So the part that involves creativity is also a strategic part of the gameplay. You have more parts that give your creature abilities that you didn't previously have. You gain DNA points, similar to what we have on the PC, which allows you to go into the creature creator and expend DNA points to continue to evolve your creature. As you encounter other species, you eat them, or befriend them, or combat with other species. This idea that you are on a quest to ultimately evolve to the point where you can find the things to help you save your home planet.įor the Nintendo DS, you start as a little species on the planet, and you're just exploring. Evolution: Are you going to be a friendly or an aggressive species? And with the Nintendo DS we added a little bit more of a quest.
Exploration: Where you're exploring these different worlds, finding parts that allow you to evolve. Creativity: I don't know if you got the chance to play with the creature creator.
And then we said, let's make sure we nail the core tenets of what Spore's about. So we did focus on one area - the "Creature" phase of the game. And we also had to address the whole - do we do the whole scope or do we focus on one area? The decision to take a very unique approach to Spore on the DS was born of, let's look at this platform and see what we can best do to enhance the play here. And I love that about what the platform has allowed us to do, particularly with the stylus controller and the early jump into the online sharing. A lot of it was experimentation in gaming - a lot of new takes and new directions.
Well, the Nintendo DS, at the time, Will was playing it a lot, I play a lot of games on my Nintendo DS, I have kids, I find it easily portable.