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The comment I pointed you at answers all of this, but you haven't commented on that, so here it is line by line. >Spore has some 3D modeling tools The tools
by DonHopkins 7d ago
The comment I pointed you at answers all of this, but you haven't commented on that,
so here it is line by line.
>Spore has some 3D modeling tools
The tools are the least interesting part. The mechanism has a name: Maxis called
it the "Pollinated Content System", and Caryl Shaw's job title was "Pollinated
Content Producer". What she ran was a server, a database schema, and a matching
algorithm that decided which content your galaxy should receive.
The transport isn't a modeling tool either. Creatures compressed to about 3KB,
and every piece of content shipped as a 30KB PNG with the game data embedded
inside the image. You could email a creature. The picture was the data.
https://www.gamedeveloper.com/game-platforms/gdc-i-spore-i-producer-shaw-details-cross-pollination https://www.gamedeveloper.com/game-platforms/gdc-i-spore-i-p...
>And other people can find your models, and you can find theirs.
No. That is precisely what Spore did not do, and the difference is the subject of
my comment. Nobody finds anything. The server builds a model of your aesthetic
and requests content to match it:
>We're basically building a model of the player's aesthetic. So if you keep
picking things from the shopping catalog that are like super-cute, Disney-like,
then it will start offering you and downloading more stuff that matches your
aesthetic... And when it makes a request to the server it's taking that into
account, so the world will slowly start to represent your aesthetic choices.
https://www.popsci.com/entertainment-gaming/article/2007-02/wright-stuff/ https://www.popsci.com/entertainment-gaming/article/2007-02/...
Chaim Gingold: "Why not build creative exchange into the game, rather than as a
website that orbits it?" The Sims made you go find things on a website. Spore
made it invisible and automatic. "You can find theirs" describes the version
Spore replaced.
Placement is the hard part, and it is the part you skipped.
>So if we recognize that the "gameplay" part of Spore never worked...
I said so first, in the comment you replied to: the editor, the sharing system
and the community were "the most innovative and successful things about Spore.
(As contrasted with the not as well realized gameplay and storytelling design
goals.)" We agree on the premise and disagree on what follows.
>we're left with Second Life
We are left with its opposite, because you deleted the property that separates
them. Spore is asynchronous: other people's content injected into your private
world by a server that picks it and places it, with nobody else in there. Second
Life is synchronous: one shared persistent world, land you buy, placement you do
by hand.
You can't reach Second Life by removing a feature. You have to add back the one
thing Will designed out, and he gave the reason: "without the liabilities, which
is that the 14-year-old can kill you or that you've invested all this time in
your planet and somebody comes along and blows it up."
Second Life is the control group for the placement problem. Same ingredient,
opposite architecture.
>a much, much older thing
2003 versus 2008: that's just five years, hardly "much, much older".
The genuinely much older ancestors are Lucasfilm's
Habitat in 1986 and LambdaMOO in 1990 for shared worlds, and NetHack bones files
and The Sims Exchange in 2000 for pollination. My point is that you and other
people keep forgetting or never knew the full history.
>this doesn't look like it's making any new observations
My comment's third paragraph says this mechanism has been "reinvented every few
years by people who don't know it has a history or a name." Telling me it's old
is agreement filed as objection, making my point for me.
The observations in there: the matching and placement layer is the invention, not
the editor. Curation comes free, because download counts rank quality better than
a designer can, since thousands of people each pick for their own taste instead
of one person guessing at everyone's. And this keeps dying because nobody is paid
to own it.
>abysmal gameplay that could never persuade anyone to start up a game of Spore
One million copies and 25 million uploaded creations in the first 17 days. 100
million creations by May 2009, averaging 307,000 a day, 31,017,761 of them
creatures, more than 19 times the number of known species on Earth. Two million
copies in three weeks; EEDAR put lifetime sales near 2.8 million, or 3.2 million
counting the Creature Creator.
https://web.archive.org/web/20251207022405/https://ir.ea.com/press-releases/press-release-details/2009/100-Million-Creations-Take-Over-Spore-Universe/default.aspx https://web.archive.org/web/20251207022405/https://ir.ea.com...
