Spore es un 2008 de simulación de la vida de estrategia en tiempo real de Dios juego desarrollado por Maxis , publicado por Electronic Arts y diseñado por Will Wright , y fue lanzado para Microsoft Windows y Mac OS X . Cubriendo muchos géneros que incluyen acción , estrategia en tiempo real y juegos de rol , Spore permite al jugador controlar el desarrollo de una especie desde sus inicios como organismo microscópico, pasando por el desarrollo comocriaturainteligente y social , hasta interestelar.exploración como cultura espacial . Ha llamado mucho la atención por su alcance masivo y su uso de jugabilidad abierta y generación de procedimientos . A lo largo de cada etapa, los jugadores pueden utilizar varios creadores para producir contenido para sus juegos. Luego, estos se cargan automáticamente en la Sporepedia en línea y otros jugadores pueden acceder a ellos para descargarlos.
Espora | |
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Desarrollador (es) | Maxis |
Editorial (es) | Artes electrónicas |
Diseñador (s) | Will Wright Alex Hutchinson Jenna Chalmers Chaim Gingold Stone Librande Soren Johnson |
Programador (es) | Andrew Willmott |
Artista (s) | Michael A. Khoury |
Compositor (es) | Brian Eno Cliff Martínez |
Plataforma (s) | Microsoft Windows [1] Mac OS X [1] |
Lanzamiento | 17 de mayo de 2008 [2] [1] |
Género (s) | Juego de Dios , simulación de vida , estrategia en tiempo real. |
Modo (s) | Un solo jugador |
Spore fue lanzado después de varios retrasos a revisiones generalmente favorables. Se elogió el hecho de que el juego permitía a los jugadores crear criaturas, vehículos y edificios personalizados. Sin embargo, Spore fue criticado por su jugabilidad, que muchos críticos consideraron superficial; GameSpot comentó: "Los elementos de juego individuales son extremadamente simples". La controversia rodeó a Spore debido a la inclusión de SecuROM y su software de administración de derechos digitales , que potencialmente puede exponer la computadora del usuario a riesgos de seguridad.
Como se Juega
Spore le permite al jugador desarrollar una especie desde un organismo microscópico hasta su evolución en un animal complejo, su surgimiento como un ser social e inteligente, su dominio del planeta y finalmente su ascensión al espacio, donde interactúa con alienígenas. especies en toda la galaxia. A lo largo del juego, la perspectiva y la especie del jugador cambian drásticamente.
El juego se divide en distintas "etapas". El resultado de una fase afecta las condiciones iniciales y la nivelación que enfrenta el jugador en la siguiente. Cada fase exhibe un estilo de juego distinto, y los desarrolladores la han descrito como diez veces más complicada que la fase anterior. [3] [4] Las fases suelen incluir misiones opcionales; cuando el jugador completa una misión, se le otorga una bonificación, como una nueva habilidad o dinero. Si todas las creaciones de un jugador se eliminan en algún momento, la especie reaparecerá en su colonia más cercana o al comienzo de la fase.
A diferencia de muchos otros juegos de Maxis, [5] Spore tiene una condición de victoria primaria, que se obtiene al alcanzar un agujero negro supermasivo situado en el centro de la galaxia y recibir un "Bastón de vida". Sin embargo, el jugador puede continuar jugando después de que se haya logrado cualquier objetivo. [6] Las primeras cuatro fases del juego, si el jugador utiliza los editores sólo mínimamente, tardarán hasta 15 horas en completarse, pero pueden tardar tan solo una o dos horas. [7] Tenga en cuenta que no hay límite de tiempo para ninguna etapa: el jugador puede permanecer en una sola etapa todo el tiempo que desee y avanzar a la siguiente etapa cuando esté listo. Al final de cada fase, las acciones del jugador hacen que a su criatura se le asigne una característica o rasgo de consecuencia. Cada fase tiene tres rasgos de consecuencia, generalmente basados en cuán agresiva o pacíficamente se jugó la fase. Las características determinan cómo la criatura comenzará la siguiente fase y le otorgan habilidades que se pueden usar más adelante en el juego.
Etapas
Spore es un juego que se divide en etapas, cada etapa presenta un tipo diferente de experiencia con diferentes objetivos a alcanzar. Las cinco etapas son la etapa celular, la etapa de la criatura, la etapa tribal, la etapa de civilización y la etapa espacial. Una vez que se completa el objetivo principal, el jugador tiene la opción de avanzar a la siguiente etapa o continuar jugando en la etapa actual.
