#oneaday Day 870: On the Exploration of Space Via the Medium of Video Games [UPDATED]

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[Now updated with some titles I meant to include in the first place but forgot because it was late when I wrote this and I was tired and WHARGGGHHH. Or something.]

Space, they say, is big. Really big. There’s a whole universe of infinite possibilities out there, and being boring old humans we’re (mostly) stuck on this planet, unable to explore the great black beyond. We can, of course, observe it and take exciting pictures and footage, such as what we’ve seen from the recent Venus transit. But for the everyday person, exploration of space is the stuff of pure science fiction.

Video games are a great way to immerse yourself in that sense of exploring the great unknown. Plenty of games are set in space, obviously, but it’s a smaller subset that actively deals with exploration and discovery rather than simply blowing shit up. Star Trek as opposed to Star Wars, if you will, though I’m aware that’s a gross oversimplification of and a great injustice to both series. But never mind.

Here are some of my favourite space games.

Star Control II

What a fantastic game this is, well deserving of its classic status. Star Control II casts the player in the role of a human captain returning to Earth after a long stint on a faroff colony only to discover that our homeworld has been captured and enslaved by the evil Ur-Quan. Thus begins a galaxy-spanning adventure of diplomacy, combat and collecting lots of minerals.

Star Control II is one of those games that blends lots of different play styles together to create a distinctive whole. You have Asteroids-style combat incorporating ideas from one-on-one fighting games — each ship has its own “special moves” and is well-matched against certain other vessels. You have space exploration — the game tells you very little about where to find things, and God help you if you don’t note down the offhand mentions of alien species that some characters make. You have resource management in the form of keeping an eye on your ship’s crew, fuel and cargo space. You have RPG-style upgrading as you turn your ship into an unstoppable behemoth and recruit various escort vessels to accompany you. And you have adventure-game style dialogue trees as you make contact with the weird and wonderful races of the galaxy in an attempt to recruit them to your cause.

Best of all, you can grab the enhanced port of the 3DO version for modern computers here, or pick up the original version and its prequel from GOG.com.

Star Trek Online

Star Trek Online is an excellent Star Trek game, although it may be a little too heavy on the combat to be completely true to its source material. The game does successfully capture the feeling of piloting a huge vessel around the galaxy to seek out new life and new civilisations and all that jazz, though, and the fact that the game has a strong focus on user-generated content ranging from player-constructed alien races to full mission sequences makes it a great deal of fun. It’s not as polished as it could be and PvP is broken as hell, but it’s a free-to-play title that doesn’t gouge you for in-game purchases at every opportunity.

Find out more here.

Endless Space

I wrote a little about the upcoming 4X space strategy title Endless Space a little while back. The game is now in beta testing as it gets closer to release. I haven’t tried it yet but am planning to give it a go over the weekend.

Endless Space is less “personal” than other titles due to the fact that you’re not controlling your own individual vessel, you’re overseeing a whole empire. That doesn’t stop it from being full of the joy of discovery and exploration, however — finding a star system with planets rich in valuable resources is immensely satisfying, and successfully defending it against incurstion from your opponents is even more satisfying.

X: Beyond the Frontier

I haven’t played this game for ages, nor have I played its sequels and expansions. But the original game struck me as an impressive experience that truly made you feel like an insignificant speck in a massive galaxy that would most certainly go on with its own business without you. Over time, in true space opera style, you could make a name for yourself and work your way up to being an immensely powerful individual, but the journey was a long, slow, tough one — rewarding, though.

Grab it from Steam.

Spore

Having returned to playing this recently I had forgotten quite how excellent the space section of this game was — it’s certainly the most well fleshed out component.

After designing your custom race’s custom spaceship, you then take to the randomly-generated stars to colonise new planets, trade with other spacefaring races, toy with the natural order of things on developing worlds, discover lost relics, complete missions, mine for valuable resources, paint planets and carve obscenities into the ground using rivers. It’s very freeform in how the player can tackle it, which gives each game the potential to be completely unique.

Will you seek peaceful solutions to conflict? Will you only expand your empire to planets already capable of supporting life, or will you terraform barren rocks into new Edens? Will you go to war with rival empires or attempt to buy them out? And will you satisfy yourself with building out your empire, or will you embark on a quest to get to the centre of the galaxy and uncover the mysteries of the universe?

