Spore and more
Untravaersil
Released less than a month ago, and hyped for more than two years, the now critically ashamed Spore seems to be just more proof that whatever Electronic Arts touches turns either into another Madden sequel or crap (but alas, I repeat myself). But this isn’t EA Game's fault. No, Spore’s lack of quality stems from a few consistent mistakes that have appeared not only in Spore itself, but Will Wright’s The Sims as well, along with other mistakes that seem to have been made by all developers at some point. Before I begin however, I would just like to make sure of something; Will Wright is one of my favorite PC developers, second only to Peter Molyneux (who is actually about to release Fable 2 this October), and Spores tremendous failure is a sure sign that Mr. Wright needs to rethink his ideas on proper game design. Peter did many of the same mistakes at one point in his career with his previous company, Bullfrog Studios, as Will did with Spore. So for these next five pointers, I will also try to point out how Will Wrights mistakes match that of Peter Molyneux’s in their pasts. With all said and done, let’s begin.
1.) Don’t work on more than one game at once
Peter made this mistake after being pressured into releasing a game earlier than expected. As a result, while he tried to perfect this one single game, he let many unfinished, poorer quality games go through production in order to act as placeholders for what should be released. Thankfully, people tend to remember other’s more for their successes as opposed to their failures. Spore did this in the form of each of its five stages. Cell stage is too short and limited, Land Phase is too long and repetitive, Tribal Phase is too simple and boring, Civilization phase is run of the mill and Space Stage is… where most of the fun in the game is packed. If you ever saw the first press demo of spore, you may have remembered there being a supposed Water Phase in between the Cell and Land phases. You may have also remembered the ability to go to other player’s galaxies and explore them. You may have remembered… a lot of things that are missing from spore. And truth be told that’s what happens when you try to make too many games too fast. Yes, while technically Spore is only One Game, its multiple phases are the equivalent to that of multiple games, each half-baked or otherwise missing in action.
2.) If things are repetitive, make them different.
It sounds odd, but it’s actually quite simple. Lets take The Sims for example; the biggest problem the sims had over the long term was animations. There really was only one animation for each action. Because you had to have your sims “eat†everyday, the animations for their eating should be numerous and randomly generated, that way things feel a bit mixed up. The less something feels as repetitive, the better off you are. If an action is to be repeated many times, you are obligated to make that action interesting. This doesn’t apply as much to rpgs, where battle animations (unless they are in real time) should always be consistent. Spore may have had animation algorithms that made every creatures walk look realistic, but playing through the land phase would become repetitive with being forced to watch the same singing, dancing, charm and pose animations every single time. Yes, it does mean more programming for Spores part, but it also means a better game. This also goes for sound effects; if you have characters say a particular bit of gibberish when they talk to seem more realistic, make sure you have plenty of gibberish to go around.
3.) If your game would benefit from being online, make it online
This was the last rule Peter Molyneux ever learned, and you wouldn’t have even known he had missed it. He learned this after hearing the praise for Fable, where he realized just weeks too late that the game would’ve benefited immensely from being multiplayer or online. So here in Fable 2, we have online. We have multiplayer. We have simplistic controls. We have character selection. We have changing worlds. We have everything from the original Fable, plus some. He listened, which is what made him make a better game (and is also what will bring us to number 5, but one moment please). In Spore’s initial press demo, Will mentioned how online and interactive the game would be. “You could go to other peoples galaxies!†was one of the things said. And y’know, that would’ve been the shit. But that wasn’t there. There was no multiplayer, no interactivity, no online, save for a check when starting spore and the ability to see what other people have through the Sporepedia, the games poor excuse of online capabilities, where you can see just what you are missing out on. What shit were they smoking when they thought that was a good idea? What shit?!
4.) Listen to what critics, consumers and others have to say
This is the hardest thing to do, I can promise you. Its your game, so why should you listen to what other people think of it? The answer is that, in truth, you don’t have to. That’s what developer Denis Dyack did with his game Too Human. You see, he wanted his game to be for him. He didn’t care if other people liked it, just so long as he was able to keep the idea he had for it initially alive. And, as a result, it sucks. It sucks really hard. Listen to what other people have to say is the greatest way to improve anything, whether it be writing, making games, making love, or being a good conversationalist. It’s the hardest thing to do, but the greatest thing you can do.
5.) If you ever start a small company that eventually becomes renown for its excellent game design and staff, and your name becomes the talk of various internet web forums, whatever you do, do not accept any lump sum of money from Electronic Arts, unless you intend to make Madden Games for the remainder of your life.
Peter made the same mistake with Bullfrog, as did Will with Maxis. Electronic Arts has singlehandedly destroyed the corporations and franchises generated by both developers, along with maybe a dozen other small developers who put their wallets before their passions. If you ever make it that far to have that same situation happen to you, just ask yourself, WTFWJD?