Etapa celular
La etapa celular (a veces denominada etapa de reserva de mareas , celular o microbiana) es la primera etapa del juego y comienza con una explicación cinematográfica de cómo la célula del jugador llegó al planeta a través del concepto científico de panspermia , con un meteoro chocando contra el océano de un planeta y rompiéndose, revelando un organismo unicelular . El jugador guía a este simple microbio en un entorno 3D en un solo plano 2D, que recuerda a Flow , donde debe lidiar con la dinámica de fluidos y los depredadores, mientras come trozos de carne o plantas. El jugador puede elegir si la criatura es un herbívoro o un carnívoro antes de comenzar la etapa. [8] El jugador puede encontrar "bits de meteorito" (aparentemente del meteorito panspérmico antes mencionado) o matar otras células para encontrar partes que mejoren su criatura agregando habilidades como electricidad, veneno u otras partes. Una vez que el microbio ha encontrado una parte, el jugador puede llamar a un compañero para ingresar al editor, en el que puede modificar la forma, habilidades y apariencia del microbio gastando "puntos de ADN" ganados al comer trozos de carne o plantas en el escenario.
Los hábitos alimenticios de la célula en la etapa celular influyen directamente en su dieta en la etapa de criatura, y solo las bocas apropiadas para la dieta (herbívora, carnívora u omnívora) establecida en la etapa celular estarán disponibles en la etapa de criatura. Una vez que a la criatura le crece un cerebro y el jugador decide avanzar a la siguiente etapa, aparece el editor de criaturas, lo que le pide al usuario que agregue patas antes del cambio a la tierra. El editor de criaturas se diferencia en que le da al jugador la capacidad de realizar cambios importantes en la forma y longitud del cuerpo de la criatura, y colocar partes en un espacio tridimensional en lugar de una vista de arriba hacia abajo como en el editor de celdas.
Etapa de criatura
En la etapa de criatura, el jugador crea su propia criatura terrestre destinada a vivir en un solo continente. Si el jugador intenta nadar a otra isla, un monstruo no identificado se lo come y se le advierte que no vuelva. La biosfera contiene una variedad de especies animales que las criaturas carnívoras y omnívoras pueden cazar para alimentarse, y plantas frutales destinadas a herbívoros y omnívoros. El Hambre de la criatura del jugador se convierte en una estadística medida al igual que su Salud en esta etapa; el agotamiento del medidor de Hambre da como resultado el agotamiento de la salud y la eventual muerte de la criatura del jugador a menos que se coma comida.
En la etapa de criatura, el jugador tiene un nido en el hogar donde se encuentran los miembros de su propia especie. El nido es donde el jugador reaparece después de la muerte y actúa como un punto de recuperación para los HP perdidos. Los nidos de otras especies se encuentran esparcidos por todo el continente. Mientras interactúa con ellos, el jugador puede elegir ser social o agresivo ; la forma en que el jugador interactúa con otras criaturas afectará su opinión sobre la especie del jugador. Por ejemplo, al imitar sus comportamientos sociales (cantar, bailar, etc.), las criaturas NPC eventualmente considerarán al jugador como un aliado, pero si el jugador daña a miembros de su especie, huirán o se volverán agresivos al verlos. El jugador puede curar en nidos aliados y agregar criaturas aliadas a sus paquetes. Las criaturas épicas , que son criaturas raras y agresivas de más de veinte veces la altura del jugador, ocupan un lugar destacado en la etapa de criatura. El jugador no puede usar interacciones sociales con una criatura épica. También hay criaturas rebeldes que pueden ser amigas o ser atacadas. Además, las naves espaciales pueden aparecer en esta etapa y secuestrar a una criatura.
El progreso en la etapa de criatura está determinado por las decisiones del jugador sobre si hacerse amigo o atacar a otras especies. Estas decisiones afectarán las habilidades de la especie del jugador en las etapas posteriores del juego. Los intentos exitosos de socialización y caza darán puntos de ADN, que pueden gastarse en muchas partes nuevas del cuerpo. El jugador también será recompensado con múltiples puntos de ADN por aliarse o causar la extinción de una especie. La colocación de nuevas piezas en el editor de criaturas se produce a expensas de los puntos de ADN; las piezas más caras mejorarán aún más las habilidades de la criatura del jugador para cualquier método de interacción, así como habilidades secundarias como vuelo, velocidad o salud mejorada. Una vez que el jugador haya terminado de editar, una nueva generación de criaturas evolucionada estará presente en el nido de la casa a medida que la criatura del jugador eclosione. A medida que la criatura del jugador se hace amiga o caza más criaturas, su inteligencia y tamaño aumentan hasta que puede formar una tribu.