Grab it from Steam or Origin.

Starflight

I played this game on the Atari ST. It was brilliant. It was a relatively early title from Electronic Arts, and was immensely freeform in its gameplay. Taking on the role of a starship captain, the player was simply tasked with exploring the galaxy. This involved flying to new star systems, descending to planets, exploring in a “rover” vehicle, engaging in diplomacy between alien races and battling enemies. There was supposedly an overarching plot, but I never got that far when playing it as a youngster — I simply enjoyed flying around and exploring space. It may well be one to revisit with the eyes of an adult.

Space Rogue

A space sim from Origin (as in the software company, not the digital distribution platform) that cast the player in the usual role of a “privateer”, Space Rogue was interesting for the fact it wasn’t just about flying around shooting things and hauling goods from planet to planet. Landing at a base launched a top-down roleplaying component during which you could explore, talk to people, engage in combat against enemies and take part in a galaxy-spanning plot that, again, I can remember very little about besides a series of fetch quests that involved you ferrying messages back and forth between two sisters called Cebak and Tiwa. There were text-based adventure sections, too.

Space Rogue, then, was something of a precursor to the next game I’m going to mention.

Space Rangers 2

An utterly bizarre yet lovable game from Russia, Space Rangers 2 takes players on a wild ride across the galaxy, taking in turn-based strategy, real-time strategy, third-person shooter combat, text-based adventures, trading, RPG-style levelling up and all manner of other crap along the way. It’s an absolute Frankenstein’s Monster of a game and all the better for it. It’s almost futile to describe the experience of playing it, particularly when you can check it out for yourself for super-cheap thanks to GOG.com.

#oneaday Day 864: Spore-adic

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On a whim, I started playing Spore again recently, this time with the Galactic Adventures expansion installed, which I never got around to trying previously. I still haven’t got far enough in my new game to come across any of the aforementioned Galactic Adventures, but I thought I’d revisit my thoughts on the original game, as I last contemplated it way back in 2008.

Spore caught some flak on its original release for a number of reasons — mainly dodgy DRM with very strict activation limits and early online connectivity issues (some things never change, huh?) — but also attracted criticism for not living up to its hype. Originally dubbed SimEverything, the game was supposed to be Will “SimCity” Wright’s last great masterpiece, simulating the entirety of life right from single-celled primordial soup up to space exploration. A lofty goal, for sure. But how well did it manage, really?

Beginning as a single-celled organism that is either carnivorous or herbivorous, you’re thrown into the primordial soup and tasked with surviving. Carnivores must eat little red chunks, herbivores must eat little green chunks. Both can be found just floating in the water, but carnivores can help the process along by killing other organisms. Herbivores, conversely, spend a lot of time running away to begin with.

As you eat, you gain DNA points which can be spent on improving your creature with various parts. In order to evolve your creature, you must mate with another of your kind, which pops up the creature editor and allows said parts to be bolted on. These range from various fins and tentacles that improve speed and agility, to spiky things, poison-spitters and other defensive measures. It’s even possible, with enough available points, to replace the creature’s mouth to turn it from a herbivore into a carnivore — or even to give it two mouths, allowing it to eat everything.

This process continues for a while, with your creature regularly expanding in size until once screen-filling enemies become tiny little minnows in the background, until you eventually fill the progress bar at the bottom of the screen and evolve a brain. At this point, it’s possible to continue swimming around in the soup to gain further points and collect any parts you missed, but the game nudges you in the direction of the next stage, which focuses on your creature’s life.

After climbing out of the ocean and evolving legs (which you attach yourself as you see fit), you then get to explore the surface of the randomly-generated world your game takes place on. At this point, progress mostly comes about through either befriending or destroying other species. New creature parts can be found on long-dead skeletons on the planet, and the player’s creature evolved with these parts, each of which offer various bonuses to either social or combat abilities.

Upon confronting another creature and choosing whether to befriend or kill it, a little minigame occurs. Combat is rather MMO-ish, with a small hotbar of up to four different abilities available. Socialisation, meanwhile, involves watching what the rival creatures do and copying their moves. As this phase progresses, the player’s creature gains the ability to bring along a “pack” of other creatures — either of their own species or allied organisms — which makes both socialisation and combat easier.

