Advantages, Disadvatages and Balance Yo there, Spore-fans. The creature editor in Spore is extremely flexible; you can add eyes, ears, arms, legs...anything. How do you think the game will deal with advanatages and disadvantages between creatures? For example: If you dream creature is the carebear from the GDC presentation, and you come up against a giant spider with fifty mouths, you're clearly not going to survive. What if your dream creature is completely weak? How are you supposed to enjoy the game if you HAVE to make your creature with 12 arms just to fight off anything which attacks you? My theory is that if a creature has an advantage in one area, it will have a weakness in another. So if you do have a fifty mouthed giant spider, it may not be able to run fast, and probably be caught and destroyed by five carebears. Another limit will have to be the number of creatures you can create. If you make one thousand carebears, you'll probably wipe out any species you come across. This leads into another problem (which I think is also discussed in a separate topic)...money. What is the currency going to be in Spore? There's going to have to be something which is going to stop you making one thousand carebears, whether it's running out of resources, or reaching a population cap. Which seems to me like Spore may be slipping into the RTS genre. OK, I've spoken enough. What advantages and disadvantages do you think will have to be controlled, and how? How will the game achieve a balance between flexibility and fairness? Sash P.S.: That may have been my longest post ever...and look at me, I'm still going! lol! Wahoo! Yay! OK, I'll stop... :blush:
Well as for advantages and disadvantages, sometimes the best victory is an escape. And as for currency, I don't think it's gonna work like that, think a little more like Black and White.
Undoubtedly you'll be using the resources around your creatures as the basis for a large portion of your economy. Why don't we create thousands of adults every time we have a war? Because it's not physically possible, and resources would hit record lows, even below today's. Currency might be one universal system, but it could very well evolve like everything else. Know how we used to use a gold standard for all of our money? Well now that little piece of paper in your hand is just that. Paper. There's nothing behind it, you can't cash it in for any sort of metal, it's just paper with green ink. So to be more specific, the currency in the game is likely to be based on the resources you have at your disposal. The system for importing other peoples creatures into your own game is supposed to recognized the strengths and weaknesses of your creature, and not get anything too difficult. I supposed in the early stages of the game you might just have to run away from larger creatures, but as it gets later any creature can pick up a weapon. The whole thing is based around evolution and custom content. Who know's how versatile it may be.
You make very good points there. It seems resources will play an enormous part in this game, which means that Spore may be a cross between an RTS and a Simulation game. So the limit on the number of creatures will probably be by resources.The way in which creatures are created when you have a colony is still unknown. If it's an RTS way (clicking a building and waiting for the creature to be built) then resources will probably be used. If it's a proper Simulation (as this game is meant to Simulate life as accurately as possible), then creatures will be created by parent creatures mating. This will probably use ENERGY, as Mr.Heat said. Maybe energy is the currency which is used. If your creature has no energy, it can't reproduce. Simple. I like what you said about currency being made out of the resources available. If the game manages to do this, I can confidently say it's one of the most clever game engines out there. Imagine a coin made out of a pumpkin... The final point was about the online database. Sure, the computer will download what it thinks is good, but what if that civilisation decides it doesn't like how it is, and changes? Sash
I agree with Sash. There is a huge need for resource limits though. OverlordBill's example is especially true. Imagine a troop of 10000 people against a 50-mouthed spider. The game will be too easy that way.
lol, I'm sure there'll be cheats or trainers which will let you do this. lol. But for a fair game, there's gonna have to be a limit. Another advantage the game will have to control are the attacks a creature can have. For example, if a flying creature (assuming that we can have them) attacks a land creature, it'll be able to fly out of the way of any of the land creature's attacks. This reminds me of an RTS a while back called Impossible Creatures, where you would make an army of creatures by combining creatures together (i.e.: half whale, half horse). In this game, creatures who flew had advantages over land creatures. It also had disadvatages. Maybe this is how Spore will control advantages; a strength in one area and a weakness in another. Sash
Most of the stuff we have so far is speculation, but from what was presented at the GDC, we can sort of work out what we will be able to do.
I think creatures can't born just like real timed wargames. Humans must too first have a partner, and then a kid will born. And in that game, babies don't grow in second.
Moon Umbbe has a point. Maybe we HAVE to make new creatures by getting two other creatures to mate. That way, this would stop us making thousands of creatures.
Everything you said is pretty much true, but maybe little creatures will live longer the the bigger ones, since they would need less food. (if it will be like that) I am sure helpless creatures can create tools and have like a big group of them attack a larger creature. No need to worry I am sure Will Wright has something for the little ones.
I still think that an extremely large creature could be king. Let them run, once they hit a dead end they're mine for the eating!