[QUOTE=Mosier]
I agree with the Spore hype comments, too. It sounds an awful lot like the same kind of marketting used for Fable, which turned out to be barely mediocre.
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I don’t think Lionhead was really at fault for Fable’s core design as much as they were at fault for failing to make Peter Molyneux shut the hell up: it was an adequate and relatively amusing action RPG, whose marketing was tainted by the fact that one of its developers got way, way too excited when talking to the press core.
When it comes to Spore, the two big selling points, at least for me, are the ability to (allegedly) edit or create the vast majority of game content and the fact that most of the game is procedurally generated and, as a result, largely nonlinear. I could see them screwing up the former by overstating the degree of customization possible, but the procedural universe seems to be such a fundamental (and easily engineerable) aspect of gameplay that I really can’t see how Maxis could overhype it.
That isn’t to say that I’m claiming it’ll be anywhere near flawless, of course: Maxis games, especially the Sims series, tend to be optimized really poorly, and even though Spore is supposedly being designed with efficiency in mind I could see it absolutely slaying a lot of systems. I think the decision to switch from a pseudo-realistic look to a cartoony look was extremely disappointing, if understandable given their technical constraints, and I think that there’s a real danger of tainting the entire experience by failing to include enough depth in each of the stages of gameplay. However, most of the marketing that I’ve seen has focused on the procedural content distribution engine that’s supposed to play a chief role in fueling replayability, and I’m confident that they’ll be able to pull that off.
[QUOTE=Mosier]
Developers might have grand plans for their games, but as soon as they start cutting content you know that their vision has been compromised.
[/QUOTE]
I don’t think that’s always true though: developers almost always end up cutting content for a variety of reasons, and Wright went on records years before talk of removing sections from Spore to say that only about 10% of the stuff that he and his team come up with ends up going into the final product, and that the big challenge for him was figuring out exactly what to keep and what to drop. I’m disappointed that the developers removed the water section, but it helps to remember that the only reference to that section was from a demonstration video released at the 2005 GDC, when the game was far from being completed.