What should Spore 2 look like?

I wasn't trying to make a different point than you, I was pointing out the fact that may of the things that many people want for more diversity were in the game working fine and are not there now specifically to make more money in the future. For example, in one of the videos on google video (Not sure which) Will Wright mentions the fact that you wouldn't have to leave the ocean if you didn't want to, you could civilize underneath the waves.

Axed for an Expansion I guarantee.

Just like the Sims, it is very clear now that Spore is a bare bones release, set up to be able to plug in as many expansion packs as EA wants to make.

Although I realize I should have seen this before, I do now. :P
 
Aquatic Creatures that stay aquatic in Tribal and Civ phases
Not sure about that.

Fully aquatic animals (whales, fish, squid, crabs etc) might theoretically become sentient, and even develop language and hands. But they would never be able to use fire. Without fire - no metals. Without metal - no steam power, internal combustion, electricity or other technology as we know it.

An aquatic animal would have extreme difficulties traveling on land, let alone through air or outer space. (Transporting live dolphins is extremely difficult, even with help from humans.)

But this is a game, and it doesn't need to be realistic, does it?

A Tribal Phase in the sea would need to be completely different. Battles would be in slow-motion. Musical instruments would need a totally new approach. And forget about torching down a village.

A lot of design work would be needed. I would like to see that work invested somwhere else - for instance in improvement of the current Tribe and Civ phases.

Creatures that have different Terraforming Targets because they evolved on different worlds
Totally agree.

Cell->become dominant Metabolism (kingdom or domain or higher level)
(...)
Space->[here you start competing with groups that truly developed seperately]

A very interesting approach to Spore, which shows why the Space phase is so great.
 
Oh! For the tribal stage, instead of completely separate species, there'd be the same species as you but with different variations. Like how there were neanderthals, cromagnums and homo sapiens and homo sapiens won out.

And to have a feudal age to gain control of your civ region. All the while, the unit progression would be infantry for tribal, armored infantry with mounted infantry half way through the game and sail boats for feudal, then all the parts for armor and ships and aircraft for civilization.
 
What should be added in Spore 2

-Big planets with diffrent climate zones so diffrent creatures enjoy diffrent climates

-more specilization, creatures would adopt more to the enviorment, depending on existing creatures, making the world feel more alive.

- Make the creature/tribal/civilzation phases more advanced,

-with specialization choices, like your creature just hunt a specific animal or every creature alive, giving both benefíts and drawbacks
. And make the creature phase longer so you can feel the evolution, that its a long process

-add a water phase
 
Oh! For the tribal stage, instead of completely separate species, there'd be the same species as you but with different variations. Like how there were neanderthals, cromagnums and homo sapiens and homo sapiens won out.

And to have a feudal age to gain control of your civ region. All the while, the unit progression would be infantry for tribal, armored infantry with mounted infantry half way through the game and sail boats for feudal, then all the parts for armor and ships and aircraft for civilization.
Hmm, the civ stage already has slight variations- each nation has a slightly different skin colour.
 
Are you idiots already looking for Spore 2? It might be years before they even consider developing Spore 2!

Get used to Spore and stop getting ahead of yourselves.
 
The Creature and Civilization stages leave a lot to be desired. Space coudl use some improvements too. What I would lik it see:

1) Instead of adding a seperate "Sea" phase, it should be combined into the Creature phase. Players can chose to go onto land immediately in their slug-like form, or remain underwater and develop legs/fins.

2) There should be more things to do in Creature then just eating(or befriending) things. Instead of finding fossils around, you would do quest for DNA points and additional parts. Climb a tree for better hands. Eat stuff for better mouths. Run/Jump to evolve legs.

3) Both Tribal and Civilization phases should have more tools/vehicles. "Heavy" and "Light" devisions of each current vehichle would be a start. Bombers and Fighters, Tanks and Cars, Armored Cars and Light Caravans are some examples. Also more diplomacy would be nice.