To make life a bit more interesting, certain species are naturally aggressive and will attack anything on sight, and there are a few “epic” creatures wandering around who are considerably larger than everything else on the planet. These can be defeated in combat with a bit of care, but for the most part they’re something to avoid and admire from afar.

Once the Creature phase is over, the Tribe phase begins. Here, the player is no longer in control of a single member of their species, but instead takes on a more “overseer” role, controlling their tribe like an RTS. Progression through this phase is determined by either befriending or destroying rival tribes.

You begin this stage with a small, simple village and the ability to construct a few “tools”. Food must be gathered to feed the tribe and is also used as currency to purchase tools and create new tribe members. Tools fall into two main categories, as with creature parts: social and combat. Social tools take the form of musical instruments, while combat tools are weapons and a healing ability.

Upon meeting another tribe, like in the Creature phase, players must choose what stance to approach them in. If approaching in social stance, both tribes will line up in front of each other and one will “perform” for the other. The “audience” tribe will call out different instruments that they want to hear, and the player must quickly activate their instruments to please them before the audience gets bored. Combat is simple point-and-click RTS-style, though there is also a hotbar of special abilities according to what weapons the tribe has equipped at the time.

Following this point, the game enters the Civilization stage, where the player must conquer the planet they are on by taking over, buying or destroying all the rival cities. The game becomes more complex at this point, with a lot more building, trading and military conquest — though as with the previous components of the game, this phase can be passed through peacefully with a bit of effort.

Following this, the Space phase begins, and some would argue this is where the game begins proper — indeed, this is the phase that the Galactic Adventures expansion concentrates entirely on. Players must explore the galaxy in their custom-designed ship, fly down to planets, collect items, terraform, secure “spice” mines, trade with other species, complete missions, defeat enemies and, eventually, if you want to “finish” the game, build yourself up enough to take a lengthy expedition to the centre of the galaxy — a risky prospect, since this is where the Borg-like Grox, the main antagonists of the game, live.

So Spore certainly does follow life from its humble beginnings up to the space age, and it’s very satisfying to look at the comprehensive “history” screen in the game and see how your creature has evolved over time. The main criticisms that were levelled at the game on its original release, however, were more to do with the fact that none of the game’s phases had a lot of depth to them — it wanted to be “five games in one” but didn’t really pull it off as well as some people wanted.

It doesn’t really matter, though. Revisiting it now has reminded me that Spore is a very entertaining game — sure, it’s pretty lightweight compared to some heavy hitters in the strategy and god game genres, but that only serves to make the game accessible to all. I’m actually rather glad about this, since I find a lot of strategy games rather heavy going and consequently find myself trounced by computer or human players on a regular basis. I can succeed in Spore while still feeling like I’ve been challenged somewhat, and simply enjoy the sense of progression, discovery and ever-expanding scale that the game offers — not to mention its wry sense of humour and wonderfully self-referential nature. The game even plays music from M.U.L.E. at certain points, for pity’s sake.

And I haven’t even mentioned what was one of the main draws of the game on its original release: its focus on user-generated content. All through the game, your galaxy is populated by creations from other players. With the Galactic Adventures expansion, this user-generated content goes far beyond player-made creatures, buildings and vehicles — there are full missions designed by players. It’s impressive that it all works as well as it does — content simply “invades” your game seamlessly, and built-in community features allow you to rate, comment on or, if necessary, ban content without leaving the game.

I haven’t yet touched the Galactic Adventures content since my current save has only just advanced to the Civilization stage, but I’m looking forward to investigating it. Further thoughts will follow when I’ve had time to check it out. In the meantime, if you get the chance to grab a cheap copy of Spore, it’s well worth a shot.

Spore: My Take

Okay. Let’s get one depressingly inevitable thing out of the way first.

O HAI OMG AI CAN HAZ SPORN YA?

Now that’s done, we can begin.

There’s been a whole lot of ranting about Spore’s DRM recently (not least from myself, albeit I seem to be coming from the opposite direction to 99% of the rest of the Internet) but I’m not here to talk about that today. I’m actually going to talk a bit about the game, having spent some time with it and played it from start to “finish” with one of my creatures and started again with another.

