, April 21, 2008 12:28:34 PM
It would be more accurate if he made them create their world in six days. Now that would be a challenge.
From IOL.
Computer buff Will Wright created a multi-billion-dollar franchise
with The Sims video games that let people play at real life affairs
such as dating, working and raising children.
Now from September, Wright will let people play god with his latest brainchild Spore.
"The big hook with Spore is that practically the entire game is user
created," said Shane Satterfield, editor-in-chief at GameTrailers
website. "Spore is really the first game that pretty much puts all the
power in the hands of the player."
Players start as microscopic life forms competing for survival in
primordial ooze and work their way onto land, where they evolve into
creatures that build civilisations and rocket into space.
"It is still probably the most interesting question for scientists and
five-year-olds: What is life?" Wright said, giving AFP an advance peek
at the game, which hits US and European markets in September.
"It starts out as single-cell organisms and then you are eventually
flying around the galaxy exploring new worlds, meeting other creatures
and creating federations."
Spore is marked by Wright's loves for biology, learning, science, and science fiction.
A microscope, a moon rover model and a necklace of magnetic nuggets are
among the knickknacks in his office at Electronic Arts-owned Maxis in
Emeryville, California.
"I see a lot of games with a science fiction back story, but that is
different than having science as their DNA," Wright said.
Players dictate how their animated characters evolve. Creatures can
have scales, fins, wings, claws, extra appendages, additional eyes, or
body parts in unexpected places.
The online game's programming gives characters artificial intelligence
and figures out how they should walk, laugh, dance, fight or do other
things based on what they look like.
For example, a creature given fangs will be more hostile than one with teeth for grazing.
"How they play the game has a lot to do with how they evolve their
character," Write said. "My engineers have the tough job of figuring
out how something will move before they get to see what it is."
Creatures pass on virtual genes to their progeny and build civilizations with cities, governments and economies.
"It is more of a social experiment," Wright said. "Science, economics,
sociology, things like that are very fun to simulate in the computer."
In order to avoid what Wright sees as "inconsistencies" in online games
in which characters interact in common virtual worlds, Spore provides
players personal universes with copies of planets and creatures made by
others.
The game culminates with what Wright describes as a "toy galaxy" for players to explore.
"We want players excited about creative, free-form play," Wright said.
"Anyone can make the creative process part of the fun, much the way
Lego is."
With the release of the original Sims title in early 2000, Wright lured
women and other "casual gamers" into a video game market long
considered a bastion of "hardcore gamers," mainly young men.
Electronic Arts announced this month it has sold more than 100 million
copies of The Sims, the world's best selling computer game. - Sapa-AFP