When it comes to Tribe, once again, everything should be doubled. Instead of just instruments, there could be Fireworks, Smoke Shapes and Inscence. The Domesctic part could have Rakes(Agriculture) Hammers(Can build walls and outposts, improve building HP), and Baskets(can carry more meat/fish/seaweed), and weapons could have Club and Shield(Higher HP) Bows & Arrows(hybrid of torch/spear) and an AoE, low-damage weapon, like a very, very large club.



I just have one gripe about space. Give us some freaking patrols we can hire to take care of ecodisasters/pirates for us, even if it costs (a lot of) money. I can't be bothered to run halfway across the galaxy to save an ecosystem if I'm fighting the Grox!

Oh, and some cloaking device would be nice to. Makes you invisible when activated, but consumes double the energy while moving.
 
Are you idiots already looking for Spore 2? It might be years before they even consider developing Spore 2!

Get used to Spore and stop getting ahead of yourselves.
It's our lives.

I guess that Spore 2 will get released some time around 2011-2012. Major game titles take around 3-4 years to develop, so this is certainly the right time to start making up ideas for Spore 2.
 
Well for a more pseudo-realistic evolution at all stages game

1. you get Food points to increase your species population (the other members of your species wander in seperate areas and get food points too.. they will tend to follow your lead in terms of cooperating or competing with others for food and what food sources to target)

2. Each species accumulates DNA points based on its total population, once a species has enough DNA points, it spawns a New species. If you control the species, then you can decide when the DNA points will get used to make a new species and HOW they will get used (there is a also a maximum number of DNA points that CAN be used in making a new species, the rest of the DNA points are left with the old species). If you make a new species, you lose control of the old species and need to get food points for your existing species.


3. Also You could select for a % of the DNA spent to be Random when making a new species. So when a new species is made, you can only spend a fraction, the rest of the DNA points are spent making other changes (although none that reverse the effect of the changes you made)

The Random % could either be a setting at the beginning of the game [Design v. Darwin] and/or things cost less when Random points are spent on them

Once the new species was made (with both Designed and Random characteristics) then you would chose whether to take control of the new species or the old one.

4. The division shouldn't be food/friend it should be competitor/cooperator. (so the interactions are ... fight with prey for food, fight with competitor to keep food for yourself, charm partner to share food)

5. If your species died, then you would take control of the nearest "relative" species still alive

6. Different Climates on the planet, in Creature phase, the different 'nests' will all have one 'Climate Zone', but the Climate Zone of the nests can change (since this is over Geological time)



A similar model could be used for the other stages, each would have Evolutionary stages where one X developed out of another
so in Civ one government/Empire would develop from the breakdown of another and attempt to replace the previous empire (Greece, Rome, England, America, the various Dynasties of China, etc.) so if you decided to take control of the Confederacy when it formed, when it died you would get control of the Union (The next closest relative)

so

Creature: basic resource=food, advanced resource=DNA
You control one creature and other creatures of that species act independently (but they follow your pattern)
creatures collect food for the species as a whole,
Food -> Pop size,
Pop size->DNA,
DNA-> spent on modifying/adding/removing parts on a New species
Parts unlocked would depend on parts you currently had... so redesign would be constant
[New species starts of with a pop of 1 creature]
Tribe level would be accessed when you built a species with the parts required for intelligence+tool use
Opponents would be Slightly different variations on your species

Tribe....Basic resource=Labor, Advanced Resource=Social
You control one tribe and other tribes of that region act independently
Pop units of the tribe Either collect food or build tools
Food->pop growth
Tools->improve efficiency of activities, including increasing maximum population/number of territories a Tribe can control
Pop size->Social
Social->increase the list of Tools a New Tribe can build
Tools unlocked for New Tribes would depend on Tools the previous tribe built and tools neighboring tribes built.
Tools which are"unlocked" for a new tribe would still require Socialpoints to make them "Buildable".
[New Tribes start off with 1 Territory, and the population of that Territory]
A Tribe has Territories and Population...
When a Tribe conquers or allies with a Territory that it cannot control, two new Tribes are formed. Each new Tribe gets a portion of the "foreign" Tribe's Tools unlocked for it, and possibly a bonus to their Social based on the "foreign" Tribes's Social.
The population of a MultiTerritory Tribe is divided equally among its Territories.
Civ level would be accessed once you have control of all neighboring Territories (which would require certain Tools)
opponents would all have slightly different variations of your Tool base. (giving them certain starting characteristics)