I’ll start by saying that Spore is enjoyable and plain FUN. Many developers these days are dead set on either creating a movie, or creating something that’s self-consciously “hardcore” or something equally unappealing to a cynical old bastard such as myself. Spore eschews all of that by providing an experience that is pleasantly “light” to play yet has something that may not be “depth” but is certainly an addictive quality that keeps me wanting to return to it.

Part of the appeal is, of course, the user-generated content. The fact that, once my little single-celled creature evolves sufficiently to crawl out of the primordial soup and onto land, he/she/it will encounter creatures created by my friends, family and colleagues… well, that’s just awesome. Already I’ve had discussions with several people with amusing stories about my creatures turning up in others’ games, and even my spacefaring race’s starship turning up and suddenly abducting creatures from their game! (Disappointingly, the above-pictured “Massive Cock Monster”, produced by myself and a colleague from work upon his first discovery of the Creature Creator, hasn’t appeared in my galaxy as yet but I’m sure it’s only a matter of time.)

This is the great thing about replaying Spore. The first time I played it, I didn’t notice any of this stuff – I was concentrating on actually playing the game and understanding the mechanics. Fortunately, the mechanics themselves are very simple to pick up and build in complexity at an almost perfect pace – starting with simple directional controls in the Cell stage, adding an MMO-style “hotbar” in the Creature phase for using attacks and social abilities, adding a simple RTS interface in the Tribal phase, refining and increasing the depth of this in the Civilisation phase… before combining everything you’ve learned throughout the last few hours into the much more lengthy Space phase. And the great thing about the Space phase is that in your travels to the various planets around the galaxy, you can drop down onto a planet and see a computer-controlled species/tribe/civilisation going through exactly what you’ve been through – you can either sit back and watch it or do your damnedest to interfere with it through various means. Once you’ve been through the Space phase and experienced this a few times, going back to a previous phase means that you suddenly notice a whole lot of weird shit going on… like a sudden stampede of creatures running away from a now gigantic-appearing spaceship which is lasering them to death, or abducting them, or dropping meteors on the planet.

So that’s a lot of fun, and to me one of the best things about the game – the fact that it FEELS like a coherent universe where not only do you go through all these stages, but “everyone else” has to as well – and that “everyone else”, despite being computer-controlled, feels like it’s controlled by other people thanks to the fact that they were all DESIGNED by other people.

Vaguely related to this is the thing I like most about the aesthetic of the game – the constantly changing sense of scale. Right from the very beginning, Spore is a game about growth. Eat enough primordial goo as a wobbly cell thing and you get bigger, until you can eat the things that used to be screen-sized. Wander around as a creature and everything seems very large. The world is a big place, any invading spaceships seem huge and threatening and it’s a scary place to be part of. Become a tribe and you feel like you’ve taken a step back. What was once a single screen-filling creature has become a group of creatures that appear smaller individually but exhibit a greater influence on their environment. Become a Civ and you barely see your creatures at all, as they spend all their time in buildings and vehicles – but their influence spreads and grows until they have dominated the world. Reach the Space stage and, while your spaceship of your own design is undoubtedly cool, it’s presented as quite a small object on screen, making you feel suitably insignificant when surrounded by the thousands of stars that make up the Spore galaxy, until you start conquering or buying out star systems and you see the tangled web of your empire spreading across the galaxy map, growing bigger and bigger with each new conquest.

Other little things tickle my happy places in nice ways. The community side is dealt with well, though I wish there was some notification when someone comments on your creations as at present you have to check your page to see if any comments have come in. There’s Achievements too, a clear nod to both Xbox Live and Steam’s successful integration of this feature – and they’re an interesting mix of achievements too, with a combination of simple “play this game for 40 hours” style ones along with more complex “Win the Civilisation Stage by launching nuclear missiles”-type ones that encourage replaying the game in different styles – plus the fact that playing the game in different styles actually makes a difference. My first race was an aggressive species of carnivore, which meant they spent a lot of their time fighting. (Plus their voice ended up sounding like Brian Blessed, a fact which I was immensely pleased about.) My new species is completely different. They are non-aggressive, social herbivores, which has meant that the strategies required to survive the various stages (they’re currently up to the Civ stage) are rather different, focusing on defence or negotiation rather than outright killfests.

