What should Spore 2 look like?

Optimizer

Sthlm, SWE
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Dec 29, 2001
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Spore is indeed a huge game with revolutionary features, but much of it could be done better.

I doubt that there is room for Spore expansion packs, since there is nowhere to expand. (A Tetris-sort puzzle, representing chemical evolution, would add to the timeline, but hardly produce any synergy effect.)

After The Sims 3 is released in February next year, Maxis should start working at Spore 2. The game engine and interface are already decent, and could be kept. On the other hand, gameplay needs to be improved.

Here are my ideas:

Simple Start is a recurring theme. Each new game phase should start immediately as the old phase is finished, if possible without forcing the player through a dialog box or a designer interface. This brings the player closer to the game, and makes phases more continuous.

Cell phase - renamed to Water phase
* Simple start: Creatures should start as herbivore by default. Carnivore ability would be available in the cell designer.
* Half-way through the phase, the creature should become multi-cellular, allowing fins, shell, teeth, tentacles, simple legs (eg crab legs) and other body parts. This would allow the player to make animals more similar to fish, squid, starfish or trilobites (or they could keep the original, slug-like design).

Creature phase - renamed to Land phase
* Simple start: Water phase should start when the creature develops air-breathing (invisible). The player should not be sent to Creature designer, instead the creature starts the phase as is - without legs, or with very simple legs (see above). Start-up creatures in this phase should be thought of as Coelacanths, worms, slugs or arthropods. One of the first quests would be mating, entering the creature creator, and adding proper legs.
* Allow creatures to live amphibious, seeking food and shelter in shallow water as well as on land. There should be a Swimming skill too (apparently high in startup creatures with fins). Keep the deep sea off limits, though.
* Offer more missions to earn DNA. Climbing a mountain/tree, building a new nest, gathering an amount of food in the nest, stealing an egg, etc.
* Variable size, possible to change with each generation. Size should also be game-critical. A giant animal would of course be a better fighter, but would easily get starved, and also cause panic among other animals, though friendly. Small animals would rely on stealth and evasion.
* Climbing skill, for reaching trees and mountains. You should even be able to use a treetop as a nest.
* Real flying skill. Wings should cost a lot of DNA, and using them should cost food, dependent on creature size. Too large animals would be effectively prevented from flying.
* Vision, hearing and smell skills, depending on body parts. Smell highlights food and other animals, even when out of sight. Longer nights make sensory skills more important.
* New body parts with special abilities. Womb: can mate outside nest. Fat tissue: Larger food reserve.

Tribal phase
* Simple start: Characters should start naked. An early quest would access the outfit generator.
* Allow domestication of plants.
* Missions to earn food, buildings or outfit details. Crawl into a cave, chop down a tree, kill a pack of predators, etc.

Civilization phase
* Simple start: No vehicles in the beginning, only infantry units. Allow ships, cars and aircraft as technology advances.
* Cities should not be hard-coded as economic, religious or military. They should still be specialized, though.
* Divide the phase into ages - for instance Bronze, Iron, Gunpowder, Industrial, Nuclear and Space, as in Empire Earth and similar games. A player comes to Space phase by advancing to the last age OR conquering the world.
* Buildings should look more pre-industrial.
* Bandits/rebels/pirates.

Space phase
* Simple start: In the first missions in planet view, the player should control an air unit, playing the role of an air-force officer applying for space service. After the planet view mission, the space program officially begins, and the player has to design a spaceship. Then, the player would have to carry out a few missions in the planetary system (maybe building a colony), before getting access to interstellar view.
* A ranking system with more real-world military ranks, with Admiral close to the top.
* No full-scale wars before the player can assemble a large fleet.

What do you think?
 
Heres mine.

Cell phase: Pretty much the same theres really no room for improvement here.

Sea Phase: I want a real sea phase this time god damnit. Although I imagine it was taken out just for expansion pack hoaring.

Creature phase: Start out as an amphibian, move on to becoming full scalled land creature later.

Tribe phase I think is about as good it will get.

Civ phase Starts in ancient time and you can only be on nyour continent at first. You have to get long sea travel before you can get across the sea to communicate with them. Some sort of tech tree.
 
Your "Sea Phase" and my multi-cellular level of "Water Phase" seem to be more or less the same thing.

A separate Sea Phase would take a lot of designer work, and hardly sell any expansion packs.
 
Change you from singal cellular to multicellular is a big change. If I had it my way there would be a eukaryote phase, and a prokaryote phase. Of course I will never get that wish, but changing from one to two cells is jsut stupid in one phase.
 
I think you are wrong about expansion packs. There will be many expansion packs.
 
What would this "sea phase" look like, then? Would it be 2D like Cell, or 3D like Creature? If it's 2D, why can't it be part of Cell? If it's 3D, why can't it be part of Creature?
 
I think you are wrong about expansion packs. There will be many expansion packs.
What would be the themes of these expansion packs, then?
 
I would like to see a more developed fleet system in the Space stage. Like the ability to recruit a guarding fleet for your home planets. After all, it gets really tedious to have to save all your planets all the time.
 
What would be the themes of these expansion packs, then?

Spore: Apartment Life
Spore: Free Time
Spore: Bon Voyage
Spore: Seasons
Spore: Pets
Spore: Open for Business
Spore: Night Life
Spore: University
Spore: IKEA
Spore: Kitchen & Bath
Spore: Teen Style
Spore: H&M Fashion
Spore: Celebration
Spore: Glamour Life
Spore: Family Fun Pack
Spore: Apartment Pets
Spore: Castaway

And don't forget of course, COMING SOON!