Etapa tribal
Una vez que el cerebro de la especie del jugador evoluciona lo suficiente, la especie puede entrar en la etapa tribal. El diseño de la especie se vuelve permanente y el jugador pierde el control de una criatura individual en favor de todo el grupo de la tribu, ya que el juego se centra en el nacimiento de la división del trabajo para la especie. [9] El jugador recibe una cabaña, un grupo de hasta 12 criaturas completamente evolucionadas, [10] así como dos de las seis posibles habilidades de consecuencia, que se desbloquean según el comportamiento de la especie en las fases anteriores. Esto solo es posible si el jugador jugó las etapas anteriores; si el reproductor se inició directamente desde la pantalla Galaxy , están bloqueados. [11]
La jugabilidad durante esta etapa tiene el estilo de un RTS . En lugar de controlar una criatura, el jugador ahora controla una tribu entera y puede darles órdenes como recolectar comida, atacar a otras tribus o simplemente moverse a un lugar determinado. El jugador puede dar a la tribu herramientas como armas , instrumentos musicales e implementos de curación o recolección de alimentos. La comida ahora reemplaza a los "puntos de ADN" como moneda del jugador y se puede gastar en estructuras y miembros adicionales de la tribu, o se puede usar para apaciguar a otras tribus de diferentes especies. Los miembros de la tribu también tienen la opción de usar ropa, cuya edición reemplaza al Editor de criaturas en el 'Tribal Outfitter'. [10]
El combate se puede hacer más efectivo con armas como hachas de piedra, lanzas y antorchas. Para socializar, un jugador puede obtener instrumentos musicales: cuernos de madera, maracas y didgeridoos. Se pueden usar diversas herramientas para pescar y recolectar alimentos y para curar a los miembros de la tribu. Sin embargo, todas las herramientas requieren una caseta de herramientas especializada, cuya construcción cuesta alimentos. Los miembros de la tribu también pueden recolectar alimentos, un concepto esencial. La comida puede ser robada por criaturas salvajes o por otras tribus en forma de incursiones.
La elección de la dieta que hizo el jugador en etapas anteriores, ya sea herbívoro, omnívoro o carnívoro, determina qué alimentos puede recolectar y comer la tribu. Los animales se pueden cazar para obtener carne y el pescado o las algas marinas se pueden utilizar como alimento. La fruta se recolecta de árboles y arbustos, y los jugadores también pueden domesticar animales para obtener huevos, que todos los tipos de dieta pueden comer. Cualquier animal extranjero en la manada del jugador en la etapa de criatura se agrega automáticamente a la tribu como animales de granja. Las criaturas épicas pueden amenazar nidos o tribus. Las tribus aliadas ocasionalmente traerán comida al jugador. Los jugadores pueden robar comida de otras tribus (aunque eso los enfurece), y las tribus muertas pueden ser saqueadas por su comida.
Hay otras cinco tribus que aparecen junto con la tribu del jugador. Por cada tribu que se haga amiga o sea destruida, se construye una pieza de un tótem , que puede aumentar el límite de población de la tribu del jugador u otorgar acceso a nuevas herramientas y ropa. Cuando las cinco tribus están aliadas o conquistadas, el jugador puede avanzar a la etapa de civilización. [7] [9]
Etapa de civilización
Los eventos de Tribal Stage han dejado a la tribu del jugador como la especie dominante del planeta, pero la propia especie ahora se ha fragmentado en muchas naciones separadas. El jugador retiene el control de una sola nación con una ciudad. El objetivo en la fase de civilización es obtener el control de todo el planeta, y el jugador debe decidir si conquistarlo utilizando la fuerza militar, la diplomacia o la influencia religiosa. Se utilizan dos nuevos editores (los editores de edificios y vehículos) para crear edificios y vehículos de la ciudad. El jugador puede colocar tres tipos de edificios (Casa, Fábrica y Entretenimiento) alrededor del Ayuntamiento (que también se puede personalizar) y puede construir hasta 3 tipos de vehículos (mar, tierra y aire) en cada ciudad. Estos vehículos tienen fines militares, económicos o religiosos. La principal unidad monetaria es "Sporebucks", que se utiliza para comprar vehículos y edificios. Para obtener ingresos, los jugadores pueden capturar géiseres de especias y instalar grúas de especia en sus ubicaciones, realizar intercambios comerciales o construir fábricas.