So is Spore the masterpiece the hype makes it out to suggest? Who knows. What I do feel, though, is that different people will take different things from it. I will certainly enjoy revisiting it with different creatures with different personalities and abilities and attempting to play the game in different ways. Others may tire of it quickly due to its relatively simple gameplay – simple compared to a more in-depth strategy game, at least. Others may spend most of their time in the Creators and enjoy adding more and more content to both their and other peoples’ games. It’s certainly a game with a broad appeal and, if we have to use that over-used term “casual” game, it’s a good example of a game that is easily accessible by both people who have been gaming for years and those who are relatively new or not as obsessively interested in the hobby as some of us.

(Oh, and the fact that they incorporated the music from M.U.L.E. into the trading screens in the Space phase is enough to make me want to have Maxis’ babies… though the purist Atari geek in me wishes they’d used the Atari version instead of the inferior C64 tune. My new creature, Gollumer, is a homage to that game.)

Check out my profile on the Sporepedia and feel free to add me if you’ve got the game and haven’t added me already – the name is, of course, “angryjedi”.

Fuck the Internet

Okay… the irony of saying “fuck the Internet” on a blog post isn’t lost on me, but bear with me. There’s a rant and a half coming your way right about now about, paradoxically enough, people moaning. However, I feel rather more justified in my meta-moaning than the whiny little sods I will be discussing throughout the next few paragraphs.

But first, a little history lesson, if you’ll indulge me for a sec.

My family had been online junkies since before the Internet was a widespread global phenomenon. An irregular “treat” for us was to be able to use our Atari with its mighty 300bps modem to dial up to a local bulletin board system, read some messages and maybe download some BASIC games to play. At the time, I thought this was incredily cool. Looking back, at the time, it was incredibly cool. I mean, being able to use your telephone line to dial into someone else’s computer and do stuff with it? Neat.

A few years later came CompuServe, which was a step closer to the “real” Internet, at the time still very much in its infancy for consumers. CompuServe offered a service that was essentially hundreds of these bulletin board services, called “forums” along with news, entertainment and real-time chat services. Again, it was something of a “treat” to be able to go online and look at stuff and to actually be able to communicate with other people. As a matter of fact, as a result of a message exchange between myself and another chap on the CompuServe Gamers’ Forum, ten levels that I had created for Wolfenstein 3D made their way onto the official Apogee “Super Upgrades” expansion pack for Wolf3D, netting me a cool $200. I still have a (now very faded) photocopy of the cheque as I thought that was so awesome.

A while into the “CompuServe Age”, I read an article in PC Format magazine discussing this new and interesting-sounding thing called the Internet. The article was awash with buzzwords like “telnet”, “FTP” and curious sounding things with lots of dots and coms in them. But it was still quite some time before CompuServe actually offered full Internet access.

Now here we are, some ten-to-fifteen years later. Web 2.0 in all its self-publishing, self-expressing, lower-case logo glory is upon us offering anyone with a pulse the opportunity to spill their guts on the Internet and share their innermost thoughts and feelings on a whole variety of topics.

This, on the surface, is a great thing. Never before have people had such an opportunity to self-publish anything they like – be it creative writing, academic research, odes to the fit girl in class 3B or simply waffly old bollocks like this place. Why, then, do so many people feel the need to use this great medium to batter down anything around them?

I have two recent examples of this, though these are by no means isolated examples. They are merely the most recent things where this issue has cropped up. Firstly, we have the “new Facebook”. Secondly, we have EA’s new game Spore. Let’s take these two things in turn.

First up is Facebook. Facebook is such a global phenomenon that I heard on the news this week (on the radio, how old-school of me) that they’re planning on making a movie (presumably of the docu-drama variety) on the site’s rise to success.

For the unfamiliar… actually, balls to that, even my Mum has a Facebook account. You all know what Facebook is. Let’s not forget that it’s a free service supported almost entirely by ads that anyone can sign up for and use and never have to pay a penny. It’s a social tool that’s allowed millions of people across the world to connect with one another and rediscover old friendships after many years, in some cases. In short, it’s a pretty marvellous thing that both Facebook themselves and numerous third parties keep adding new features to.

So recently Facebook redesigned their site, changing the way the functionality of the site works and, to me, making it rather more streamlined and clean. It also uses more of the browser window which, when you’re working on a 1920×1200 screen, is most welcome. They’ve obviously worked hard on this site redesign and are still tweaking things even as we speak – each time I log on I see some new little feature that makes navigation and use of the site even easier.

