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Will Wright GDC 2005 Spore (The Future of Content) Remastered

Zeusmonomon

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  • Recommended by 1 person: 1 on Hacker News.
  • Presented by Will Wright, game designer and co-founder of Maxis
  • May be out of date. Uploaded 6 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

64K views6 years ago1 recommendation

Game developmentGraphics and audioGame programmingGame designRendering

Will Wright demonstrates Spore at GDC 2005 and discusses how procedural generation and algorithmic solutions can solve the scaling challenges of game content.

Original Video Description: Will Wright talking at the 2005 Game Developer's Conference about 'Spore', which looks like it could possibly be the best video game ever. gdcvault.com/play/1019981/The-Future-of-Content-(English Source Videos: archive.org/details/2005_GDC_-_Will_Wright_SPORE_Reveal_-_Ca… archive.org/details/2005-gdc-will-wright-spore-demonstration… archive.org/details/2005-will-wright-keynote-spore-screen-on… I tried to fix up this video as best as I could. Unfortunately the game sections were recorded off of a projector screen so it's pretty blown out. Original Videos (Dead Links): video.google.com/videoplay?docid=8372603330420559198 video.google.com/videoplay?docid=-775656482294094003

Why it's here

1 person recommends this

What people say. Highly recommended for its visionary look at procedural generation and its influence on game design and development.

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> as you may inadvertently set expectations higher than you can possibly achieve The expectations were mostly from the GDC video, I believe? Gameplay starts around 12:30: link to this video

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Will Wright Discusses the Demoscene: link >You can take any piece of content in the game, and imagine an algorithmic solution to it. Or also, you know, a way that the player could customize that object of thing. >There's this group in Europe called the Demoscene that make these very elaborate demos for a computer that fit into very tiny little memory blocks, you know like 64K of memory, and you run the thing, and in fact it algorithmically generates about 100 megabytes worth of data, you know these rich 3D environment, generated music, generated wave files, generated animation. >And they're developing techniques to generate, you know, huge amounts of interesting data, with very very simple…

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The Farbrausch demo and a talk by Will Wright on the (originally planned) procedurally generated design of Spore lives rent free in my brain every time I see the list of 100's of gigabytes of queued game updates in Steam nowadays. link to this video

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On “Deus Ex creator Warren Spector is retiring from game development”

…cutives and everything that we could do it. >So I'd encourage all of you: if you've got some totally weird idea that is just so far outside the box that you think there's no way that would work -- go back occasionally and revisit those ideas. Because you just never know where they might lead. >-Will Wright, The Future of Content, GDC 2005, 1:00:57 link to this video…