Development history
From SporeWiki, the knowledge base dedicated to Spore
This article sums up the development history of Spore.
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[edit] 2004
Wright snuck a Spore design document into an issue of Wired Magazine in February, 2004 (see the "Evolve! Will Wright's Grand Unified Theory" linked below).
[edit] 2005
Following several years of development, Spore was first introduced to the public on March 11, 2005 in Wright's lecture about "procedural content generation" at the Game Developers Conference.
Spore was not shown two months later at E3 2005, the industry's annual trade show.
GamingSteve, however, had received a few concept art images of the tribal stage.
[edit] 2006
In 2006, a flurry of information came in. GDC '06 showed working prototypes of Spore and several talks were held. One of these talks concerned self-pollinated content, the mechanism of the massively single-player style of Spore. An issue of Computer Gaming World featured a few pages concerning Spore.
[edit] E3 2006
E3 2006 saw several demos given by Will Wright himself. At this point, it was clear the game was working and very well might represent the final version. Differences from GDC '05 included:
- More creature parts
- Walking vehicles
- New heads-up displays
- New UFO style
- A working texture editor
- Different terraforming tools
- Planet and city differences
- Diplomatic consequences
