Volstag said:
Oye, I watched the video (along w/ numerous others). It may simply be the "demo" nature of the presentations, but I'm left with numerous questions: how is trade handled, how is diplomacy handled, does diplomacy have any tangible effect on your success or failure, what are the advantages/disadvantages of certain buildings / creatures / planets, etc. What advantages do carnivores have over herbivores, or omnivores?
From watching the demo, Spore definitely looks intriguing, but it seems awfully simple. Again, this may be a product of the presentation itself, but it seems like way more emphasis has been placed on the creation of creatures, buildings, etc, than actual gameplay. Especially the "space" aspect of the game... it seems like when you reach that point, you're basically just "browsing". Can other intergalactic civilizations attempt a takeover of your homeworld? Can your planets be destroyed, etc?
-V
Judging from one E3 clip, it seems that other races can attack your planet (remember the one at the end where Wil got a popup from his home planet saying they were being attacked?). I think this is meant to be more of an evolution game than a galatic-empire-type game.
how is trade handled, how is diplomacy handled, does diplomacy have any tangible effect on your success or failure,
It could be that they're working on this aspect right now (They probably wanted to get the evolution part working first), but, Will did mention that you could do those things.
what are the advantages/disadvantages of certain buildings / creatures / planets, etc.
Obviously, flying creatures can't be caught as easily if they're flying away from a land creature.

But, Wil didn't really describe the building's functions much. Although, Wil did say it's like a mini SimCity game, so I'm guessing they function like housing (allows more population), commerce (probably for your civ points?), and industry (maybe building points) - or commerce and industry could be reversed. That would be my guess; I don't think it's intended to be like a strategy game, however... in the GDC 2005 video, Wil did point out that giving creatures spears (barracks?) in the tribal stage makes them more agressive. He gave them drums (culture/music/entertainment) to make them more peaceful (balanced). So, I'd also guess that there will be (and now that I remember...) buildings that affect how your tribe forms their culture and such.
If you remember, one group of tripod were more agressive - they had an industrial-styled city. Wil's group had a Dr. Suess appeal, and were peaceful cowards. So, while the buildings may go for "civ points", they will affect your tribe's attitude later on. In fact, Wil did say (and infer in both 2005 and 2006) that every action you make helps to determine your creature's personality. So, having your creatures in a pack early on makes them more social - maybe they'll be a bit more peaceful. If they're not pack animals, they might be more territorial or something. Like-wise, building more barracks might make them more war-like.
What advantages do carnivores have over herbivores, or omnivores
If you look at the creature editor, you can tell. Obviously, they're powerful, but they won't always be at the top of the food chain. (What fun would it be to eat up all the creatures on the planet? Your creature would starve...)