<![CDATA[io9: spore]]> http://tags.lifehacker.com/assets/base/img/thumbs140x140/io9.com.png <![CDATA[io9: spore]]> http://io9.com/tag/spore http://io9.com/tag/spore <![CDATA[Will The Spore Movie Include Sporn's "Tent In Your Pants" Music Video?]]> Fox is readying an evolution movie based on the create-your-own-creature video game Spore. But will the new feature also include the Spore-inspired creature fad Sporn, in which genitalia inspired creatures dance for your amusement? (NSFW video.)

The video above comes from our roundup of Spore's most demented and inspired pornographic creations, a while back, gathered into one giant sexy music video. And now that Hollywood is interested in making Spore the movie, we demand it include some Sporn.

Chris Wedge (Ice Age) is producing the film, while the writers from Disney's latest animation project The Princess and the Frog, are writing the script.

"I'm always looking for unique worlds to go to in animation," Wedge said. "From every perspective — visually, thematically and comedically — the world of 'Spore' provides the potential to put something truly original on the screen."

That's the truth. We can't imagine an interesting Spore movie without some unconventional genitalia bursting out on screen. That's one clever way to market it as a tent pole production, no?

[Variety]

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<![CDATA[Beam Down With New Space-Opera-Themed Spore Galactic Adventures Trailer]]> This new 1950s-style trailer for Spore Galactic Adventures is heavy on the space-operatic bombast... and it's getting me intrigued. Especially the part about turning giant monsters into ginormous chaos.

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<![CDATA[Everybody Loves Sporn]]> Aww thanks, Independent Film Channel, for talking about io9 in your video segment about Sporn, the term for oddly-genitaled beings made using the "creature creator" editor that goes with EA/Maxis' forthcoming evolution game Spore. Though io9 did make a music video devoted to Sporn, we have to admit shamefacedly that we did not coin the term. We were just early adopters of it. [IFC Lunchbox]

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<![CDATA[Cool and Crap Awards of the Week]]> At least two things happened last week in the worlds of science fiction and science. One was cool and the other was crap.

Coolest way to generate new technologies for colonizing the solar system while also demonstrating once again that China and India represent the future of the world: Last week, India's Chief of Army Staff, General Deepak Kapoor, announced that his country would be entering into a kind of space race with China. Though Indian officials had already talked about sending a crewed mission to the moon by 2020, the nation has deployed very few satellites and has never sent a person into orbit. Increasing tensions with China, plus the show of force represented by China shooting down one of its own satellites last year (see picture), has apparently kicked the Indian space program into high gear. Though it's hard to be thrilled about the idea that India and China might be ramping up to a cold war situation, there's no denying that there's nothing like a good defense budget to make gains in space. If we're lucky, the space race between the two great emerging techno-powers of the twenty-first century will have the unintended side-effect of helping ordinary people of the future gain access to planet-colonizing technologies and space-going vehicles. Click through for the crap.

Crappiest way to encourage people to use their imaginations and experiment with evolutionary possibilities in a game devoted to both: Last week saw the release of EA/Maxis' Creature Creator — a component of the upcoming evolution game Spore — and the entire internet greeted it with a cry of happiness. Creature Creator lets you build any organism you like, quickly fleshing out an animated being as cute or hideous as you can imagine. An algorithm animates the little beast, giving it realistic motions for its body shape. You can share your creations with other users, too.

Of course, one of the first things that people did was create the most obscene-looking creatures they could. It turns out the Creature Creator is very versatile when it comes to adding body parts that look like penises, vaginas, and anuses. Thus, within a day after Creature Creator's launch, Sporn was born. Instead of laughing the whole trend off and coming up with ways to prevent people from uploading their dirty bits to kid-friendly areas in the Spore community, EA reacted with censorious poopheadedness. They banned users from the Creator Creator community who uploaded naughty creatures, and requested that YouTube yank any Sporn videos. What the hell, people? Is this any way to encourage people to think about evolution, which is after all very much about genitals and where you put them? I can understand wanting to wall off this grown-up stuff once kids start playing the game, but squashing it entirely? Crap! Luckily, io9 has managed to procure some of the best Sporn available and we've edited it into a smashing NSFW music video for you.