Al construir vehículos y edificios, como ocurre con la mayoría de los juegos de estrategia en tiempo real , existe un límite de capacidad; la construcción de viviendas aumentará el límite y la construcción de varios edificios adyacentes entre sí proporcionará una bonificación o un déficit de productividad. [12]
La presencia de otras naciones requiere que el jugador continúe expandiendo su imperio mediante la fuerza militar, propaganda , [13] o simplemente comprar a cabo ciudades. Los jugadores pueden elegir su método de dominación global según los tipos de ciudades que posean. Los estados militares crecen únicamente atacando otras ciudades. Las naciones con un rasgo religioso construyen unidades misioneras especiales que convierten a otras ciudades a través de la propaganda religiosa. Del mismo modo, los estados económicos se comunican únicamente mediante el comercio y no tienen armas (a excepción de las torretas defensivas). Si la nación del jugador captura una ciudad de un tipo diferente, puede elegir que la ciudad conserve su tipo original si lo desea, o convertirla para que coincida con el tipo con el que fue capturada. Los jugadores de los tres caminos ideológicos pueden eventualmente usar una superarma , que requiere una gran cantidad de ciudades y Sporebucks, pero le da al jugador una ventaja significativa sobre las naciones rivales. Aparte de las naciones enemigas, las criaturas épicas pueden amenazar ciudades individuales.
Escenario espacial
El Space Stage proporciona nuevos objetivos y caminos a medida que la especie del jugador comienza a extenderse por la galaxia. El juego adopta el principio de la mediocridad , ya que existen numerosas formas de vida esparcidas por toda la galaxia.
El jugador controla una sola nave espacial, construida al comienzo del Space Stage. El jugador puede viajar haciendo clic en otros planetas, lunas y estrellas, aunque cada salto cuesta energía. Más adelante en el juego, el jugador puede comprar una llave de agujero de gusano que le permite viajar a través de agujeros negros , ofreciendo transporte instantáneo a un agujero negro hermano. Hay alrededor de 500.000 planetas en la galaxia del juego que orbitan alrededor de 100.000 estrellas (incluida la Tierra y su estrella, Sol).
Los jugadores pueden visitar y explorar todos los planetas rocosos con todas sus formas de vida y estructura geológica. Estos planetas también pueden terraformarse y colonizarse . La colonización de nuevos mundos hace que la civilización del jugador sea más influyente y aumenta sus ingresos.
Los jugadores pueden entrar en contacto con otras civilizaciones espaciales, o "imperios", que lucen diferentes personalidades y visiones del mundo, que van desde especies diplomáticas y educadas dispuestas a aliarse, hasta imperios fanáticos y desconfiados más dispuestos a librar la guerra. Completar misiones para un imperio mejora la relación del jugador con ellos, al igual que el intercambio y la asistencia para defenderse de los ataques. Cuando el jugador se ha aliado con un imperio, puede pedir ciertos favores al imperio. Si el jugador se convierte en enemigo de un imperio, enviará una pequeña flota de barcos para atacar el barco del jugador tan pronto como entre en su territorio.
Uno de los principales objetivos del Space Stage es que el jugador se abra camino hacia un agujero negro supermasivo en el centro de la galaxia, que presenta a los antagonistas finales del juego, los Grox, una especie única de alienígenas cibernéticos con un poderoso imperio de 2400 sistemas. rodeando el núcleo. Llegar al centro de la galaxia y entrar da comienzo a una cinemática en la que se presenta al jugador a Steve. Después de que termina el diálogo cinematográfico con Steve, el jugador sale disparado del agujero negro y es recompensado con el Bastón de la vida. [14]
Otro objetivo importante en el juego fue erradicar el Grox, lo que arrojó un logro.
Etapas eliminadas
Los desarrolladores mencionaron varias otras etapas en varios puntos, incluida una etapa molecular, una etapa acuática, una etapa de ciudad y una etapa de terraformación. Al final, estos fueron desechados.
- Aventuras galácticas
Si Galactic Adventures está instalado, el jugador puede recibir misiones que impliquen viajar a planetas, ir radiante y completar 'aventuras' planetarias creadas por Maxis. Con esta expansión, el jugador también puede equipar a su Capitán con armas y accesorios que lo ayudarán en estas aventuras. También pueden participar los ocupantes de los barcos aliados.
Editores / creadores
El contenido generado por el usuario es una característica importante de Spore ; [15] hay dieciocho editores diferentes (algunos exclusivos de una fase). [8] Todos tienen la misma interfaz de usuario general y controles para posicionar, escalar y colorear partes, ya sea para la creación de una criatura, o para un edificio o vehículo. El editor de criaturas, por ejemplo, permite al jugador tomar lo que parece un trozo de arcilla con una espina y moldearlo en una criatura. Una vez que se le da forma al torso, el jugador puede agregar partes como piernas, brazos, pies, manos, narices, ojos y bocas. Muchas de estas partes afectan las habilidades de la criatura (velocidad, fuerza, dieta, etc.), mientras que algunas partes son puramente decorativas. Una vez que se forma la criatura, se puede pintar utilizando una gran cantidad de texturas, superposiciones, colores y patrones, que se aplican de forma procedimental según la topología de la criatura. La única característica necesaria es la boca. Todas las demás partes son opcionales; por ejemplo, las criaturas sin piernas se deslizarán por el suelo como una babosa o un gusano, y las criaturas sin brazos no podrán recoger objetos.