Spore: Spooky Clothing!

Order yours now for only $39.95!
 
Spoiler :

Spore: Apartment Life
Spore: Free Time
Spore: Bon Voyage
Spore: Seasons
Spore: Pets
Spore: Open for Business
Spore: Night Life
Spore: University
Spore: IKEA
Spore: Kitchen & Bath
Spore: Teen Style
Spore: H&M Fashion
Spore: Celebration
Spore: Glamour Life
Spore: Family Fun Pack
Spore: Apartment Pets
Spore: Castaway

And don't forget of course, COMING SOON!

Spore: Spooky Clothing!

Order yours now for only $39.95!

I don't think any of those will happen, but there will definitly be expansions which are only just worth buying.

What would be the themes of these expansion packs, then?
I think you are wrong about expansion packs. There will be many expansion packs.
A separate Sea Phase would take a lot of designer work, and hardly sell any expansion packs.

A sea phase would probably be about as easy as create corporations for civ (ok maybe a bit harder) but much of the code would already be there as it would be based on the cell stage but made more advanced, the hard part would be making it 3D.

But about expansions, EA Games has already explicitly said that there will be expansions, just the quality of them will be in doubt.
Simple Start is a recurring theme. Each new game phase should start immediately as the old phase is finished, if possible without forcing the player through a dialog box or a designer interface. This brings the player closer to the game, and makes phases more continuous.

This is already done by pressing the ESC button, which makes game time about 20% shorter.
 
Personally, I think the XP's will add a couple new phases (the missing sea phase between cell and creature) and there will be XP's to increase the depth of the stages (eg: Spore Civ Complete adding tech tree, multiple units, etc) and then there will be XP's purely for aesthetic reasons (eg: Spore wings, and Spore legs etc).

There is SOOOOOOOOOOOOOOOO much room to move in Spore I'm predicting at least 10 XP's in the next 3-4 years.
 
Personally, I think the XP's will add a couple new phases (the missing sea phase between cell and creature) and there will be XP's to increase the depth of the stages (eg: Spore Civ Complete adding tech tree, multiple units, etc) and then there will be XP's purely for aesthetic reasons (eg: Spore wings, and Spore legs etc).

There is SOOOOOOOOOOOOOOOO much room to move in Spore I'm predicting at least 10 XP's in the next 3-4 years.

I agree, it is probably the most XPable game ever, with just so much lacking, and just so much it can expand into.
 
Give it an autosave for when it randomly crashes after an hour or two of playing without saving
 
Will there be expansion packs? Well, money talks. Today, almost all best-selling games get EPs, for the better or worse.

The ideal EP extends the timeline. Starcraft: Brood War and Europa Universalis III: Napoleon's Ambition are good examples.
However, the Spore timeline already stretches from the beginning to infinity. If Spore consisted only of Cell, Creature, Tribe and Civilization, the Space phase would be perfect for an expansion (since it does not only extends the timeline, but also revisits it).

Maybe Spore 2 should be released in one pack for each episode. The Water phase could be released as freeware, the Land phase as a core game, Tribe, Civilization and Space as expansions, and a MMORPG subscription for Space. Even if EA charges $20 for each EP, they would surely make a profit anyway - since the game is larger than the sum of is parts.

Besides from consumer costs, expansion packs have several problems. The interface gets cluttered, the system requirements rise, and balancing problems and annoying features from the original game usually remain. Also, the sequel gets delayed. I'd rather have no expansions for Spore 1, and Spore 2 in early 2010 (with a space EP later the same year), than two-three expansions for Spore 1, and Spore 2 in 2012.

However, Maxis is already planning expansion packs, probably containing flora editors and underwater creatures.

http://www.sporerevolution.com/spore_expansion_packs/
http://www.videogamesblogger.com/2008/08/19/spore-expansion-pack-with-flora-editor-planned.htm

Seems like we are up to something with underwater creatures.
 
Most of the references in this have been to the sims which has a kajillion expansions.

EA is also cares less about what you wan't then any other game company... ever.
 
This is already done by pressing the ESC button, which makes game time about 20% shorter.
The editors should remain, but they should not be available in the very beginning of a new phase - the player should need to complete some basic missions first.

Advancement from one age to another is exciting enough, with or without cut scenes. This is, to some extent, spoilt by the design interfaces.
 
Deepening each aspect of the game, making more interesting choices, and making each phase more like a good game of that focus would be interesting

Tribal, Civ and Space phases have multiple games that they could reference and become somewhat more like in deepening them.

Cell and creature Phase are somewhat unique

Another expansion might allow drastically different life forms
Aquatic Creatures that stay aquatic in Tribal and Civ phases

Creatures that have different Terraforming Targets because they evolved on different worlds

Cell phase with other more basic biochemical choices (oxygen based metabolism, etc.) as opposed to anatomical ones

In each phase you become the dominant ________ and in the next phase you face the same _________ but different new variations

Cell->become dominant Metabolism (kingdom or domain or higher level)
Creature->become dominant Anatomy(phylum or class) of that Metabolism
Tribal->become dominant Psychology/Sociology(species or race) of that Anatomy
Civ->become dominant Political/Economy (civilization or culture) of that Psychology/Sociology
Space->[here you start competing with groups that truly developed seperately]
 
Nice video. But it is apparently the same game engine as the Creature phase.

My point is that each phase has its own game engine. We don't need more game engines, we need more diversity in gameplay. And water creatures could be played both with the Cell engine, and the Creature engine.
 
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