|The spore metaphor|
|Written by Anne Collier|
|September 12, 2008|
A perfect illustration of the mix of positives and negatives - mostly positives - that is the user-driven Web: the debut of Spore. There's a whole lot to Spore - entertainment, education, strategy, creativity, savagery.... And everything's represented in its media story: a gamemaker's (Will Wright's) world-class creativity; old-style mass-media marketing; social Web viral marketing; and users' creative ways of playing with marketing features - creativity that producer Electronic Arts had in mind and creativity it definitely did not have in mind.
In Spore you start as a microbe but you also play God and create whole worlds. Part of its genius is creator Will Wright's collaboration with evolutionary biologists and other scientists in developing the game (don't miss this fascinating New York Times piece about that science/entertainment cross-pollination, including the video on that page). In Spore, Scientific American reports, "gamers must make crucial decisions that affect the entire world in which they operate, and must then deal with the consequences of their actions. Whereas the Sims series [designed by Wright too] focuses on what happens in societies created by gamers, Spore also gives control over the evolution of an entire universe."
Meanwhile, "there were over 400,000 creatures on SPOREpedia," the creature showcase, Kristin reports, "coming in at a rate of 1,000 per minute."
MSNBC's Kristin had fun creating three creatures herself, "my favorite being Jinx, named after my cat. It’s blue and spotted, with wings (my creature, not my cat). It has 'palmwalker' feet, a fierce bark and horns to ward off enemies. I enjoyed making it do the hippety hop." A tech educator friend of mine is already using the Creature Creator in his classroom. He reported on Twitter this week that he just installed it "on my 26 lab PCs. Can't wait to see what the kids do with this thing!"