Aunque no hay un editor de planetas formal, en el Space Stage, los jugadores pueden terraformar libremente todos los planetas rocosos de la galaxia, agregando montañas, valles, lagos, etc. Los jugadores también pueden cambiar los ecosistemas biológicos de estos planetas .
Hay dos nuevos editores vistos en la nueva expansión Spore Galactic Adventures : estos incluyen el editor capitán (también llamado el armador del capitán) y el creador de aventuras, que permite terraformar y colocar objetos libremente en planetas de aventuras.
Comunidad
Spore's user community functionality includes a feature that is part of an agreement with YouTube granting players the ability to upload a YouTube video of their creatures' activity directly from within the game, and EA's creation of "The Spore YouTube Channel", which will showcase the most popular videos created this way.[16] In addition, some user-created content will be highlighted by Maxis at the official Spore site, and earn badges of recognition.[7] One of Spore's most social features is the Sporecast, an RSS feed that players can use to subscribe to the creations of any specific Spore player, allowing them to track their creations.[17] There is a toggle which allows the player to restrict what downloadable content will be allowed; choices include: "no user generated content", "official Maxis-approved content", "downloadable friend content", and "all user-created content".[7] Players can elect to ban content in-game, at any time, and Maxis monitors content for anything deemed inappropriate, issuing bans for infractions of content policy.
Spore API
Spore has also released an API (application programming interface) to allow developers to access data about player activity, the content they produce and their interactions with each other.[18] The Spore API is a collection of RESTful public web services that return data in .XML format. In April 2009, the results of the Spore API Contest was concluded with winners building interactive visualizations, games, mobile applications and content navigation tools. The API also includes a Developers forum for people wishing to use all the creations people have made to create applications.[19]
Interplay
The game is referred to as a "massively single-player online game" and "asynchronous sharing."[20][21] Simultaneous multiplayer gaming is not a feature of Spore. The content that the player can create is uploaded automatically to a central database, 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.[22] The data transmitted is very small — only a couple of kilobytes per item transmitted – due to procedural generation of material.
Via the in-game "MySpore Page", players receive statistics of how their creatures are faring in other players' games, which has been referred to as the "alternate realities of the Spore metaverse." The game also reports how many other players have interacted with the player. For example, the game reports how many times other players have allied with the player's species. The personalities of user-created species are dependent on how the user played them.[23]
Players can share creations, chat, and roleplay in the Sporum, the game's internet forum hosted by Maxis.[24] Multiple sections allow forum users to share creations and tips for the game, as well as roleplay.
Sporepedia
The Sporepedia keeps track of nearly every gameplay experience, including the evolution of a creature by graphically displaying a timeline which shows how the creature incrementally changed over the eons; it also keeps track of the creature's achievements, both noteworthy and dubious, as a species.[8] The Sporepedia also keeps track of all the creatures, planets, vehicles and other content the player encounters over the course of a game. Players can upload their creations to Spore.com to be viewed by the public at the Sporepedia website. The ever-growing list of creations made by players is past the 100 million mark so far.
Generación procedimental
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 uploaded and downloaded freely and quickly from the Sporepedia online server. This allows users to asynchronously upload their creations and download other players' content, which enriches the experience of the game as more of its players progress in the game."