Infographic above via UK Telegraph.



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<![CDATA[Best of Sporn: A Love Song [NSFW]]]> Why does Spore, the new evolution game from EA/Maxis, give us hope for the future of humanity? Because the first thing everybody did with the "creature creator" editor was create a bunch of, shall we say, genitally-oriented organisms. Call it Sporn. EA is unlikely to let you share these creatures with other Spore players, and every time somebody posts footage of a new one on YouTube it gets taken down. That's why we've put together this happy music video, featuring the vocal stylings of Peaches' "Tent in Your Pants," celebrating the very best of Sporn. There are some things in here that even I can't identify. Ah, evolution.

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<![CDATA[Can a Video Game Teach Evolution?]]> Last week Electronic Arts was kind enough to invite me to a demonstration of Spore's creature creator. A few days ago, we told you about Spore, a video game that challenges you to guide a single cell on the bottom of the evolutionary ladder out of the ocean and into civilization. (Here you can see my creature, Chlorophyta complexus chainsawus - AKA the Chlororaptor.) It's not easy for a video game to teach the principles of evolution. Evolutionary games would necessarily be limited to pressing start and watching what happens as mutation and selection occur, without intervention from the player. Spore strikes a good balance between scientific fact and playability.

The creator creator allows you to design a unique look for your critter, and to pack it with attributes that will aid it in its quest for survival. A social animal will have to make friends and influence creatures. A herbivore can only eat fruit it can reach, and a predator can only feed on prey it can outrun or outfox and outfight. You can guess which path my Chlororaptor is designed to take.

Your critter's biology - the choices that you made while creating and upgrading your creature - will influence the culture that develops as your creature moves into the civilization phase of the game. Twitchy many-eyed herbivores built by nature to constantly search for and flee from trouble do not easily develop into Klingons. The game is likely to be more forgiving than evolution, but one can imagine a player sighing, "The appendix...what was I thinking?" You can also add my creatures to your games. Spore is kind enough to keep track of the statistics, giving me a chance to see how successful my voracious sack of algae tends to be.

Environment, change, and consequence aren't the whole story, but they are a pretty good introduction. As a teacher I've always been interested in entertainment that manages to educate without being obnoxious. If science is done entirely without a sense of play it ends up being wearisome and fruitless. And Spore isn't the only game to figure that out.

Programs like Folding@home use your home computer or Playstation 3 to process the dynamics of protein folding. Proteins are long chains of amino acids that are wadded together in specific ways. Fold them into the wrong shape, and at best you'll have a nonfunctional protein. At worst, you could be looking at the beginning of Alzheimer's. The math to describe protein folding is typically too much for a single computer to handle, but thousands of idle PS3s between games of Call of Duty 4 can do a lot of sums.

With apologies to the King of All Cosmos, this is how I imagine Folding@home on a PS3.

Foldit takes this approach a step further. Instead of taking advantage of computers, Foldit takes advantage of users. Teams of folders compete to produce the best 3D shape for a given protein. Human beings are good at manipulating 3D shapes and solving puzzles - computers aren't, or, at least, aren't yet. Given the rules of how different pieces of a protein will interact with one another, what likely shapes will it assume? Give a computer this problem and it will laboriously and ponderously churn its way to an answer that might be obvious to you or I (for a simple protein). Give the same computer the wrong algorithm or starting conditions, and you'll get nowhere fast.

Dr. Leeroy Jenkins prematurely rearranges a protein, much to the chagrin of his Foldit guild.

Games like this take advantage of what NYU digital studies professor Clay Shirky has called the cognitive surplus - the spare time to ponder and participate that technology and culture have been steadily generating ever since the human race moved past subsistence. Though some of the surplus ends up devoted to projects like Wikipedia, much of it is naturally expended creating and consuming art and entertainment. The amount of work required to appreciate entertainment varies, but many would argue that the complexity of popular television narratives has increased significantly. A good narrative is a puzzle with people in it, and requires a bit of that cognitive surplus to enjoy.

