Ragdrazi said:
Ok, let's not get off in la-la-land and pretend things are true about Spore that aren't. Creature design has no bearing on stats at all. Tacking on better parts does. See, when you admit that you've had to hide those better parts in your design, you're pointing out the problem for me. If the editor was an element of the gameplay of Spore, then you yourself would be able to do things in the editing of your creature that improved it. Now, I think everyone here can see that if that were an element of Spore, it would not result in flat strategic gameplay, but a balance between the strategic and the creative. A great one, and something far closer to the "transcendent life simulator" promised.
Ah okay, I see what you're saying now. I still disagree that basing stats on design would make a better sandbox game. For example, let's imagine that the game took into account where you aim the "spitting" parts. Currently, I like to hide them in the creature's mouth, and most of the time they are facing the other way. If that design element mattered in Spore I'd constantly have creatures that shot acid out of the back of their heads.
Also, sometimes I want to make improbable creatures. My war-mongering race is a tiny, fluffy little hamster creature with max stats. If creature size or leg length mattered in regards to the creature's stats, my creature would be the exact opposite of what I want him to be. I
love the fact that I can hide parts in my creature to determine its stats because I feel like it frees me creatively. Your system just wouldn't let me do that.
What exactly have you been prevented from making with the current system? If you give me a specific example, perhaps I can help you out.
Ragdrazi said:
You really shouldn't read things into what I write, by the way. Nothing I've said implies I think Spore needs some kind of "winning" to have gameplay. But Spore was sold as an evolution simulator. Evolution means constant improvement.
Sorry, I've just been talking to so many people that think Spore should have been a RTS instead of a sandbox game =) Anyway, I always thought Spore was sold more as a "create your own galaxy game". At least, that's what I got from the commercials. If it really were an evolution simulation you wouldn't have any direct control over the changes in your creature. Instead, you'd probably have to evolve you creature the way you wanted by exposing your creature to certain environmental pressures. It'd be quite a different game from what Spore is now (Right now it's more of a "creationist" simulator, so it makes sense that it doesn't follow many of the tenets of evolution).
Ragdrazi said:
Now, the form of improvement you're aiming for should be decided by you alone, regardless of whatever you think that might mean, or not mean. What I'm saying is that the editor should have allowed you to do things to get there. Things more creative then tacking on prepackaged parts. As it sits, the editor is just a 3D design program, with nothing to do with Spore's finding parts gameplay, and that makes the experience somewhat empty.
I dunno, I still disagree. Finding better parts unlocks new or more powerful abilities for your creature, and the parts are often unlocked by performing related actions (socializing or fighting, for example). It's definitely very simplistic, but I don't see much of a difference between this and what you are talking about.