I finally understand why Spore has been delayed for so long. Originally expected for a 2007 release, the simulated evolution game from Electronic Arts (ERTS) studio Maxis was suddenly withheld, much to EA’s chagrin. Maxis head Will Wright explained the delay, saying that the company wanted to make the follow-up to its wildly successful Sims franchise more accessible.
That turns out to be an understatement, as I found out yesterday at an advance press peek hosted at Maxis’ Emeryville, Calif. office. During the hold-up, Wright and his team (led by Executive Producer Lucy Bradshaw) re-tooled Spore into a Web 2.0 phenomenon designed to extend far beyond the actual game. A perfect example is the thumbnail pic above, from a YouTube video of the Spore monster I made with Maxis’ Spore Creature Creator, which is being released on June 17. (The full game won’t hit shelves until September.) The YouTube video creation and upload process is seamlessly embedded in the Creator software. As Bradshaw explained, the fan community’s ability to create and share Spore content is just as important as the game itself.
But that’s just the start.
By releasing the Creature Creator months before the game, Maxis is encouraging its fan base to develop a vast international ecology of user-created content. (It’s launching simultaneously on both Mac and PC, and the community sites will be available in 22 languages.) That includes a “MySpore” page for each player, which as the cheeky name suggests, is part of a social network for Spore creatures, and has similar functionality to MySpace and Facebook — your Spore Creature can friend other Creatures and share content across the system. (If the game becomes successful, it’s easy to imagine kids abandoning their real-world social networks for MySpore.) There’s an embeddable Spore web widget, and even an RSS feed, so you can track comments made on your MySpore page.
At the beginning of Spore’s development cycle, Bradshaw (pictured above) told me, “Sharing was intended to be under the hood” of the larger game. Instead, Maxis has made it the key feature — a testament to Web 2.0’s influence and a response to the what its passionate fan base has done with previous games. (The Sims games have a vast network of fansites featuring screenshots and machinima.)
Perhaps most ambitious, the content-sharing aspects of the Creature Creator can actually be integrated into Spore gameplay. While Maxis has made its own beastiary for the solo game, players can import their friends’ user-created creatures into it too, via a “Sporepedia” buddy list. The game tracks creatures’ meta data, and deposits them where appropriate in the game’s evolutionary timeline. You can even set preferences for the kind of creatures you prefer in your game, and Spore will search the player-made database for appropriate species and send them to your computer. (Sort of a TiVo for monsters.) Bradshaw told me Maxis is hoping to publish aggregated creature data on its site, showing which species are most popular and successful. It’ll be fun to see what creatures thrive in a kind of crowd-sourced simulation of Darwinian selection.
But will Spore appeal to a wide audience? The Sims succeeded so much because it was embraced by girls and women, who tended to enjoy its anarchic, virtual dollhouse quality — 60 percent of its player base is female. With its emphasis on spoogy, fanged creatures, by contrast, Spore seems more immediately appealing to boys. Bradshaw told me the game has tested well with girls, and anecdotally, even got her mom to enjoy it. Even more anecdotally, I challenged a nearby publicist named Katie (pictured left) to try her hand at the Creature Creator, and while hardly a hardcore gamer, she managed to whip up a scarily toothy snake-like beast as inventive as anything the dudes with the game press were making at nearby demo PCs.
“Making things,” as Bradshaw put it, “turns everyone on.”

Last summer we wondered where the games for the iPhone were. Now we know they’re coming, in a big way.
Apple last week showed off the details of its SDK, with VP Scott Forstall promoting it as “a great platform to develop games on.” Just as crucial, publishing giant Electronic Arts said they’d be porting Will Wright’s greatly anticipated Spore and other franchises to the iPhone.
The editor of leading game industry site Next Generation is duly excited by the iPhone’s potential as a game platform, touting its large install base, online distribution network, and intuitive touch-screen interface. All true, but I wouldn’t crown the iPhone king of the phone game platform quite yet. The Google-backed Android, for example, is open source, and the search giant is sponsoring a $10 million developer challenge for Android applications, including games.
Other third-party developers are considering even more exotic applications of Apple’s SDK: A company called BOXFab is cooking up plans to release “a Virtual Reality display device which uses the iPhone as the viewing plate so that it becomes a wearable virtual headset simply by clipping on a special attachment.” Very interesting, if they can pull it off — and convince consumers to clip a phone to their face.
Image credit: BOXfab.com.

So here’s the two big lessons on today’s news (read here and here) that Electronic Arts (ERTS) is posting a quarterly loss, forecasting a net loss for the 2008 fiscal year, and worst of all for gamers, delaying the much-anticipated Will Wright game Spore, previously scheduled for release this year, to April 2008 or beyond:
Publishers who underestimate the Wii’s broad appeal are bound to suffer.
Publisher who tie their fortunes to the production schedule of a genius are in for a lot of pain.
EA has relied far too much on endless spinoffs of their sports/racing titles (Madden, FIFA, Need for Speed, etc.) that mostly appeal to young men, the domain of the Playstation and Xbox. This almost certainly pushed EA to misjudge the far wider attractiveness of the Wii, and fail to deliver a large library of games for the Nintendo console’s demographically diverse audience. As Janco analyst Mike Hickey put it to Bloomberg: “The hot console was the Wii, and they weren’t in alignment in producing software,” for the system.
At the same time, Electronic Arts has long given the star treatment to Wright. On one level, that’s totally understandable: he’s one of the few undisputed auteurs of game design, and his Sims series remains the most popular PC game franchise ever. But he’s acclaimed in great part for his perfectionism and vision, and those two qualities don’t usually translate to delivering products on time and on budget. So it was strange that EA had pinned so much of their company’s bottom line on Spore– something I noted last year. (Stranger still that this isn’t the first time EA has done this, tolerating long delays and cost overruns for Peter Molyneux’s Black & White.) As with reputed film directors, game designers with star power (or “game gods”, as the fanboy press dubs them) are traditionally allowed to miss deadlines and go way over-budget, which seems to be the case here; as with the movie industry, this usually translates to corporate pain. In this particular scenario, it means taking Spore out of their financial projections into March ‘08, and suffering a stock dip of 3%. Unfortunate for EA shareholders– and all us Wright fans.
Spore screenshot courtesy Spore.com.