* you could domesticate other species as either Food sources: Eggs/Milk or as Riding Animals (a key part of the first Vehicles in the Civ Phase)



Civ...Basic resource='Spice', Advanced resource=Ideas
You control all the cities + vehicles of an Empire
Vehicles/Cities (controlled by your actions) collect 'Spice',
'Spice'->Vehicles->Cities through conquest/conversion,
Cities->Ideas,
Ideas->Adding/modifying new Buildings for New Empires

Buildings are the 'Parts' of cities, all cities in your Empire would have the same types of buildings giving the Empire its characteristics (social and technological) like the parts of Creatures.
Buildings would unlock based on the buildings you currently had in your cities.
Vehicle Parts would continuously unlock as Idea levels built up based on which parts were in use on your Vehicles.
[New empires would start with some fraction of the Old Empires cities.. depending on how many of the Old Empires Buildings were removed, so you if you want to remove the Old Empire buildings, you need to breakaway and fight them. If you are just adding buildings, then you will only have a few Luiddite cities to put down.]
Conquering/Allying with a new city would get some of its Buildings unlocked for your Empire.
Forming a New Empire would allow spending Ideas to design your cities by adding or modifying Buildings that have been unlocked, removing them requires no Idea spending, but it provides extra Idea points in exchange for less cities for the new empire.

Space would be reached once you unlocked certain vehicle and Building components
 
One problem I notice with that is that it would be a lot harder for a species to adapt to its environment or other pressures.

Which brings me to another point, the environment should really have a lot more to do with how your creature should look. If your creature lives in the mountains, short, stubby legs and and no arms probably wouldnt be best. On the other hand, powerful arms but little or no legs would be helpful for forest dwelling or shore dwelling creatures.
 
Well as for how hard it is for a species to adapt, that would depend on the DNA points... speed of accumulation, cost, etc.

so if your environment changes, then you probably need to create a new species, and hope that you weren't Too specialized for your previous environment.
 
What about species that dont offshoot new ones? That just change over time? There isn't an old species left behind by those, all of the old species has died out or evolved.
 
I would really like to have more intricate fleets in Space phase.

Ideally, we should have several ship classes and naval-like battles, inspired by existing RTS games such as Homeworld.
 
There's no point talking about a sequel yet. EA withheld a lot of the features that were in the old demo so they can cram them into "expansion packs".
 
There's no point talking about a sequel yet. EA withheld a lot of the features that were in the old demo so they can cram them into "expansion packs".

Like what?
The only things I can see that is left out are
-creatures mating as in real life= Spore hot date pack
-killing and biting (blood)= Spore Sparing pack
-the so called water stage?=Spore Splash pack
all would be tiny expansion packs.
 
Alright, a Hot Coffee mini-game in Creatures (not).

I'd say from a biology/evolution point of view, there are lots of details missing from Cell to Creature, though it may be a little questionable if EA will be brave enough to put them in eventually.

And there is still the customization angle which they haven't fully maxed out, like the plant editor. And I haven't quite seen a planet editor in the sense that one of the 2008 videos showed.

I'm a little skeptical about how much the game play will improve, though it needs it. However, the other day in the news, EA signaled that they agree they need to focus on improving game quality of their labels, by axeing 'Tiberium' for having quality issues.
 
SPORE: Molecular
SPORE: Amoeboid
SPORE: Underwater
SPORE: Shamanism
SPORE: Supply and Demand
SPORE: Solar System
SPORE: Mystery
SPORE: Florical
SPORE: Aerodynamic
SPORE: Attack of the player-controlled Fungus!


Just a few ideas.
 
The only thing I would want in Spore 2 would be the option to stay underwater and develop a creature, tribe, and civilization there. I don't think being air-breathing or water-breathing would make a difference in how you get to space. I find the whole process very humano-centric, but that is only fair, considering we're all human.
 
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