Spore

Spore is a multiplatform “God game” under development by Maxis and designed by Will Wright that allows a player to control the evolution of a species from its existence as a multicellular to a spacefaring sapient creature. The game has drawn wide attention for its promise to simulate this development of a species through open-ended gameplay using procedural generation.

The game draws on the theory of natural selection. It seeks to replicate algorithmically the conditions by which evolution works, and render the process as a game. Conceptually, Spore is radical: at a time when most game makers are offering ever more dazzling graphics and scenarios and stories, Wright and his backer, , are betting that players want to create the environments and stories themselves—that what players really like about games is exploring what Wright calls “possibility space.”

http://video.google.com/videoplay?docid=-8867943393224455359 

About Will Wright:
A technical virtuoso with boundless imagination, Will Wright has created a style of computer gaming unlike any that came before, emphasizing learning more than losing, invention more than . With his hit game SimCity, he spurred players to make predictions, take risks, and sometimes fail miserably, as they built their own virtual urban worlds. With his follow-up hit, The Sims, he encouraged the same toward building a household, all the while preserving the addictive fun of ordinary games.

Wright’s genius is for presenting vital abstract principles — like evolution, differences of scale, and environmental dynamics — through a highly personalized, humorous kind of play. Users invest themselves passionately in characters they create (with Wright’s mind-boggling CG tools), and then watch them encounter fundamentals of life and nature.

If it all sounds suspiciously educational, well, it just might be … Wright has created not just an irresistible form of entertainment, but an ingenious, original pedagogy.

About John Seabrook:
John Seabrook has been a staff writer at The New Yorker since 1993. He is the author of Deeper: My Two-Year Odyssey in Cyberspace and Nobrow: The Culture of Marketing the Marketing of Culture. His work has also appeared in Harper’s, The Nation, Vanity Fair, Vogue, Travel + Leisure, and The Village Voice. He has taught narrative nonfiction writing at Princeton University and lives in New York City.

Tags: , , , , , , , , , , , , , , , , , , , , , , , , ,
Business

If you enjoyed this post, please consider to leave a comment or subscribe to the feed and get future articles delivered to your feed reader.