My friend Jayzen messaged to clue me in on the next Spore expack, which turns out to be a quest design tool.
Spore. So full of promise. Such a disappointment to so many. What was odd about it was that the tech which players were looking forward to so eagerly was all there, and worked pretty well: the creature editor, the random worlds, and especially the ultra-long zoom from creature to planet to solar system to galaxy. The social aspect (which consists of automatic content sharing) worked well and was fun too — my friends and I enjoyed running into each others’ creations and blowing em up or cozying up and comparing notes.
But the gameplay felt patched together and shallow: a series of four quick and simple mini-games strung together, followed by Space… which was bigger and deeper, but not enough to compete with real games in the space sim/strategy/trading/combat genres.
Some of it was fun nonetheless. Creature design was entertaining, civ phase could be a blast, and I for one particularly enjoyed the terraforming aspect of space phase, where you can transform a lifeless rock into a Garden of Eden with the application of heat, moisture and life. Got a good couple weeks of enjoyable gameplay out of it, but Spore was a game we’d hoped we could play for months or years, and it came nowhere close to that.
The first expack was a disappointment as well: what the game desperately needed was more gameplay, and instead, we got decorations in the Creepy and Cute parts pack.
Expack two, however, is taking a new approach. It’s an in-game level editor that lets you transform a planet into a new minigame, something like a quest in an RPG, which will be shared via Sporepedia like your critters, buildings and vehicles. Read the rest of this entry »
