{"id":100,"date":"2009-01-03T18:18:13","date_gmt":"2009-01-03T23:18:13","guid":{"rendered":"http:\/\/blogs.law.harvard.edu\/games\/?p=100"},"modified":"2013-09-26T14:40:51","modified_gmt":"2013-09-26T19:40:51","slug":"spore","status":"publish","type":"post","link":"https:\/\/archive.blogs.harvard.edu\/games\/2009\/01\/03\/spore\/","title":{"rendered":"After our likeness : &#8220;Spore&#8221;"},"content":{"rendered":"<p>In Will Wright\u2019s <em>Spore<\/em>,  your task is to take a primordial life-form and evolve it to stand upright,  form tribes, and ultimately traverse space. If this sounds complicated and  ambitious, it\u2019s because it is: <em>Spore <\/em>is  a veritable five-course meal of a title \u2013 five \u201cphases,\u201d each built around a  different game genre, all packed into one box. You start out in phase one helping  a single microbe become the big fish in a little pond, and you wind up in phase  four directing a civilization to conquer the world. The corresponding gameplay  also progresses from arcade to shooter to strategy. Whether Wright is mapping  the history of video games onto biological evolution or vice versa, in his  universe life began when a seminal meteorite plunked into a receptive pond, and  video games began with a coin dropping into <em>Pac Man.<\/em><\/p>\n<p><!--more--><\/p>\n<p>Given that premise, <em>Spore<\/em> could have resembled one of those science museums that uses computer kiosks to jazz  up the taxidermy. But Wright is a curator who wants you to not just touch the  velociraptor, but rearrange its skeleton. In phases one and two of the game,  you reshape your organism to better overcome the challenges of survival. It\u2019s  like Mr. Potato Head for high school biology, where an herbivore becomes a  predator by swapping mouths. In phase one you\u2019ll have a limited anatomical  palette to customize your 2D microbe, but phase two\u2019s grander 3D canvas lets  you create anything from flying snails to two-headed spidersaurs. Let go of the  mouse and, like some doodler\u2019s daydream, your new creation springs to life,  warbling or grunting or chirping a greeting. It\u2019s tempting to look your  creation in the eye and sense a soul peering back.<\/p>\n<p>  Few developers have aspired as Wright has to marry player creativity  to deep gameplay. Sure, many games let you dress up your characters (see <em>Webkins<\/em> and <em>Club Penguin<\/em>) or even conduct full facelifts (Wii\u2019s Miis and <em>Oblivion<\/em>). Wright\u2019s particular genius is  to attach meaningful consequences to your design choices. In his <em>Simcity<\/em> series, laying out a  neighborhood invokes both practical and aesthetic considerations. Putting homes  in the shadow of power plants not only looks ugly but also spawns unhappy Sim residents. <em>Spore<\/em> expresses a similar ambition to  interweave design with play, and the game initially nails it. It imbues the act  of creating a microbe with the same pleasure that gamers get from assembling  the perfect fantasy baseball team, <em>Pok\u00e9mon<\/em> deck, or Elven magician. Put spikes on the front of your microorganism to impale  rival pond-dwellers head-on, or move them to the back to thwart pursuing  predators. Sadly, however, this what-you-see-is-what-you-get feeling of efficacy  doesn\u2019t last long. In phase two putting spikes on the tail of your creature does  not let it thrash enemies like a Stegosaurus; it will still charge like a rhino,  as if you had placed horns on its head. This is only a minor disappointment \u2013 seeing  your creation walk at all, not to mention dance and sing, still deeply flatters  your imagination \u2013 but as <em>Spore<\/em> shifts perspective from the individual to the social in phases three and four, that  cushion of charm disappears, leaving behind very little of meaning in their  respective canvasses. Designing clothing or buildings or vehicles for your  creatures, as you\u2019re asked to do in those phases, has little to no effect on  the game. Worse, your work product is barely even visible on screen.<\/p>\n<p>  It\u2019s the fifth and final phase of the game, set in space, that  reveals the core principle underlying <em>Spore<\/em>:  scale. In phase five, a few spins of the mouse wheel lets you zoom out from wild  spidersaurs bounding across a pink prairie to the entire, wide, luminous galaxy.  And your canvas becomes whole planets, which you can populate with favored species  or scribble on with rivers and mountains. So it\u2019s clear how phases three and  four went wrong: they failed to match the scope of player creativity to the scale  of the gameplay. When thinking about your Pterosnails\u2019 tribal life in phase  three, designing costumes seems much less relevant than articulating their  social structure (do Pterosnails form hives, flocks, or prides?) and establishing  symbioses with other species (does befriending the rhinoctopus give you a new  hunting partner, steed, or source of eggs?). And as important as architecture  may be, it seems a lot less central to civilization (phase four) than security,  prosperity and sustainability. (The game apparently agrees, given that  redesigning factories and homes has no effect on gameplay at all). Considering  that Wright made urban planning a fit subject for games, it seems he missed a  chance to lift the eyes of gamers to similar, perhaps even grander concerns.<\/p>\n<p><em>Spore<\/em> adopts the  general theme of biological evolution (the National Geographic Channel even made  a companion DVD for the collector\u2019s edition), but it\u2019s a \u201cGod game,\u201d and Intelligent  Design necessarily trumps Darwin.  In this, game developers and theists have common cause: agency is central to  why we play games, and more deeply to our intuitions about why we exist. Even  if God didn\u2019t literally create us in His own image, humanity must be the <em>telos<\/em> of evolution, just as <em>Spore <\/em>must be the culmination of video  game history. (Wright subtly makes this point in phase five, when you can tweak  other planets\u2019 creatures and thereby play <em>Spore<\/em>-within-<em>Spore<\/em>). Of course that sense of agency  is mostly illusory, generated when we hand ourselves over to the <em>auteur<\/em> more fully than we might for any  film. But even if Wright retains the role of demiurge, playing at an Olympian  godling has its own pleasures. If you like, you can fly around the galaxy swatting  lesser creatures for wanton sport. I had more Promethean ambitions, planting a  monolith amongst a primitive tribe of walking cucumbers that, <em>2001<\/em>-like, uplifted them to civilization  and then space travel. Presently, I watched in horror as my newly enlightened,  spacefaring pickles began conquering their neighbors. As I blotted out this  emerging menace to my virtual galaxy, I wondered what, here in our own  universe, humanity\u2019s Creator might make of us.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In Will Wright\u2019s Spore, your task is to take a primordial life-form and evolve it to stand upright, form tribes, and ultimately traverse space. If this sounds complicated and ambitious, it\u2019s because it is: Spore is a veritable five-course meal &hellip; <a href=\"https:\/\/archive.blogs.harvard.edu\/games\/2009\/01\/03\/spore\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":271,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[113393],"tags":[13248],"class_list":["post-100","post","type-post","status-publish","format-standard","hentry","category-archival","tag-review"],"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/100","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/users\/271"}],"replies":[{"embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/comments?post=100"}],"version-history":[{"count":1,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/100\/revisions"}],"predecessor-version":[{"id":376,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/posts\/100\/revisions\/376"}],"wp:attachment":[{"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/media?parent=100"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/categories?post=100"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/archive.blogs.harvard.edu\/games\/wp-json\/wp\/v2\/tags?post=100"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}