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Added by Brad Shoemaker on Jan. 22, 2009

You can craft entire planets and cover them with cities for your adventures to take place in.
You can craft entire planets and cover them with cities for your adventures to take place in.
Despite some ups and downs from one evolutionary phase to the next, I had a lot of fun playing through Spore--but I never really felt the urge to play through it more than once. The enormous range of creations players have uploaded to the Sporepedia database--now at a ludicrous 65 million and counting--is a testament to the depth and accessibility of the game's editing tools. But putting together weird creatures never struck me as a satisfying end in itself, and moreover, Spore is the same every time you go through it, no matter how crazy the life forms you meet. So what's the point of these millions of creations if they don't truly add anything new to the way you play?

Maxis intends to answer that question soon with Galactic Adventures, the first expansion for Spore that will give purpose to all those creatures, vehicles, and buildings people have crafted. During a developer-driven demo of the add-on, Galactic Adventures struck me as a mash-up of existing concepts, with a quest-based structure similar to the one in World of Warcraft, and the sort of crowd-driven creative engine that powers games like LittleBigPlanet.

Of course, Spore already had a mass-creativity thing going on with its creature editor, but the new editing tools in Galactic Adventures will let you create new quests, or "adventures," that you can actually play. You can then upload your adventures to the Sporepedia for others to play, too. It's more than a little reminiscent of LBP's library of user-made levels that you can download and play, but Galactic Adventures' quest editor looks deep enough to let you create a surprisingly broad range of missions with different sorts of objectives.

Maxis is actually including a full planet editor in the expansion that exposes all the features the team used to create the original game's worlds. So before you start making an adventure, you can create an entire planet where it will take place. Via sliders and menus, you can set climate type (a lava world, for instance, or a forest-covered one), raise and lower the ocean level, deform the terrain, and lay down infrastructure like roads.

When you get down to making an adventure, it can be broken up in up to five acts, and the goals you set can be related to fighting other creatures, socializing with them, collecting objects, exploring territories, and so on. And as you'd expect, you can pull literally any of those millions of creations in the Sporepedia into your adventure. This is where the database's Web 2.0-style tagging system will really come in handy. If you need a castle for the adventure you're making, for instance, you can search for "castle" and filter down to all the creations tagged with that specific word.

What happens in this alien kingdom? That's for you to decide.
What happens in this alien kingdom? That's for you to decide.
Once you've got life forms and such in there, you can then tweak and toggle pretty much every conceivable variable on a per-unit basis. That includes allegiance to other creatures, aggressive/neutral/passive behavior, size, health, patrolling pattern, awareness radius (how far away the unit can see other units), and more. These variables actually take the creature's design into account, too. The initial awareness radius, for instance, is determined by the number and size of the creature's eyes.

It seems like it might be possible to construct a reasonably robust and involved narrative if you want to put the time in. You can set all those behavioral variables to change based on various triggers or at the beginning of a new act, and you can also give each creature its own set of dialogue that it will spout at predetermined points. There are other triggers and events based on things like proximity that you can set up. For instance, the game will ship with a ton of music and ambient sound effects that you can drop into your quest. You could drop a positional sound trigger for waves crashing and seagulls squawking near the shoreline, or have a particular song kick in as you enter a town you've constructed.

This is where the World of Warcraft comparison comes in. One of Maxis' designers created a quick sample quest where a creature asked you to go find and return its flask, and then the creature spoke some new lines when you completed that task. How many similar fetch quests do you remember doing in WOW? But you often didn't mind, because Blizzard's designers put a lot of narrative context and neat little scripted events into those quests that made them feel more alive. I see the same potential for that kind of thing here.

If you'd rather just play adventures where you kill stuff, Maxis has your back there, too. They've added a ton of new items that you can slap onto your existing creatures--or, again, any other creature in the Sporepedia--that add specific  combat- and movement-specific abilities. Jump jets and jet packs will let you hover and fly. A stealth helmet will let you cloak. A wrist-mounted energy blade similar to the one in Halo will give you a stronger melee attack, while the missile finger has, well, obvious applications.

All these items are subject to dynamic property tweaks in the creature editor, based on where you put them and how big you make them. If you make the energy blade huge, for instance, you'll get a giant, slow attack that does a ton of damage. If you make it smaller, it'll be quicker but do less damage. There's a new energy meter that governs your use of all the new technology, so that giant energy blade might drain the entire meter with one attack, while the smaller one wouldn't use as much, so you could be darting around with your jump jets at the same time.

If you just want to kill stuff, there are new high-tech gadgets for doing that, too.
If you just want to kill stuff, there are new high-tech gadgets for doing that, too.
If you're wondering how these quests actually play, it looks like the gameplay will be similar to what you saw in the original Spore's creature phase, with a third-person camera angle and buttons that map to the abilities you have, based on the equipment and gear your creature is using.

Maxis will ship Galactic Adventures with a bunch of pre-made adventures broken up into different categories like story, quest, puzzle, maze, collection, and so on. You'll earn points for all the missions you complete that will go onto a rating on your profile, and you can also earn gold, silver, and bronze medals for finishing a particular quest with the fastest times and scores. But you can also lose those medals when someone else comes along and beats your score.

