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Spore Vehicle Interview

Filed in archive Sim by Kevin Codamon on December 19, 2006

PC Gamer has a interview up with Spore Senior Producer Morgan Roarty where he lets PC Gamer in on Spore's vehicle editor. Spore's vehicle editor will follow the design philosophy behind the creature editor that have been seen for quite some time now. It aims to be intuitive so that anybody can pick up how the editor works and create his vehicles instantly via drag and drop and snap on parts. Im curious as how the different types of vehicles: Military, cultural, and diplomatic; will have an effect on the game.

pic

Sounds cool and all but can i create my own Enterprise/Millenium falconlinks?

The answer is: Yes, Star Trek/Star Wars fans. You can pretty much create a Enterprise/Millenium Falcon lookalike vehicle.

PCG: Is the vehicle editor complete? MR: Probably plus or minus 5 or 10 percent on the parts. I think in playtesting, we're going to find there's certain parts we really want, and we'll add some, fix some, cull out those that aren't very popular. Actually, I was playing today and thinking, "I wish we had more 'detail' parts." Every time you think of a theme or a type of vehicle you want to make, all of a sudden, you think of five more parts you want, or different ways you can use current parts. I was trying to make the Star Trek Enterprise the other day and we had to make another part so we could really make it look like the Enterprise. Not that we could use the Enterprise....

PCG: Do people gravitate toward re-creating well-known vehicles?
MR: There's definitely a classic list-the Enterprise, the Millennium Falcon, a bunch of Star Wars vehicles-that we're going to have to make sure people can make closely. That's the kind of thing that's probably part of that 5 or 10 percent parts we'll tweak.

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