The alternate reality game I Love Bees tapped into that surplus with a vengeance. A beekeeper's website begins to display disjointed and enigmatic fragments of text. What follows is a complex narrative involving the Halo universe and an damaged artificial intelligence. Players were rewarded for solving puzzles given to them by the game team with a new clue or an advancement of the plot towards. In Why I Love Bees: A Case Study in Collective Intelligence Gaming, Dr. Jane McGonigal discusses how players - without prompting from the game team - naturally developed strategies for distributing workload and solving puzzles efficiently. Given a list of numbers that could be GPS coordinates, the mathematically inclined began working out alternate theories while the more physically adventurous (and geographically fortunate) began visiting locations and looking for commonalities. A relay puzzle required the communication of facts given to the players via payphone increasingly quickly to the next player at a distant payphone - one break in the chain, and that part of the narrative ends. Despite a scant 15-second pause from one call to the next during the most challenging part of the puzzle, the players never wavered. Another part of the game involved an artificial computer language, which the players were so successful at deciphering that, by the end of the game, the game team was using the player documentation to write hints.

Expert analysis of data, peer review, and the effective coordination of large groups in an emergency emerged in-game. These are talents that are useful for more than finding out what happened to a fictional bee fancier's web page. The energy, brilliance, and sheer bloody-mindedness of your gamers is a largely untapped resource. I imagine Final Fantasy minigames where players fold magical widgets into protein shapes for bonuses, or an alternate reality game where FEMA takes notes. Hybridize real problems with compelling narratives, and you may find that you and your guild inadvertently cured cancer.

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<![CDATA[Spore's Creature Creator Lets You Seed the Galaxy with Life]]> Spore, the upcoming 6+-years-in-the-making project from Will Wright (Sim City, The Sims, and Sim everything else) is releasing its fabulous alien species design tool, the Creator Creator today as a free download. Spore is Sim-Rise-of-Intelligent-Life-In-The-Galaxy, and it is a fountain of scifi awesomeness. I've followed Spore’s development for a long time, and feel licensed to talk about what I’ve seen and speculate irresponsibly about what I haven’t. (I should disclose at this point that periodically I work as a freelance game designer for Electronic Arts, which owns Maxis, which makes Spore.)

If you don’t know Will Wright, he’s the visionary standard-bearer for "sandbox" games – instead of exotic mazes with pre-packaged surprises, these are free-running simulations, where fun emerges from how players use the systems to accomplish goals they create for themselves – hence the industry buzzword, “emergent gameplay.” So in Sim City, for example, you’re free to make your city an idyllic Bedford Falls, or a sleazy, jazzy Pottersville, or a smoking crater. Plenty of fun either way!

In Spore you have whole alien species to play with. You design it, then guide it as it scratches its way up the evolutionary ladder, from micro-organism to animal life to tribal society, to global empire to space faring galactic civilization – as all species must! With each step, the scale of the game jumps an order of magnitude, like in the old Powers of Ten short, which was one of the game's inspirations.

The Creature Creator by itself is already a fantastic achievement in UI design – it’s ridiculously easy to create a vertebrate organism, configuring the spine then choosing from a huge library of arms, legs, sensory organs, skin, body ornamentation, everything positioned, scaled, rotated. It's a powerful 3D design program broken into sweet, manageable toylike chunks, and makes the least of us feel like a Pixar animator. The engine's flexibility seems endless.

Spore then looks at your alien’s anatomy and calculates how it walks, speaks, dances, and fights. It generates ability scores, and these presage something of the future strategic landscape, as interstellar diplomats or hegemonizing military horde.

But that's not all – once you’ve got your alien, it gets uploaded to a communal server, and is downloaded to populate other players' universes. Spore is a “massively single-player” game – the solo experience is embedded in the many tentacles of a fully -featured social networking service., letting you tag and sift and comment other players’ creations. The Creature Creator is being released early as a free download, so that the "Sporepedia" will already be seeded with user-made content when the game launches (I assume there is some mechanism for filtering out the inevitable flood of aliens that look like penises and/or the cast of Family Guy).