Recepción
Aggregator | Score |
---|---|
GameRankings | 84.40%[25] |
Metacritic | 84%[26] |
Publication | Score |
---|---|
1Up.com | B+[27] |
Eurogamer | 9/10[28] |
Game Informer | 8.75/10 |
GamePro | 4/5[29] |
GameSpot | 8.0/10[30] |
GameSpy | 4.5/5[31] |
IGN | 9.2/10[32] |
PC Gamer (UK) | 91%[33] |
PC Gamer (US) | 91%[34] |
X-Play | 5/5[35] |
Wired | 7/10[36] |
Publication | Award |
---|---|
BAVGA | Best Technical Achievement |
IGN Australia awarded Spore a 9.2 out of 10 score, saying, "It [Spore] will make you acknowledge just how far we've come, and just how far we have to go, and Spore will change the way you think about the universe we live in."[37] PC Gamer UK awarded the game a 91%, saying "Spore's triumph is painfully ironic. By setting out to instill a sense of wonderment at creation and the majesty of the universe, it's shown us that it's actually a lot more interesting to sit here at our computers and explore the contents of each other's brains."[33] In its 4.5 (of 5) -star review, GameSpy wrote "Spore is a technological triumph that introduces a whole new way of tapping into a bottomless well of content."[31]
Most of the criticism of Spore came from the lack of depth in the first four phases, summarized by Eurogamer's 9 of 10 review, which stated, "for all their mighty purpose, the first four phases of the game don't always play brilliantly, and they're too fleeting."[28] 1UP.com reasoned in its B+ graded review, "It's not a perfect game, but it's definitely one that any serious gamer should try."[27] GameSpot in its 8.0 of 10 review called Spore "a legitimately great game that will deliver hours of quality entertainment", but criticized the "individual gameplay elements [that] are extremely simple."[30] Jason Ocampo's IGN 8.8 of 10 review stated, "Maxis has made an impressive product that does so many incredible things" but added, "while Spore is an amazing product, it's just not quite an amazing game."[32]
The New York Times review of Spore mostly centered on lack of depth and quality of gameplay in the later phases of the game, stating that "most of the basic core play dynamics in Spore are unfortunately rather thin."[38] While a review in PC Gamer US stated that "it just isn't right to judge Spore in the context of so many of the other games we judge",[34] Zero Punctuation was also critical of the game, claiming it did not live up to the legacy of The Sims: "The chief failing of Spore is that it's trying to be five games, each one a shallow and cut down equivalent of another game, with the Civilization Stage even going so far as to be named after the game [Civilization] it's bastardizing."[39]
Criticism has also emerged surrounding the stability of the game, with The Daily Telegraph stating: "The launch of Spore, the keenly anticipated computer game from the creators of The Sims, has been blighted by technical problems."[40] In an interview published by MTV, Spore designer Will Wright responded to early criticism that the phases of the game had been dumbed-down by explaining[41] "We were very focused, if anything, on making a game for more casual players. Spore has more depth than, let’s say, The Sims did. But we looked at the Metacritic scores for Sims 2, which was around ninety, and something like Half-Life, which was ninety-seven, and we decided — quite a while back — that we would rather have the Metacritic and sales of Sims 2 than the Metacritic and sales of Half-Life".
In its first three weeks on sale, the game sold 2 million copies, according to Electronic Arts.[42] It received a "Silver" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[43] indicating sales of at least 100,000 copies in the United Kingdom.[44]
DRM controversy
Spore uses a modified version of the controversial digital rights management (DRM) software SecuROM as copy protection,[45][46][47][48] which requires authentication upon installation and when online access is used.[49] This system was announced after the originally planned system met opposition from the public, as it would have required authentication every ten days.[50] Additionally, EA released the game under a policy by which the product key of an individual copy of the game would only be authenticated on up to three computers;[51] however, some users ran afoul of the limitations as the software would consider even a slight change of hardware to constitute a different computer, resulting in all authorizations being used up by those who often upgrade their computer. In response to customer complaints, this limit was raised to five computers.[52] After the activation limit has been depleted, EA Customer Service will consider further activations on a case-by-case basis.[53] A survey conducted by EA revealed that only 14% have activated on more than 1 PC and less than 1% of users have tried to activate Spore on more than 3 PCs.[54]
By September 14, 2008 (ten days after the game's initial Australian release), 2,016 of 2,216 ratings on Amazon gave the game one out of five stars, most citing EA's implementation of DRM for the low ratings.[55] Electronic Arts cited SecuROM as a "standard for the industry" and Apple's iPod song DRM policy as justification for the control method.[56] Former Maxis developer Chris Harris labeled the DRM a "screw up" and a "totally avoidable disaster".[57]
The SecuROM software was not mentioned on the box, in the manual, or in the software license agreement. An EA spokesperson stated that "we don't disclose specifically which copy protection or digital rights management system we use [...] because EA typically uses one license agreement for all of its downloadable games, and different EA downloadable games may use different copy protection and digital rights management.”[58] A cracked version without the DRM was released two days before the initial Australian release,[59] making Spore the most torrented game on BitTorrent in 2008.[55][60]
On September 22, 2008, a class action lawsuit was filed against EA, regarding the DRM in Spore, complaining about EA not disclosing the existence of SecuROM, and addressing how SecuROM runs with the nature of a rootkit, including how it remains on the hard drive even after Spore is uninstalled.[61][62][63] On October 14, 2008, a similar class action lawsuit was filed against EA for the inclusion of DRM software in the free demo version of the Creature Creator.[64]
The DRM was also one of the major reasons why Spore is still one of the most pirated games to date, where within the first week of the game, over 500,000 people started downloading or downloaded it illegally from sites like The Pirate Bay.[65]
EA began selling Spore without SecuROM on December 22, 2008 through Steam.[66] Furthermore, EA Games president Frank Gibeau announced that maximum install limit would be increased from 3 to 5 and that it would be possible to de-authorize and move installations to new machines, citing the need to adapt their policy to accommodate their legitimate customers.[67][68] EA has stated, "By running the de-authorization tool, a machine 'slot' will be freed up on the online Product Authorization server and can then be re-used by another machine. You can de-authorize at any time, even without uninstalling Spore, and free up that machine authorization. If you re-launch Spore on the same machine, the game will attempt to re-authorize. If you have not reached the machine limitation, the game will authorize and the machine will be re-authorized using up one of the five available machines." However, the de-authorization tool to do this is not available on the Mac platform.[69] In 2016, a DRM-free version of Spore was released on GOG.com.[70]
Scientific accuracy
The educational community has shown some interest in using Spore to teach students about evolution and biology.[71] However, the game's player-driven evolution mechanism differs from the theory of evolution in some key ways:
- The different species that appear in Spore each have different ancestors, not shared ones, and the player's creature's "evolutionary" path is linear instead of branched: one species can only evolve into one other species, as opposed to into many related species.
