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thetonestarr said:
vlad321 said:
The whole creature creator part comes in the fact you can make anything that comes to mind and the game will figure out how to do everything with it. This is the part of SPORE that is literally ahead of any gaming technology out right now. So far models had to bed pre-programmed specifically for each type, but with this... it figures everything out by itself. Pure genius. I've actually enjoyed the game a great amount. The only things that annoy the hell out of me is the fact that in space stage your civ only has 1 ship and that's you while when you go to attack someone they have 50. Then again I am playing it on hard only so I have no idea what the other difficulties are like.

 

What are you talking about?? This is no different than the thousands of other "customization" games we've had for decades. You have a bunch of different parts, with some giving more points to certain stats than others. It's very simple programming, and nothing genius about it.

The only true difference is that where you put it on the creature can make it more or less effective for the creature... but that's not a significant difference either. It's pretty simple - mouth needs to be in the front, legs and arms are more effective when closer to the front as well, and when they're longer. Everything else (the spikes, horns, antlers, wings, etc) don't matter WHERE you place 'em, they give the same bonus either way. In the cell stage, where you place the spikes matters... but in the creature stage, it's entirely pointless. Put 'em wherever you want - the bonus is the same.

Again, I'm not saying it's not a good game. But better than anything else so far? Sorry, no. Not even close. I've played around with a mess of different creatures now, with a whole variety of body parts and configurations. So far, the same logic has existed for each one - place offensive body parts as far forward as possible, upgrade them as quickly as possible, and kill as much as possible. If I try going less "predatory" and instead make allies, that's a good deal more complicated, but the programming logic behind that's still been around for decades. I played DOS games with the same programming logic when I was a kid.

See your problem is thinking of what the actual customizatoin is in terms of what part does what and its bonuses. I'm talking about just outright making the damn thing move, eat, fight, walk, everything given the faact you have an infinite amount possibilieties. If you put the mouth on the back of the boyd ad everythign else in the front, it will till figure out how to make everything work without it looking broken. It takes some pretty mighty algorithms to get that stuff working the way it is right now. I've tried creating creatures to break the game and see some awkward ype of animations but no, not a single one. Whatever I do it makes it as if the creature was hardcoded specifically the way I made it.

 



Tag(thx fkusumot) - "Yet again I completely fail to see your point..."

HD vs Wii, PC vs HD: http://www.vgchartz.com/forum/thread.php?id=93374

Why Regenerating Health is a crap game mechanic: http://gamrconnect.vgchartz.com/post.php?id=3986420

gamrReview's broken review scores: http://gamrconnect.vgchartz.com/post.php?id=4170835