
Spore, developed by Maxis and published by Electronic Arts
A couple of weeks ago, we wrote a piece for the "Global
Literacy 2008" special edition of Newsweek magazine. In it, we argued
that the Internet is the new sweatshop, by looking at properties
ranging from YouTube to Spore that are being built on top of
use-generated content. Since we could only use brief snippets of these email
interviews in the print edition of Newsweek, we thought you might
appreciate reading the game-related Q&As in their entirety. First
up is Will Wright, discussing his forthcoming game Spore.
Why was user-generated content so important for Spore?
We’ve
seen over and over again that when players are creating the content for
the games they play the empathy and emotional connection with the game
is much higher. Film does this by getting using actors to emotionally
connect us to the experience, games have other avenues available. You
never really hear game players telling each other about the cool
cut-scene they saw in the games they are playing but they’re always
talking about the cool unique things they discovered to do on their
own. By focusing on giving the players narrative freedom the game
becomes more immersive and they show a much higher degree of ownership
and authorship over the experience.
For Spore we wanted to give
the players high diversity as well as a huge universe to explore. The
only way we could possibly achieve this was to in essence "outsource"
the majority of our content production to the players.
Based
on your experiences with The Sims, what are some of the factors that
motivate people to create content and share it freely with others?
Creating
the content is just the first step in getting players to own the
narrative of the experience. The really important stories in games
aren’t the ones that are crafted by the game designers but by rather
the unique experiences that players create as they play. When players
create content or narrative, the entire activity switches over at some
point from simple entertainment into a more complex form of
self-expression.
We gave the Sims players the ability to make and
share stories and movies from within the game. At first these stories
were predictable super-hero fantasies and such, but over time they
evolved into deeply introspective and meaningful dramas. One very
memorable one for me was a woman using the Sims to describe how her
sister was trapped in an abusive relationship but eventually managed to
get out of it. It was clear that she was using the game as not only a
form of psychological processing but also as tool to try and help
others in similar situations.
How long did it take Spore to hit the 500,000 creatures created milestone? How much faster was this than you anticipated?
Based
on the closest data we had (The Sims 2, which released a character
creator tool a few months before release) I was hoping we would hit
100,000 creatures by the time we shipped the game in September. Instead
we hit 500,000 on Thursday evening, two days after the creature creator
was officially released. Our largest Sims fan site (The Sims Resource)
had a big celebration when they hit 100,000 user created objects a few
years after The Sims was first released. We hit that number in Spore in
about 2 days.
What's your best estimate of how long it would
have taken a typically-sized team of artists at Maxis to create 500,000
creatures?
Well our team of about 100 had created about
15,000 assets in our database in the last 6 months of development. But
that was using our next-gen Spore editors as well. Using traditional
tools like most game developers (Maya, 3d Max) it would typically take
a professional artist a couple of days to make a Spore-like creature. A
large art team might have as many as 50 artists working on a project so
to create 500K creatures that team would have taken about 55 years.
What did you learn from other user-generated sites like YouTube that was relevant to Spore?
One
of the fun things about YouTube is just browsing it with no particular
target in mind. It’s like free associating inside of a million people’s
dreams. In the later stages of development we started putting much more
emphasis on features to browse and subscribe to content from the
Sporepedia. We’re finding that once you have collected a lot of
creative content other activities become entertaining as well.
Grouping, tagging, rating and browsing can all become fun “meta-games”
on their own if the tools are geared for it.
Are there any
other advantages to building Spore around user-generated content
besides the sheer volume of content that players will create? Do you
have any plans for this content outside of the core game?
We
have a lot of plans for using this content in other ways outside of the
main Spore game. Now that we are getting a better sense of how vast
that content will be (the creature editor is just one of many in the
game) we’re looking at scaling up our ambitions in that regard.
How important are tools and taxonomy to successful user-generated content?
I
think for Spore the important part was to regard the editors as fun
toys that someone would want to play with rather than tools that you
need to go through a training process with. It’s basically taking the
fundamental principles of game design into the tool space (so that
learning how to use them is the fun part, and that even failure should
feel entertaining).
Next: Wedbush Morgan analyst Michael Pachter discusses the business and legal implications of user-generated content.