- In Spore, the player's creature evolves along a path towards intelligence, instead of evolving solely in response to random genetic changes and pressure from its environment. In real world evolution, there are many possible evolutionary pathways, and there is no endpoint except extinction. (However a change in environment most likely will cause the player to change their creature to help survive in a new environment e.g. growing long arms to reach fruits on trees.)
- In the real world, an organism's environment shapes its evolution by allowing some individuals to reproduce more and causing other individuals to die. In Spore, the only things shaping the way the creatures change over time are game statistics and "whatever the player thinks looks cool."[72]
- In Spore, creatures have to collect new parts from other creatures or from skeletal remains in order to evolve those parts themselves. In reality, this does not occur, although in some cases organisms can appropriate the genes of other species. Bacteria and viruses can transfer genes from one species of macroscopic organism to another. However, this transfer is limited to single or occasionally multiple alleles; it never involves complex organs like mouths or limbs, as in Spore.
- In real evolution, microorganisms grew in size due to the rise of cyanobacteria, or photosynthesizing cells, rather than solely the consumption of additional food, as in "Spore".
In October 2008, John Bohannon of Science magazine assembled a team to review the game's portrayal of evolution and other scientific concepts. Evolutionary biologists T. Ryan Gregory of the University of Guelph and Niles Elredge of the American Museum of Natural History reviewed the Cell and Creature stages. William Sims Bainbridge, a sociologist from the U.S. National Science Foundation, reviewed the Tribe and Civilization stages. NASA's Miles Smith reviewed the Space Stage.[72] The Science team evaluated Spore on twenty-two subjects. The game's grades ranged from a single A in galactic structure and a B+ in sociology to Fs in mutation, sexual selection, natural selection, genetics, and genetic drift.[73] In addition, Yale evolutionary biologists Thomas Near and Thomas Prum found Spore fun to play and admired its ability to get people to think about evolutionary questions, but consider the game's evolutionary mechanism to be "severely messed up.".[74] With this noted, study of how players make meaning with the game suggest that the game prompts more sophisticated thinking about evolution than the model the game presents.[75]
According to Seed magazine, the original concept for Spore was more scientifically accurate than the version that was eventually released. It included more realistic artwork for the single-celled organisms and a rejection of faster-than-light travel as impossible. However, these were removed to make the game more friendly to casual users.[76] While Seed does not entirely reject Spore as a teaching tool, admiring its ability to show the user experimentation, observation, and scale, biological concepts did not fare so well:
The snag is that Spore didn't just jettison half its science—it replaced it with systems and ideas that run the risk of being actively misleading. Scientists brought in to evaluate the game for potential education projects recoiled as it became increasingly evident that the game broke many more scientific laws than it obeyed. Those unwilling to comment publicly speak privately of grave concerns about a game which seems to further the idea of intelligent design under the badge of science, and they bristle at its willingness to use words like "evolution" and "mutation" in entirely misleading ways.[76]
Will Wright argues that developers "put the player in the role of an intelligent designer"[77] because of the lack of emotional engagement of early prototypes focusing on mutation. Intelligent design advocate Michael Behe of Lehigh University reviewed the game and said that Spore "has nothing to do with real science or real evolution—neither Darwinian nor intelligent design."[72]
Expansiones
Spore Creature Creator is the creature creator element of Spore released prior to the full game.