You can quick-play your way through Maxis- and user-created adventures from Spore's main menu if you want, but adventures will also automatically populate the space phase of the main Spore game as well. Remember how weird creatures created by your friends showed up as you were playing through Spore? Their adventures will do the same thing. The way you'll access them is when you meet new species as you explore space. In the original game, all those races had work for you to do--and that work always consisted of one of a very few activities, like scanning the life forms on a given planet, or finding a particular artifact in a specific star system. Now, user-created adventures will take the place of many of those rote tasks. And if you're flying around the galaxy with ally ships, the occupants of those ships will also beam down with you to the planet's surface and help you out. These allies can have different abilities than yours, too, so you could focus your character on combat while your helper beefed up their healing skills, for instance.

It certainly looks like Maxis has come up with some smart ways in Galactic Adventures to let you use--and extend--the millions of creations populating the Sporepedia. I'm a tad wary, because--as with LittleBigPlanet--the quality of the experience will largely be subject to the creativity and hard work that members of the community are willing to put in. But if some of the amazing and surprising creations already in the database are any indication, there's still plenty of that creativity to go around.


Filed under : Spore

37 Comments

grainger
on Jan. 22, 2009

Sparky_Buzzsaw
on Jan. 22, 2009
This actually sounds like a solid expansion pack.  I was a little worried Maxis would churn these out by the handful, but this isn't too bad.  More variation on the early-to-mid game sequences would really lengthen the life of the game, but as it is, I use it primarily for the creature and building creators.

Yit
on Jan. 22, 2009
Too bad spore is perty lame to begin with. Meh.

Bellum
on Jan. 22, 2009
That's awesome. Maybe these expansion packs will actually bring some life into the Spore Galaxy.

Waffles13
on Jan. 22, 2009
Any word on pricing or release? Even a quarter?

igl
on Jan. 22, 2009
It's not a annoying bad game, it's just not much of a game. meh.

Rio
on Jan. 22, 2009
I think its all just a little too late for me.  Spore was a fair disappointment and I dont see myself going back to it.  It wasnt a bad game it just wasnt what I was looking forward too.

Branthog
on Jan. 22, 2009
Thanks, but no thanks. I couldn't force myself past the third or fourth hour of the game the first time around. Worst $50 I ever spent. I will never return to this well. Please move on to the next thing, Will Wright.

SuperMooseman
on Jan. 22, 2009
You know, I wasn't thinking about getting the expansion, but this has changed my view on it. The potential is there, let's hope it lives up to it.

Snail
on Jan. 22, 2009
I'm affraid I might have to buy this one.

ahoodedfigure
on Jan. 22, 2009
Sounds like a nice expansion, but I wonder how many people are still playing, given the complaints I've heard.

RagingLion
on Jan. 22, 2009
I'm still tootling around in Spore now and then but kind of lost my momentum for reaching the centre of the galaxy since there isn't so much variation in the space phase once you're set and I'm not completely sucked into the world.  This sounds like it could be just what I need.

Also, nice write-up Brad.  I read the Gamespot one earlier but got more content out of this and a better understanding of what the expansion will actually play like.

killdave
on Jan. 22, 2009
Such a let down this game was.

A BIGGER let down that I couldnt trade it in ^^^^^

Death_Burnout
on Jan. 22, 2009
Well im glad that it takes place in the space stage, otherwise i would of thought it was the dumbest expansion ever.

Personally this isn't what i was hoping for when they announced a space add-on. But who knows, i'll have to wait and see it in action first.

TomA
on Jan. 22, 2009
Awesome!I I ADORE Spore!!!

TheJadeAngel
on Jan. 22, 2009
I wasn't a big fan of the game myself but i did appreciate the innovative tools and evolution process .  The game itself is a great idea and maybe this expansion will give it what it lacked the first time which for my mind was a purpose other than mating to evolve .

Blazer74
on Jan. 22, 2009
I was pretty underwhelmed with Spore. Its concept was great and I think had the team been allowed to do it as it was originally presented it would have been. After playing I got thew impression that the marketing guys had a huge hand in how the game turned out. If you played Will Wirghts games befor ethey are never as bumbed down as this felt and I feel it was not the original intention  and that is one of the bigger problems with gaming today. It has become so much less of how can we make a great game that is fun but also challenging to well how can we make it sell the most copies possible. The answer of course is design it so the idiot mainstream can play it.

lilarchie232
on Jan. 22, 2009
I was weary about getting spore but this expansion sounds pretty bomb, so I think I'll get it now.

John1912
on Jan. 22, 2009
I dont care what they do to the game, they arent getting my money again.  Spore was a HUGE let down.  Im not paying for what I should have had the first time to keep the "game" from being utterly shallow.  Looks like this is the next Sims, non stop expansions to milk us all dry...

AndrewB
on Jan. 22, 2009
I for one love Spore, but I'm not entirely sold on this expansion just yet. First, I want to see just how entertaining these quests turn out to be. At least it sounds like it will allow you the gameplay from the creature stage (albeit with super powered technology) in the space stage; which sounds pretty awesome because there are times when I feel like going planetside as just one creature again, and the only way to do that now is to start a whole new game.

However, while these quests replace or at least support the more mundane stuff from the game sans-expansion, I can't help but feel concerned that I'll just be playing different, but equally mundane quests from that different perspective. The term "fetch quest" always makes me cringe, just about as much as "escort mission."


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