With three rounds of Spore under my belt, I feel I have enough of a grasp on the game to offer meaningful first impressions, minus an opinion on the final, terraforming section—a very, very annoying bug has twice prevented me from moving any farther than the spaceship piloting tutorial.
Three rounds is the minimum for complete experimentation, because each phase presents a series of repeated choices between pacifism and militancy:
• As a bacterium, do you choose to eat plant matter, or to attack and devour other microbes?
• As a large creature, do you eat fruit and socialize with other species (attacking or avoiding the implacably hostile), or do you kill them for their meat?
• As a primitive tribe, do you socialize with other tribes through music and bribes of food, or do you kill them and raze their huts?
• As a nation-state, do you trade with your rivals and buy them out, or do you conquer with engines of war?
Either way, every new conquest accomplishes the same thing. First, you move along a progressing scale towards evolutionary advancement, entering the new stage once you earn enough points. Second, you gain whatever accessories—body parts or tools—your target guarded. Periodically, you’ll want to drop into the editor and update yourself with these new accessories and the bonuses they provide.
Most screens offer a third, compromise option between peace and war: creatures can equip a (pricey) omnivorous mouth. Religious nations conquer through propaganda instead of arms. Or you can buy redundant body parts, like a carnivorous mouth and an herbivorous mouth below it. Again, the game slightly discourages such compromise, simply because it’s much easier to max out the accessories for one technique or another and stick to it; hybrid body parts offer much inferior bonuses, and redundant mouths are expensive.
Or you can mix the pacifist and militant strategies; you can, for example, raze one tribal village and make peace with the next. The game tends to discourage this, however, because loading up with accessories for one strategy means neglecting accessories to help with the other. Unless you want to trot home and reconfigure your accessories after every encounter, it’s much easier simply to use the same technique over and over again. Although you can reconfigure frequently, if that’s your cup of tea—see below.
Not that you’ll need to, if it isn’t your cup of tea. From surviving the primordial soup to conquering the world, Spore has proven very easy. I accidentally completed one level without buying or equipping a single accessory. Simply forgot that my Mesolithic tribes could wear masks and hats and feathery belts to improve their chances, and they just kept right on winning. Nor is there any need to mix strategies. Just about every approach works just fine. Sing for your neighbors and hand them shiny beads, and they’ll obligingly roll over and submit to your cultural superiority. Pelt them with venom or spears or atom bombs, and they’ll obligingly roll over and die. Any challenge must come from self-imposed handicaps: can you make it through this level without any upgrades, or with a purely peaceful strategy, or never making left turns? Can you make it through an entire game without dying or losing a single city? Can you take out every species in alphabetical order?
While the challenge is almost nonexistent, even on “hard” difficulty, this makes the game wholly accessible. Anyone can sit down and make it from euglena to space alien in one colorful, quirky go. They’ll make less-than-optimal decisions along the way, but that’s no real obstacle. For creatures, even death is a temporary nuisance, rendered toothless by an identical replacement born on your demise. I’m told that losing to barbarian neighbors in later stages is permanent, but I’ve never seen it happen, never even came close, even in my first, “what the heck am I doing?” game. You can relax and fool around to your heart’s content, because fooling around won’t lead quickly to an ominous “You Lose” screen.
There’s a lot to be said for that approach, because the creature, building, and vehicle editors are a triumph of accessibility, and worrying about using them to win would interfere with the joy of using them to design. While not, strictly speaking, doing much for Spore as a game, the editors promise plenty of fun for players more interested in how they look than in how well they play. Like the Sims but better, Spore offers a complete, easy-to-use package of self-decoration, from cilia for a cell to death rays for a flying saucer. Without a lick of talent, you can design perfectly decent game elements just by sticking to the basics, but if you’re incurably ashamed of your esthetic sense, Maxis makes it easy to access and appropriate the designs of some clever, creative people. Every creature, building, and vehicle you design to play with is dumped into a vast online database; you can just riffle through those by a variety of search criteria and take what you like, and others can ooh and ahh at your own handiwork just as easily. The editors do an amazing job of allowing, nay, forcing you to identify with your creations, and to care how they look as well as how they function.
The decisions you make in game are likewise not strategic, but esthetic: Do I want to dance at my neighbors’ feast, or on their bloody corpses? Do I want to be a fanged, two-headed snake-beast, or a fuzzy, twelve-eyed caterpillar with feathers? You can be anything you like, do anything you like, and—with the possible exception of some of those super-amoebas in the first stage--Spore will do very little to challenge you on the way.
It’s pure Maxis—in ways both good and bad. The point is less to figure out how to win than to wear a great outfit while you do it. Barbie Dolls for Darwinians. That’s a two-edged sword: “serious” gamers will achieve every goal within a week and drop Spore like yesterday’s newspaper, probably with a grouse about how they expected so much more after all the hype. Such complaints are a little silly; anyone reading the press could see the likelihood for Spore to be a beautiful lightweight, although I confess I’d hoped for, if not actually expected, better integration of the game’s five phases. “Casual” gamers will find a lot to like, even love, about it. This is less a game than five mini-games, roughly as deep as something you could get from PopCap Games, designed with more charm and higher production values than five mass-produced Tetris clones could manage.