Spore Galactic Adventures Preview: Now You Can Create the Game Part, Too
by Nick Breckon, Jan 22, 2009 11:17am PSTIt's hard to think of a game that collapsed under the weight of its own hype faster
than Spore--at least in the eyes of the core PC gaming community.
And yet, as flawed as it undeniably was, Spore did make great strides
in the area of user-created content. Maxis claims that over 65 million
creations now inhabit the Sporepedia, which is still growing at a rate
of 200,000 works per day. Making creatures and spaceships was indeed fun.
No, Spore wasn't so much lacking in the creation department--it was
the provided game modes, though charming in concept, that didn't hold
up. And at the end of the day, it's hard to become invested in your
creations when there isn't much to do with them.
Maxis' solution to this problem was to leverage the strength of its
creation tools to solve that lack of gameplay depth. The
result--Galactic Adventures--is, quite simply, a game creator.
On a basic level, the expansion adds new "beam-down" missions to
the space portion of the game, which sees evolved creatures exiting
their spaceships to complete missions on foot. These tasks can range
from escort missions to racing games; from simple fetch quests to
dialogue-ridden epics. All are completed from the perspective of the
original creature game--only now your creature and his squadmates will be packing rocket
launchers and jetpacks.
Maxis will be providing a number of crafted missions as a new
single-player campaign. As the missions progress, a new Outfitter mode
will allow players to unlock and deck out their sci-fi creatures in
various weapons and utilities--from the aforementioned rocket
launchers to laser knives.
To go along with the space theme, a new "energy"
bar will be added below the standard hitpoint meter. Battery packs
will now be needed to balance out the cost of the energy-powered
weapons. Jetpacks and gliders are just a few of the energy-based
contraptions that Maxis has devised. And now the user scaling of the weapons will actually make a difference, with fatter rockets costing more energy and doing more energy than skinny, faster-firing ones.
But rather than simply providing this additional content and clothing,
Maxis is also including the Adventure editor--a full-featured set of
mission creation tools.
The Real Adventures of Spore
The Adventure editor essentially lays bare a plethora of Maxis' mission tools
for user creation. Anything from basic AI routines, to a planet's
water level, to a creature's hitpoints can be tweaked and customized.
On top of the toolsets, Maxis has provided a fairly large suite of
objects and effects to play with, including music tracks, ambient
noise, random objects such as crates, and other essential elements of
game design.
Each user-created mission begins with the customization of a new
planet, as for each mission will require its own unique planet. As far
as planetary decoration goes, rather than being constricted to Spore's
original design, players will be free to place buildings in any
arrangement and number they please, allowing for much
more involved environments. Roads, rivers and other geological
formations are all available to morph at will.
After the planet is taken care of, it's time to create actual mission
content. Creatures, vehicles--any object from the original Spore can
be placed on the planet by dragging it from a browsable menu. Once on
the ground, you'll have the option of moving and scaling the object
itself, and then applying various variables to give it context.
For example, a creature will have sliders for awareness--the radius
denoting the point at which it will notice the player, for good or
ill--health, and other characteristics. Its movement can be set to
patrol a set path, or to wander aimlessly. Its dialogue can be
customized, and its appearance changed and easily copied.
Creatures can be used as bad guys, triggered in the same way as a
World of Warcraft enemy. They can also be employed as NPCs, giving out
a quest with a dialogue bubble or two. They can be set to follow the
player in Pikmin style, or to stick with a specific team of
creatures. Many of these triggers and properties are still being
tweaked by Maxis.
On top of all that, objects can have "goals" applied to them--basic
objectives that the player will need to fulfill in order to complete
the mission. For instance, adding a "move to" goal to a flag object
could serve as the finish line of a racing mission. Adding "collect"
to several bottles could make for the beginnings of a fetch quest--a
quest that is provided by a creature with a "talk to" goal.
It all sounds more complicated than it really is. Dropping in
characters and adding properties was all accomplished with simple
browsers and radial menus. Presumably, the complicated part is using
the basic tools to create a game that other users will actually enjoy.
A few aspects of the editor gave me hope of some interesting gameplay.
Chiefly, the fact that users can now add dialogue to their bizarre
creatures can only mean good things for internet comedy. On top of
that, Maxis will ship the game with a few objects that could open up
some interesting gameplay. One such object was a simple Quake
III-style jump-pad, with settings for small, medium or large ejection.
If only Spore had a true multiplayer component.
Moderation In All Things
After publishing a mission, user-created missions will be propagated
and shared in the same fashion as creatures were in Spore. Each mission can be output to a PNG image file of a planet and shared manually, just as creatures could in the original game. A rating system will
ensure that the best missions will be pollinated into your own universe more frequently.
While playing a mission, the tasks are presented in an MMO-style quest
check-list. At the end of the mission, your score is tallied, with the
fastest times being tallied on the mission's leaderboard. Gold, silver
and bronze medals will be awarded to the current top three
leaders--meaning players will have to compete to retain their rewards.
Thankfully, Maxis won't be harshly moderating the created levels.
Developers assured me that they will only consider taking down a level
if Maxis receives actual complaints. This extends to not only
copyrighted material, but also to obscene content--which, apparently, the
team has been getting a kick out of.
Rather than simply adding more content to the original game, Maxis is
opening up another creation tool in Galactic Adventures--and in doing
so, has guaranteed plenty of user-provided space and creature content in the same stroke.
It's a smart move on the surface.
Of course, whether these missions are fun to create is one
thing--whether they'll be any fun to play is another. No matter how
clever the tools are, if the resultant missions are only simplified
versions of other games, it won't be worth the effort. The Adventure
editor more or less does for Spore what the level editor does for
LittleBigPlanet--but save for a few goofy jump-pads, it may lack the freedom that the latter game provides for inventive gameplay styles.
And yet, it's hard not to imagine that with full control over
characters, dialogue and mission goals, the internet will provide some
pretty hilarious content. Youtube videos may prove to be this
expansion's best advertisement.
We'll know more about the game's prospects when we get on our hands on
it in the future. For now, know that it should be out this spring.
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Comments
Fixed the above for you.
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We'll probably also see Hitchhikers influenced missions or star wars, etc...
Hopefully this fun aspect won't be nuked by copyright concerns too much. If the mission makers are creative / tongue in cheek enough, then we'll probably be alright.
What's everyone else planning on making?
You know its coming.
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