Spore's TTP (Time To Penis) was negative. The Spore team coined the term, and
Chaim optimized the tools so well that it went negative: players, testers and
"children" were building and sharing penis-shaped creature monsters during the
pre-release beta phase, before the Creature Creator was even officially launched
to the public. The first public use of the term was Margaret Robertson's GDC 2009
talk "SPORE's Wake: What Seriously Happened?", at 38:00, and Engadget wrote it up
the same day:
https://www.gdcvault.com/play/1317/ https://www.gdcvault.com/play/1317/
https://web.archive.org/web/20191115084555/https://www.engadget.com/2009/03/24/overheard-gdc09-ttp-time-to-penis/ https://web.archive.org/web/20191115084555/https://www.engad...
It then got referenced several times in the hilarious series that parodies a game
development company, "Mythic Quest":
https://www.youtube.com/watch?v=3_xqyIMwbew https://www.youtube.com/watch?v=3_xqyIMwbew
And the Creature Creator shipped standalone for $10 in June 2008, three months
before the game: an editor sold as a product with no gameplay attached, which had
over three million creatures uploaded before the game existed. One million of
those came in its first week. At E3 that July, Will noted that fans had created
1,589,000 creatures in about 18 days, the same as the number of known species on
Earth, and put that at doing God's work at 38% efficiency.
This is the same playbook we used before for The Sims which was released in 2000:
I implemented the character animation system, pipeline, and a standalone tool called
SimShow, which we released in 1999, before the game was released, that enabled
players to create their own skins. So just like Spore, there was already lots of
user created content for The Sims on the day it was released.
https://www.geocities.ws/shayla_jade/simshow.html https://www.geocities.ws/shayla_jade/simshow.html
Here's a more recent reimagination of SimShow that runs in the browser:
https://vitamoo.space/ https://vitamoo.space/
>This tutorial is to help familiarize you with using Sim Show and it's uses. "Sim Show" is used to help preview the skins you've made for your sims.
Then After The Sims was released, I published The Sims Transmogrifier to enable players to create their own objects:
https://www.thesimstransmogrifier.com/TransmogrifierDocumentation/TransmogrifierDocumentation.htm https://www.thesimstransmogrifier.com/TransmogrifierDocument...
>What Transmogrifier Is:
Transmogrifier is simple tool that enables many people to create their own content for The Sims. Like SimShow, it is limited in scope, so that it's easy to use.
Transmogrifier lets you edit the text of the catalog product description, change the price, and most importantly it exports and imports all of the sprite images, so you can edit them with paint programs like Photoshop or Paint Shop Pro.
Your separation of editor from game is right, and it runs the opposite way from
your conclusion. The mechanism stood up without the gameplay. The gameplay is
what needed carrying.
>It hasn't been much of a success.
620,000 monthly actives as of December 2025. A $650 million a year internal
economy. Linden Lab has spent $1.3 billion building it and paid about $1.1
billion to creators, keeping 10% and giving creators 90%. Spend per active user
around $190 a year against Roblox's $12. Average resident tenure about 14 years.
23 years old, still running, and investors have never taken money out.
https://gamesbeat.com/linden-lab-has-spent-1-3b-building-second-life-and-paid-1-1b-to-creators/ https://gamesbeat.com/linden-lab-has-spent-1-3b-building-sec...
Call that unimpressive if you like, but look at what it does to your argument. You
say stripping the gameplay off Spore leaves Second Life. If it leaves a
23-year-old platform that has paid a billion dollars to the people who make the
content, the stripped version is the part that works. Which is what I said.
The right inference from "great editor, weak game" is not that the editor is
worthless. It's run it again with a good game. People did. Super Mario Maker:
7.2 million courses by May 2016, played over 600 million times, on 3.5 million
units sold, and roughly 68.6 million courses uploaded across its life. Then
LittleBigPlanet, Dreams, Animal Crossing dream addresses, Drivatars, Steam
Workshop. This model has never failed because players didn't want to make or
share things.
It fails the same way every time, and those two make my point rather than yours.
Mario Maker's online services went offline in April 2024. LittleBigPlanet 3's
servers were pulled in January 2024 "temporarily," then kept off indefinitely
that April, wiping 16 years of player levels with no warning:
https://www.theverge.com/2024/4/22/24137357/sony-is-abruptly-shutting-down-littlebigplanet-3s-servers-and-wiping-out-16-years-of-player-created https://www.theverge.com/2024/4/22/24137357/sony-is-abruptly...
Drivatars rotted. The Sims Exchange is gone. Spore's servers are somehow still
up. Cheap to build, expensive to maintain, no recurring revenue, so it's always
first on the chopping block. "The knowledge is lost in the depths of the netcode"
is the symptom. Nobody being paid to own it is the cause.
That's the argument. It was never about the modeling tools.