“Non-gamers often ask when videogames are finally going to get their ‘Citizen Kane.’ But when Spore ships sometime next year, this infant medium might receive its Torah, its ‘Origin of Species’ and its ‘2001: A Space Odyssey’ all rolled into one.” - Newsweek, 2005
Will Wright has been making genre-defining games like SimCity for twenty years, and his last franchise, the Sims, has brought in $1 billion dollars for EA. Given he’s been working on Spore for the last six years, and it was originally titled Sim Everything, there is a lot of reason to be interested in his latest creation, set for release on September 7th.
Spore is interesting as a creative achievement, and as a contribution to culture, especially considering the video game industry is now bigger than the music or movie industries. But it’s also interesting for anyone involved in creating applications and services for the internet, as Will has both borrowed from the web and is giving a few innovations back.
Here’s a few interesting examples:
It’s all about user generated content and customer co-design
One of the key features of Spore is “pollinated content”. Everything you create in Spore gets uploaded automatically to a central database, given a rating based on how many people have downloaded it, and then distributed out to populate other players games. And your own Spore universe will be filled with the creations of your fellow players.
Or in marketing-speak, Spore is introducing into it’s online world an asynchronous approach to user generated content syndication.
It brings Web 2.0 language and behaviour into a new sphere
“What you want to do is find some metaphor for the players to wrap their minds around it right off the bat. That’s where looking at things like social networking sites became a really good model, a communication tool for us to make it really clear to a player what a Sporecast was, or what a buddy list was, or what tagging of content was. These are terms that a lot of our players will already understand in different kind of arenas. It’s just hasn’t really been applied to games before.” Will Wright
Maxis has based a large amount of Spore’s social and collaborative functionality on common web 2.0 features and semantics. Here’s a few examples:
- Tagging: Players can add tags to the creatures and objects they create, as well as those of others, to enable sortability through the massive volume of user content that will be created. Will Wright has credited Flickr as the major source of inspiration for this approach.
- RSS subscriptions: By subscribing to “sporecasts”, players can track the latest creations of their favourite Spore players.
- Buddy lists: You can make a buddy list, and the game will attempt to seed your friends’ content at a higher frequency in your game.
- Commenting and feedback: As Will Wright explains, “When I get a card for a piece of content—whether it be mine or somebody else’s—at any time I can open that card and leave a comment on the card, and the person who made that content will get the comment. It’s like a guest book for every card. So the idea is that there’s going to be a running community discussion group based around the content where every piece of content is its own thread discussion.”
- Shareability: Content from Spore can be outputted as embeddable HTML, allowing easy integration into blogs and social networks like Facebook. With a button click you can create an animated GIF of your creature, and demonstration videos of your creations can be uploaded and integrated directly in YouTube (more on this below).
What’s interesting about this is that both the language and behaviour of social networks are starting to filter into other areas of culture. With high-profile examples like Facebook, Nike+, and Spore seamlessly blending metaphors of gaming and connection across sport, community and entertainment, it’s interesting to think about where else the concepts apply, and where else users will soon expect and demand them.
Designing for and encouraging shareability
Machinima movie-making has been growing and evolving for years, with critical praise and commercial success for Halo-based Red vs Blue, and features on MTV.
Will Wright’s games have been no exception, and one of the popular forms of emergent gameplay of the The Sims was the scripting and re-enactment of complex storylines via the game. Recognizing and wanting to encourage this, Sims 2 included built-in recording capabilities. Red vs Blue creators Rooster Teeth Productions took up the challenge and used the Sims 2 engine and recording capabilities to produce the comedy series Strangerhood.
Spore takes things even further, attempting to bring game-based video to a much wider audience. Through a deal with Google, Spore players can upload a video from the game directly to the Spore YouTube channel.
The functionality is similar to the direct-to-YouTube functionality announced in May for Playstation 3. But not content with just making this sharing easier, Maxis and EA are actively encouraging content sharing by holding contests such as the current Creature Creator Dance Off, and also by awarding players who submit the best videos with special badges for their efforts.
The video export even allows the ability to generate a “green screen” background, specifically to allow people to be able to easily composite in other footage.
Pre-seeding and buzz via Spore Creature Creator
Many a campaign manager has learned about the importance of pre-seeding your campaign or community to ensure it appears vibrant and active before launch. Generally speaking, people want to do things that other people are doing, and that appear alive and popular. Launching a ghost-town of a community space can be an invitation for failure. Pre-seeding with a select beta group helps get around that hurdle.
Spore was never going to be a ghost-town, but the release of Spore Creature Creator months before the actual game release is a stroke of marketing genius.