As a science fiction fan, I like Spore’s classic, friendly space-opera vision of the galaxy: It's a place where aliens of every shape can evolve, develop space flight, and cruise around to weird planets, messing with less-evolved creatures, and trading and fighting with other aliens. I feel in my bones that this is the way life in the galaxy should be, and now we're going to live it.

A few caveats. Powerful as the editor is, the aliens it makes inevitably bear a family resemblance to one another. Morph them how you will, share a rounded, fleshy feel that makes them look like they're made of many-colored putty. They move with the same stagy, cutesy toddler-like motions, so despite the fabulous variety in shape, it's hard to make something that feels truly alien or dangerous. Walking around the room, one parameterized alien starts to look like another, and I'm left feeling that the possibility-space of alien life is only partly explored.

And…it's an enormously generative plaything, but will it, ultimately, be fun? Without individualized characters or anything human to look at, will we come to care about our legions of BEMs? Will the algorithmically generated galaxy feel like a limitless universe of wonder, or just one randomized planet after another?

It's easy to take shots at a game as ambitious as Spore, a game whose scope, ambition, and top-notch level of execution are frankly jaw-dropping, but as a game designer and gamer, I can’t help but cheer it on. Will Wright and the Spore team are hammering at the limitations of the video game medium itself, as a tool for storytelling and self-expression.

My prediction is that Spore will rock our collective world. Their vision statement references "Sandkings," so that's got to be a good sign. So download and begin seeding the galaxy! Just be careful when they make a castle with your face on it.

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<![CDATA[Will Wright Wants To Control Your Miniature Worlds]]> Video game designer and visionary Will Wright, inventor of Sim City and The Sims, spoke spoke last night at the Mezzanine Bar in San Francisco, but not about his upcoming evolution game Spore. But he did have a geekgasm about science fiction, miniature worlds, and the future of the user/viewer/gamer experience. Plus he referenced Godzilla, Battlestar Galactica, Star Wars, and Phillip K. Dick during his 45 minute speech, complete with slides. So we weren't complaining. Check out some highlights in the gallery and the list below.



  • Will is a huge fan of high dynamic range photography, as well as Olivo Barbieri's tilt-shift photography that makes everything look like miniature models. He said both style of photography take the real world and make them look like toys.

  • He's also a huge proponent of expanding the experience of movies and television shows, pointing to the numerous Star Wars tie-ins like novels and toys, and his own endless slew of expansion packs for The Sims.

  • The new Cylons were mentioned numerous times, and he specifically used Battlestar Galactica to show how new life with old properties can enrich the viewer experience and tell a new story at the same time.

  • He pointed out how people have obsessed over Lost, mapping out the entire island and the deciphering of the blacklight text and drawings from inside the hatch. He compared the maps of both the hatch system and the island to maps from Treasure Island and The Land of Oz.

  • He compared the castaways on Gilligan's Island to the seven deadly sins: Gilligan = Sloth, Ginger = Lust (and how), Mary Ann = Envy (hey, I lusted after her too!), The Professor = Pride, Mr. Howell = Greed, Mrs. Howell = Gluttony (what?), and The Skipper = Anger (we'd say gluttony).

  • He distinctly remembers being 4 years old and having the crap scared out of him by Godzilla on television. He also went on to point out how Godzilla changed an extreme amount over the 24 movies (!) in the series, and how he went from fierce and terrifying to almost cute and cuddly. Son of Godzilla? Ouch.

  • His main point was that "the best stories are inherently deconstructable and lead to the largest variety of play, and those are inherently generative and lead to story." In other words, let's break everything down, mix it up, and have infinite play with the cool things we love, and the stories will come out of it.

  • He hope that one day we have a huge sandbox world of toys to play in, that would include movies, where the Borg could fight Star Destroyers and Cylon Basestars. That actually sounds like too many cooks spoiling the soup. When he started saying "Wouldn't it be cool if Harry Potter could meet Spider-Man?" we had to say "Uh, no."

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