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Spore Creepy and Cute Pack:Spore Evolves with New Content,Gameplay and Tools (official announcement)  XML
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ghadis


Multicellular

Joined: 09/13/2008 22:36:26
Messages: 253
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Spore needs dynamic systems and true emergent gameplay across the board. We don't need more "Fetch this, do that" crap.

I want to see every planet with an ecosystem of its own. None of this 3-of-each minigame noise.

Parvati


Civilized Sporeon

Joined: 09/12/2008 18:03:08
Messages: 1408
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ghadis wrote:Spore needs dynamic systems and true emergent gameplay across the board. We don't need more "Fetch this, do that" crap.

I want to see every planet with an ecosystem of its own. None of this 3-of-each minigame noise.


That might be a little to rough on your average pc.
But a good start in my opinion would be behavioural code.
Similar to TheSims2 or 3.

Oh and bring back stat stacking.
KwKiller


Multicellular

Joined: 09/11/2008 02:28:15
Messages: 477
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Sask, Canada

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Parvati wrote:
ghadis wrote:Spore needs dynamic systems and true emergent gameplay across the board. We don't need more "Fetch this, do that" crap.

I want to see every planet with an ecosystem of its own. None of this 3-of-each minigame noise.


That might be a little to rough on your average pc.
But a good start in my opinion would be behavioural code.
Similar to TheSims2 or 3.

Oh and bring back stat stacking.


Aye! I loves my stimpy legged, yet speedy scorpion. With DNA and complexity tied to weapon lvl, it would not be hard to maintain the power lvl of creatures. Would really change dynamics of gameplay.


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Parvati


Civilized Sporeon

Joined: 09/12/2008 18:03:08
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Most definatly.

Creative freedom has been lost for me at the moment.

The best system would be a blank template and stat points.

This would provide the most suprising gameplay and the most challenging.

The game decision flaws are so mind boggling at times that I really wonder what happened.
KwKiller


Multicellular

Joined: 09/11/2008 02:28:15
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Yeah, I was thinking a stat point system for an rpg style game, where you get the points and can divide them up between limbs, etc. So 4 arms can use 4 weapons, but their are costs, same with a size balance thing, bigger raises one stat, lowers another. I think they just too kidified it though. Most kids playing want fun creatures, I doubt they care about their combat effectiveness much.


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yeebok


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Joined: 09/20/2008 08:19:16
Messages: 203
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Can someone confirm for me this is "the video" ? I'm about 3 minutes or so in, if that and it's very different to the Spore I looked at yesterday..
http://video.google.com/videoplay?docid=8372603330420559198

Parvati


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Joined: 09/12/2008 18:03:08
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yeebok wrote:Can someone confirm for me this is "the video" ? I'm about 3 minutes or so in, if that and it's very different to the Spore I looked at yesterday..
http://video.google.com/videoplay?docid=8372603330420559198


Not sure what you are getting at.

That video is from 2005.
They changed/scrapped/reworked all of that.

Doesn't relate to this version of Spore.
hiki2008


Microbe

Joined: 09/12/2008 08:12:24
Messages: 69
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Thats the famous GDC 2005 video were Will Wright presented Spore for the first time.

The whole video is abouth a hour:

http://video.google.com/videoplay?docid=-262774490184348066&hl=nl

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ZeekSlider


Civilized Sporeon

Joined: 09/12/2008 10:59:43
Messages: 1191
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Bronweg wrote:I long for the day in some far far away distant time and place when I can go to the store and by a game, the whole game and not have to keep, making purchase after purchase untill finally i have the whole thing. Make a whole game all at once release it "working and fully functional" then move on to the next game.
Wait two years for the Spore Box.

That's what a friend of mine did with The Sims.

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rulycar


Multicellular

Joined: 09/09/2008 08:40:38
Messages: 382
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Ccurving wrote:Curses, ... I've hated every game I've ever played.


An example of how SPORE content was edited to mean something very different.

rulycar


Multicellular

Joined: 09/09/2008 08:40:38
Messages: 382
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Virakotxa wrote:Or people thinking they are really getting a 100 new "parts"...
Since when useless avatar animations are "parts"? They are doing it again...


As this game is procedural heavy I believe everything can be called a 'part'.

Spore on

DiscoDingo


Microbe

Joined: 10/15/2008 13:57:51
Messages: 37
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The idea of attaching too many statistics to a creature's parts bothers me a bit.

The fact is, I consider Spore to be a few games built around the editors. To limit your choices by attaching statistics to the editors would have several negative effects.

First of all, people would build their creatures with statistics in mind...rather than personal creativity. That...to me, is such a terrible reversal of what the Spore creators are supposed to do.

And, secondly, it would drive away people who don't want to "min/max" their stats, who end up dying in a world built for stat maxers. The fact is, Spore is meant to be very universally accessible, with the complexity being somewhat hidden beneath accessible tools and gameplay.

Just my 2 cents.
MinionJoe


Spacefaring Sporeling

Joined: 09/19/2008 22:59:19
Messages: 5991
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DiscoDingo wrote:First of all, people would build their creatures with statistics in mind...rather than personal creativity. That...to me, is such a terrible reversal of what the Spore creators are supposed to do.


And yet that's how it currently works. Nine out of every 10 player-created creatures I encountered had the same antlers, the same porcupine spitters, the same mouth, the same feet, and the same hands.

The return of part stacking would allow players to create creatures with the same stats but with more variation.


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Parvati


Civilized Sporeon

Joined: 09/12/2008 18:03:08
Messages: 1408
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MinionJoe wrote:
DiscoDingo wrote:First of all, people would build their creatures with statistics in mind...rather than personal creativity. That...to me, is such a terrible reversal of what the Spore creators are supposed to do.


And yet that's how it currently works. Nine out of every 10 player-created creatures I encountered had the same antlers, the same porcupine spitters, the same mouth, the same feet, and the same hands.

The return of part stacking would allow players to create creatures with the same stats but with more variation.


I'm afraid I have to agree on that.
It would be IMO a lot better of you had a fixed amount of stats to invest in your creature.
So you could use the lowest parts and still have a workable creature.

That or stat stacking, the way it is now we all end up putting on parts just to get ahead.
Don't forget the system is supposed to add creatures according to your build.
So an overpowered world would not be an isseu.
DiscoDingo


Microbe

Joined: 10/15/2008 13:57:51
Messages: 37
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I do admit that is definitely a good point MinionJoe.

But it's still an imperfect solution, and leaves simple creatures in the dust. Sometimes the idea of a creature only allows for a small number of parts, and in a stat-stacking world they simply crumble against creatures within a stat-stacking world.

If I had made the game, I'd personally make it so that a certain "type" of part only "unlocks" a certain ability(part of what the current system does), but then just end up "leveling up" the skill through using the skill or "practice" minigames(in the "training the young" segment), with the strength of other creatures in the world determined by something like size.

But of course, I am not a Maxis employee.

This message was edited 1 time. Last update was at 10/15/2008 14:42:08

 
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