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|genre=[[Simulation]]
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|released={{eu|2008|September 5}}{{us|2008|September 7}}
|released={{au|2008|September 4}}{{eu|2008|September 5}}{{us|2008|September 7}}
|players=1 (Massively single-player)
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|ratings={{ESRB|RP}}
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|modes=[[Single player]]
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|requirements={{sys|win}}{{pcreq|win=xp|ram=512|cpu=2000|hdd=6144|vram=128}}{{sys|mac}}{{pcreq|osx=10.5.3|ram=1024|hdd=4812.8}}
|requirements={{sys|win}}{{pcreq|win=xp|ram=512|cpu=2000|hdd=6144|vram=128}}{{sys|mac}}{{pcreq|osx=10.5.3|ram=1024|hdd=4812.8}}
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[[Category:Electronic Arts]]
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[[Category:Simulation]]
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[[Category:Single player]]
[[Category:Spore]]
[[Category:Spore]]

Revision as of 02:32, 16 August 2008

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For the unrelated Commodore 64 and ZX Spectrum game, see Spore (Mastertronic). For the unrelated MS-DOS game, see Spore (DOS).

Spore is a god game under development by Maxis and designed by Will Wright that allows the player to control the evolution of a species from its beginnings as a multicellular organism, through development as a sapient and social land-walking creature, to levels of interstellar exploration as a spacefaring culture. The game has drawn wide attention for its massive scope, and its use of open-ended gameplay and procedural generation.

Spore is due to be released on September 5, 2008 in Europe and September 7, 2008 in North America and other territories. To promote the game, the Creature Creator portion was released separately as Spore Creature Creator. Two spin-offs will be released around the same time as the main game: Spore Creatures for the Nintendo DS, and Spore Origins for the iPod, iPhone, and mobile phones. An unnamed Wii spin-off is planned, but no details or release date have been announced.

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Procedural generation

Spore extensively uses procedural generation, rather than individual objects. Wright mentioned in an interview given at E3 2006 that the information necessary to generate an entire creature would be only a couple of kilobytes, according to Wright, who presented the following analogy: "think of it as sharing the DNA template of a creature while the game, like a womb, builds the 'phenotypes' of the animal, which represent a few megabytes of texturing, animation, etc."

Table of Contents

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