So how does the community at large respond? By creating “OMG 1 MILLION PEOPLE MUST JOIN THIS GROUP AND STAND UP FOR OUR RIGHTS! NEW FACEBOOK SUCKS!”. You’d think that Facebook had summoned the spirit of Hitler and then allowed it to rape all the world’s children before taking a chainsaw to them, while the shareholders sat in the background wanking and laughing. But no – they’ve done what any good website does every few years, they’ve had a refresh and a redesign – and, compared to many websites’ complete overhauls that I’ve seen over the years, this has been a fairly minor one in the grand scheme of things. You can still do everything you used to be able to, and more so in many cases.

So why bitch and moan? It escapes me. Do these people seriously think that getting a million people together in a group that is HOSTED ON THE FUCKING SITE THEY ARE COMPLAINING ABOUT – the site they aren’t paying a penny to support yet are happily cluttering up bandwidth with their photos and videos – is going to achieve jack shit? Why bother? Fuck the Internet.

Why bother complaining about the complainers? It makes me feel better. One may argue that all these people are doing is “making themselves feel better” also, but the fact is, it is Facebook’s prerogative to change their site as and when they want to – whether it is from the perspective of improving the users’ experience (they must be sitting around thinking “Those ungrateful bastards” right now) or from the perspective of increasing advertising revenue (which for a site that doesn’t make much money from its users is perfectly reasonable).

Next rant. Spore.

Spore’s a great game that came out this week. From Will Wright, creator of the Sim games (and the The Sims games, natch) it allows you to… again, I’m sure you all know about Spore already, so I’ll cut to the chase.

Spore ships with some security software by Sony called SecuROM. SecuROM is a system that is designed to protect discs against being copied and installed by hundreds of people… i.e. piracy. As such, it limits a purchaser of a copy of Spore to installing it on three separate machines. That’s not, as many people have assumed, three installations and then it’s all over… that’s three machines.

Who has three machines? How many people, apart from people with more money than sense, buy a new PC gaming rig often enough to make this an issue? I buy a computer roughly once every five to seven years and it serves me fine in that time, unless I want to run something like Crysis – which fortunately I have no interest in whatsoever.

EA released a statement quoting usage and activation statistics from the Spore Creature Creator, released some months prior to the full game. While Creature Creator’s stats may not necessarily reflect exactly the same userbase as Spore, the figures were telling. Most users activated the product on one computer. A few did it on two. And about 1% tried to activate on more than three. I’m often loathe to believe company hyperbole, but in this case those figures certainly seem a reasonable assumption in my experience at least. I don’t think I know anyone who has more than one computer for gaming purposes. Sure, I know some guys who have PCs for gaming and Macs for professional/creative work, but even then, that’s still only two computers.

The nonsense with Spore went way overboard. Amazon.com was bombarded with over 1700 one-star reviews of the game, very few of which commented on the game at all. Several users bandied the word “draconian” around and many promising to go and pirate the game rather than purchase it – indeed, the main argument that many people were throwing around was the fact that somehow Spore had been leaked, cracked and torrented even before the game’s street date, thereby, to these people, making the DRM pointless.

The fact is, were there not such wanton levels of piracy on the Internet today, these measures wouldn’t be necessary – and the people on Amazon who claimed that pirating the game was “making a stand” are simply adding to the problem, not making a point. EA’s a big company and they have to be seen to be doing something more than plugging their fingers in their ears and going “lalalala” on the subject of piracy. While DRM clearly doesn’t work as it should at present, at least it represents a symbolic gesture on EA’s part to help tackle the problem.

The fact is that Spore’s actually a great game, but all this nonsense has put lots of people off playing it, for completely unjustified and ill-informed reasons. It’d be lovely if just, for once, people on the Internet could sit down, appreciate what someone else has done for them, pay for it if it’s a paid-for service (like Spore) and appreciate it being free if it’s a free service (like Facebook) without bitching and moaning any time some tiny little change to the “norm” comes along. I’m sure there’s something Orwellian in there somewhere…

Anyway. Rant over. Assuming no-one else pisses me off my next few posts will be about Spore and other games I’m playing at the moment!