Spore: Design, Usability and Sharing
Like many other gamers, I’ve been following the development of Will Wright’s next epic, Spore, for several years. We’re finally starting to see some details appear online regarding the creature editor (which is being released mid-June). After reading hands-on impressions, I’m even more excited to get my hands on the editor and moreso the game in September
There’s virtually no learning curve to the creator. It’s stupendously intuitive. Without even a shred of guidance, we were instantly resizing a colorful floating blob to form the body of our creature.
Ah, the elegance of good design and usability. This reminds me of when I first bought my iPhone: NO instructions or manuals to be found. You simply plug it into your computer, it syncs with iTunes, and you’re off and running.
Our decision to go with mandibles instead of hands would mean Hombre X would be able to eat food at ground-level with his pincer mouth, but not reach higher fruit and the like since he had no hands in which to hold it. Jones was quick to point out, however, that it was hard to make a creature that just “didn’t work” – every little design decision would simply affect how the game played.
This is a fantastic design decision and it will be interesting to see if, in fact, every creature design will allow for a good gaming experience. Other games have occasionally gone overboard and offered a plethora of character customization options only to leave the player stuck somewhere 1/2 way through the game. I’m also curious how this design decision will impact replayability. Will a totally new creature change the gameplay enough to keep people interested in playing a second, third, or fourth time through?
Each piece could be moved with surprising ease, as the creator smartly “knew” not to make it clip through the others, and provided us with easy-to-understand iconography for functions such as resizing, twisting, and generally tweaking them to our heart’s content.
This sounds like a very usable piece of software right out of the box. I always wished that productivity applications like Dreamweaver and PhotoShop were ’smarter’ in a sense, helping me complete certain syntax or knowing to put a certain tag in a certain place based on what I’m trying to do. Too many times has Dreamweaver butchered my formatting and forced me to go into code view to locate and fix a problem.
Secondly, we were able to connect to the Sporepedia and browse all of the beasties created by Maxis employees in an interface akin to iPhoto, meta tags and all. If we saw one with a look we liked, we could select it and watch it be automagically applied to our creation.
Sporepedia appears to be all about sharing. Your critters, your buildings, your vehicles, your planets, your solar systems. Supposedly the Sporepedia will also have some type of integration with flickr, youtube, myspace and facebook (instant uploads, screen caps, etc). A few questions to ponder:
- will people playing on various systems share creatures across platforms?
- will users be able to access the sporepedia via a browser, or are we stuck with a custom app?
- will the Sporepedia have some sort of mobile UI for access via cell phones and other handheld devices? (Spore has been demo’d on an iPhone, but no official mobile plans have been revealed yet).