<rant mode ON>
I hate to put it this way, but Spore is the most completely over-hyped thing since, oh... Daikatana.
The thing about Spore is that I see it more as Will Wright's philosophical statement about the state of the art, more than as a serious game in its own right. However, I think that Mr. Wright is essentially sidestepping a large number of issues with the design.
Ok, you can evolve from an amoeba to a spacecraft-flying race of infinite variety. Okie doke. That's impressive programming. But there are a huge number of problems that result, which I suspect that Wright will also artfully fail to address, by remaining cute enough that nobody calls him on it, aside from grumpy curmudgeons like myself:
1. A game, by definition, has victory conditions. There really aren't any in Spore- you merely pass through stages of vaguely interesting mini-games with no real resolution. Evolution isn't victory.
Even most relatively open-ended games (Escape Velocity being a classic in the genre) have a theoretical goal that could establish an "end"- you can conquer the known universe. So far as I know, nobody has actually *done* that, but meh, it's at least theoretically possible. In Spore, it just appears that you go from level to level to level, and eventually progress to the point where your POV is entirely global and abstract- Will's going from the incredibly finite to the nearly infinite. Again, that's clever... but what's the point?
I mean, why not just make SimUniverse... oh, wait,
that's this guy's goal... and he always makes me happy because whenever I think I'm too egotistical to survive, I use him to put myself in context
When I think of game designers of Will's generation, and compare them... well, you've got Sid Meier, who is famous for creating games with fluid gameplay, accessible detail, and multiple winning conditions, Hironobu Sakaguchi, who really defined level-grinding as a pleasurable pastime, Timothy Cain, who gave us Fallout's "any path to victory is acceptable, but there is only one true victory", and good ol' John "Daikatana" Romero, who before he succumbed to his own hubris, gave us Quake (yeah, Carmack made the engine, but Romero made the game), with its tight focus on area interaction and AI.
I guess the thing is, that when I think of what a
game is, I see it in terms like these, not just a random collection of vague thinglets that vaguely thinglet about
2. Spore is about fighting against the costs and complexity of content creation, according to Wright.
I've read many, many rants about this topic, and quite honestly I totally agree with most of them. It's getting too darn hard to make a good video game. To make anything bigger than a smallish demo, you need to have a medium-sized team, willing to work for months towards a goal, plus at least one or two very decent designer/coders to bring it all together. I know how hard that is in freeware projects, and I'd imagine it's at least as hard to pull of in for-profit gigs. Sure, you get more work out've people who're being paid, but directing the herd of cats is still probably the biggest issue.
However, the way I see it... we're just about to hit the wall on how much further graphics can go before it's mainly a matter of artistic choice and technical skill, rather than a necessary selling point.
Seriously, people- in another 10 years or so, we're going to have games that are darn-near photoreal, even if they're still using tricks to hide how much is not actually being simulated... and in between then and now... well, we've all seen shots of Krisis, right?
How much further do we have to go, before it's pretty darn unimportant detail, and gamers, even not-so-jaded ones like me, start saying, "hey, the graphics really aren't that important". That's not the case right now- the dividing line between something that looks crude and unprofessional and something that's first-rate are still pretty clear, and first-rate is defined mainly by professionally-developed titles that can spend huge sums getting artists in China to produce 1000 different trees or whatever... but with the huge and ever-expanding toolsets for making art affordably getting ever better (trust me, guys, Wings may not be Rhino or Maya or 3DS, but it beats the hell out've Infini-D, which is what I started with) I suspect that el cheapo projects will eventually catch up.
For me, Freelancer was one of the big points, and I think that when we look back someday, it and games of its era will be seen as the watershed moment, when graphics started towards a null point where it just didn't matter very much any more. Not Oblivion. Freelancer. Which, with some modding and gentle love, can still look fairly good. Oh, it's not X3, in terms of sheer detail. But it doesn't look like crap, either. It's kind've like the era where we (very briefly) went from 8-bit tileset games (Diablo I, Fallout) to 16-bit tileset games (Diablo II). Sure, 16-bit tileset games could be more beautiful, but meh... it wasn't
that massive of an improvement. Oblivion impressed me more by the sheer about of human labor expended than it did by any massive jump forward in beauty- Doom 3 looks almost as good, if you turn it all the way up, it just doesn't have the million man-hours invested in the artwork.
I mean, there's just so far you can push things, before it's kind've pointless excess- you will never see a Freelancer-style game where the interiors and bulkheads and mechanical sections are all created, down to the last bit of Ion Hyperdrive, Mk. 3, because well... for the time-cost of having somebody create that, we could just build 5 more really cool-looking spacecraft hulls, and have our procedural FX coder and physics wizard hide the fact that our ships don't completely accurately disintegrate.
There's an upper limit, frankly. It's just about been reached, for RTS games, imo- with stuff like the latest Medieval Total War and Warhammer games out, we're seeing armies of somewhat-individual looking dudes with LODs and nice use of displacement maps... if it gets much more detailed, it's almost entirely a waste of people's processing power, and could be better-spent on real innovation, like making each member of a unit a truely independent agent, etc., etc.
The only real limiting factor keeping us away from Nerdvana, where we're back to practical garage-team games and guys like me can actually build nice projects without having to recruit and herd cats for months or years... is that the toolsets are missing.
Even that situation is improving somewhat- we have stuff like OGRE and other engines for physics, sound, netcode, etc., making things a lot more practical. I'd love to have enough coders (and free time) to kibbitz, cajole and generally beg my way towards having multiple game engines that are as powerful and flexible as Spring, but for different genres of game. Unfortunately, I can't do that, and that's just tough cookies. Maybe I should apply for a grant, or build a game that was actually (gasp) profitable (meh, Silent Dark was "profitable", but barely) so that I can afford to take a year or two herding even more cats...
</rant mode>