Confessions of an intelligent designer
I’ve spent the better portion of the week playing Spore. Strictly speaking, one doesn’t finish the game—once your species has developed as far as it can as a spacefaring civilization, you can keep on playing for as long as you like—but sometime on Wednesday night, I completed the “42” achievement for discovering the secret at the centre of the galaxy, which is the closest thing the game has to an ultimate goal. In the true spirit of Battlestar Galactica I have yet to find Earth, though I am assured that it exists, and that you can destroy it.
In case you couldn’t tell, Spore is rather fantastic. Will Wright couldn’t have been more correct when he said (to paraphrase) that there’s a great unexplored gulf between the massive multiplayer online game à la World of Warcraft and the joy of the classic single-player experience where you, you get to be the star of the show without any interference from the addicts, cheaters, and generally rude malcontents who dominate computer game culture on the Internet. So here you have a game of a scope that could only be satisfactorily populated by the freshness, diversity, and sheer staggering quantity of user-generated content in the shared online space—but the territory of the playground itself is yours and yours alone. It’s like Animal Crossing, but more so.
There are some design flaws, many of which are fertile ground for future bloodletting sessions at the hands of Electronic Arts (aka expansion packs), but I want to get the elementary what-works-what-doesn’t criticism out of the way quickly so I can talk about more stimulating topics like user-driven storytelling and everyone’s favourite weasel word(s), intelligent design.