Spore Creepy and Cute is an expansion pack that was released in late 2008, it includes new parts and color schemes for creature creation. Among the new parts were additional mouths and eyes, as well as "insect legs." The pack also included new test-drive animations and backgrounds.[78]
Spore Galactic Adventures was released on June 23, 2009. It allows the player's creature to beam onto planets, rather than using a hologram. It also adds an "Adventure Creator" which allows for the creation of missions and goals to share with the Spore community. Creatures can add new abilities, including weaponry, tanks, and crew members, as well as a section of the adventure creator that involves editing a planet and using 60 new flora parts.[79]
Spore Bot Parts Pack is an expansion part of an EA promotion with Dr Pepper in early 2010, 14 new robotic parts for Spore creatures were released in a new patch (1.06.0000) available only from the Dr. Pepper website.[80] Codes found on certain bottles of Dr Pepper allow the player to redeem these parts, albeit only for the US, excluding Maine. It was only available for Windows PC, and was eventually extended to Canadian residents. The promotion ended in late 2011. The Spore Bot Parts Pack has caused controversy within the Spore community, because of many problems with the download and its exclusive nature.
Derivados
The Nintendo DS spinoff is titled Spore Creatures, focusing on the Creature phase. The game is a 2D/3D story-based role-playing game as the gamer plays a creature kidnapped by a UFO and forced to survive in a strange world, with elements of Nintendogs.[81] Another Spore title for the DS called Spore Hero Arena was released in 2009. Spore Origins is the mobile phone/iPhone[82]/iPod[83] spinoff of Spore, and as with the Nintendo DS version, focuses on a single phase of gameplay; in this case, the cell phase. The simplified game allows players to try to survive as a multicellular organism in a tide pool, similar to Flow.[84] The iPhone version takes advantage of the device's touch capabilities and 3-axis accelerometer.[85]
A Wii spinoff of the game now known as Spore Hero has been mentioned by Will Wright several times, such as in his October 26, 2007 interview with The Guardian.[86] 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."[87] Eventually, a spin-off under the title "Spore Hero" was announced, an adventure game built ground up for the Wii with a heavier focus on evolution.[88] For a time, Xbox 360 and PlayStation 3 versions of Spore were under consideration.[7][89] Frank Gibeau, president of Electronic Arts' Games Label announced that the publisher might use the underlying technology of Spore to develop electric software titles, such as action, real-time strategy, and role-playing games for the PlayStation 3, Xbox 360, and Wii.[90]
Spore Hero Arena is a spinoff game for the Nintendo DS released on October 6, 2009.[91]
Darkspore was an action role-playing game that utilized the same creature-editing mechanics. It was released in April 2011 for Microsoft Windows. The game was shut down in March 2016.[92]
Spore Creature Keeper was a spin-off game developed by Maxis for Windows and OS X.[93] Made for younger users,[94] the gameplay was heavily based on The Sims. Originally planned for a summer 2009 release,[95] the game development was eventually cancelled.[96]
Otros medios
Merchandising
There is 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.[97] 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.[22] 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.[98] On December 18, 2008, it was announced that players could now turn their creations into 3D sculptures using Z Corporations 3D printing technology.[99]
The Spore Store also allows people to put their creatures on items such as T-shirts, mugs, and stickers.[100] The Spore team worked with a comic creation software company to offer comic book versions of players' "Spore stories". 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.[101] The utility was revealed at the Comic-Con International: San Diego on July 24, 2008 as the Spore Comic Creator, which would utilize MashOn.com and its e-card software.[102]
Spore: Galactic Edition, a special edition of the game; includes a Making of Spore DVD video, How to Build a Better Being DVD video by National Geographic Channel, The Art of Spore hardback mini-book, a fold-out Spore poster and a 100-page Galactic Handbook published by Prima Games.[103]
Canceled theatrical film
EA, 20th Century Fox, and AIG announced the development of a Spore film on October 1, 2009. The adaptation would be a CGI-animated film created by Blue Sky Studios and directed by Chris Wedge.[104] However, the film remained in development hell for years. In February 2021, Blue Sky Studios announced that they would be closing down, leaving the film obstensibly canceled.[105]
Soundtrack
Cliff Martinez composed the main menu Galaxy theme track.[106] Brian Eno created the generative music together with Peter Chilvers and is credited for the ”spore compositions”.[106] "Solar System", "Timeline" and a few other tracks on Spore—"Religious Vehicle Editor". "Sporepedia" was composed by Saul Stokes.
Use in academia
Spore has been used in academic studies to see how respondents display surrogation.[107]
Ver también
- Black & White
- Creatures
- Eco
- E.V.O.: Search for Eden
- Evolution: The Game of Intelligent Life
- Impossible Creatures
- L.O.L.: Lack of Love
- Seventh Cross: Evolution
- SimEarth
- SimLife
- Universe Sandbox
- 3D Virtual Creature Evolution
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(help)
enlaces externos
- Official website
- Sporepedia at official Spore website
- Spore's channel on YouTube