For one, it’s a fun way to generate buzz and get people introduced to the game ahead of the launch. The Sporelebrity charity contest featuring creatures by luminaries like Stan Lee and Richard Branson is a nice touch.
Second, it ensures a whole universe full of user-generated content come launch time.
Third, they are actually making money off of it — the full version of Creature Creator costs $10. And what are the chances that everyone who spends the time and money creating creatures isn’t going to want to buy the full game to see their creatures in action?
The strategy appears to be working. In the first month of release of Creature Creator, 1.6 million creatures have already been created.
Attention data
Many of the hottest web companies, from Netflix to Amazon to Last.fm, have been built around the principle of using your attention data to automatically serve you with content you would find interesting.
Maxis has brought that same principle to Spore, and Will smartly looked to model Spore’s behaviour after pioneer Amazon.com:
We actually first started looking at things like collaborative filtering on sites like Amazon, in terms of “How can we organize this content, and sort it, and find content that would be relevant or interesting to you?” At the simplest level, when a piece of content comes in we actually do a feature analysis of the content. For instance, if I took a City Hall from my city, it can look at other content that thematically matches that City Hall, and suggest that to me. “Oh, maybe you’d like to buy these buildings because they kind of match the City Hall We’ve seen other players connect these buildings to that style of City Hall.” Will Wright
From that deep level of granularity, the game scales up it’s response to your behaviour, by matching game content automatically to your style of play.
Learning from your audience
“Every game is a learning experience you build upon. At some point you could have build something that seems to be in the right area then you give it to the players, they do something really remarkable with it, and it opens new vistas that you want to explore the next time around. It’s almost this back and forth ping pong where we jump in this new space, explore it as thoroughly as we can, then we can use players, and the players transform it, and decorate it into something remarkable, which clearly shows us the next door to go through.” Will Wright
In traditional broadcast advertising, marketers pay a huge amount to produce a TV commercial, and then a figure many times that to distribute it. You only get one chance to get it right, and you generally didn’t get much in the way of direct feedback.
One of the most important concepts in engagement marketing is the idea that what you produce will be received and responded to by people. They may not like things about it. They may do things you didn’t expect with it. But whatever they say and however they react, it’s hugely valuable, as it provides insights into how you can continue to develop, enhance and evolve both your strategy and tactics.
Agencies and marketers are used to having to believe at all costs that they got it right the first time, as there is a huge amount riding on it. With ongoing engagement programmes, both parties need to plan and budget for the truth that even the best in any industry rarely get it 100% right the first time, and take advantage of the luxury that the internet as a medium provides to keep tweaking and responding in real time. It’s the “always in beta” philosophy brought to marketing.
The details matter
So you’ve built a game experience that is effectively infinitely unique. Why stop with the characters and settings, when you can do the same for the music?
I never really heard any decent procedurally generated music. At some point in the project, though–probably right around then–we hooked up with Brian Eno who ended up working with us on the procedural score. So actually we ended up with over probably–about half of our music is now procedurally generated within the game based upon things you make.
We found it was so fun, we’ve actually built this little kind of harness where Brian and our sound engineer could play around with the underlying levers on the procedural engine. This is one of those things that became so fun to play with, we decided we had to surface it the player.
So in the game right now, when you’re designing a city, one of the things that we allow you to do is open this little device and compose your own theme song for your city and it’s actually using the procedural generator. So I can hit the “roll the dice button,” and it generates a new procedural melody with rhythm, or I can actually grab the notes, and if I want to even put in my own tune on the notes. We’ve basically turned the procedural music generation into its own little toy and embedded that within the game as well.
Again, you need to factor in both time and budget, but attention to details like this are what makes an experience truly compelling, memorable and remarkable.
Summary
Like SimCity and The Sims before it, Spore is set to produce an asteroid-sized impact in the gaming world. And these days the gaming world includes most of us, including women, who make up 55% of the players of The Sims.
With so much of the experience drawn from social networking and the web 2.0 world, and so much of the content designed to be streamed back in to the web, it goes without saying that Spore will be an important influence in our industry as well. There will be benchmarks set, lessons learned, and behaviours changed. And like the emergence of machinima storytelling from games before it, it will be interesting to watch the other ways Spore changes and contributes to our culture.
References
Wikipedia entry for Spore
Will Wright’s exemplar user-generated Spore creatures - Joystiq
The Evolution of Maxis’ Spore - Gamasutra
Game Master - The New Yorker
Why Spore Is Taking So Long, And Why It Will Be Worth the Wait - Newsweek



































