Hardcore Sporn

In his first posting on newstatesman.com's CultureTech Iain Simons gets red in the face over some Ha

Los Angeles, 2005. Deep within the sweaty bowels of the Electronic Arts booth at the E3 videogame trade-show in Los Angeles, and I’m amongst the journalists ushered into a dark black box room to be shown preview of the new project by Will Wright.

For those unfamiliar with the name, Wright is the uber-nerd. The fully-formed, undiluted lord-emperor of geek. He’s the man who made socio-economic computer simulations into a mass market product and in doing so finally gave gaming’s defenders some solid evidence to lean on. I’m not playing darling, I’m restructuring taxation to stimulate industrial growth. A tall, bespectacled figure of nervously twitching brilliance, his intensity is legendary - the computer program made flesh.

Having made town planning a solid-gold franchise with SimCity, his company Maxis produced a range of Sim-(insert noun here) titles before finally attempting to simulate human beings in The Sims. As the world swooned to the charms of a turgid soap-opera played out within a virtual dolls-house, publisher Electronic Arts commissioned a merciless series of expansion packs and finally a true sequel. Several tens of millions of dollars later, Wright went quiet.

Now a fully fledged niche celebrity and in the unusual position of being able to make whatever he liked as his next project, he resolved to try something a little more ambitious. Maxis went to work on creating a game that would simulate evolution in its entirety, wholly untroubled by restraint. It was this, Sim-Everything, that Wright first demonstrated to the world in California that summer. By then thought it had been christened with the rather more evocative name, Spore.

Starting from a single-celled life-form splashing around in the primordial soup and moving through to inter-planetary travel and beyond, it was Powers of Ten for the Playstation generation. One of the key hooks is the ability for all players to design, develop and evolve creatures that are uniquely theirs. The game’s universe is thus populated and sustained by these user-generated offspring which play, learn, sing, fight and of course breed together - creating an ever deeper gene pool. It’s like Second Life but with babies, and probably crashes less. Spore was instantly the most anticipated project in years.

2006, Leipzig Games Convention. Wright is on stage giving the same demo seen the previous year, this time to the public too. Everyone is still amazed, although slightly more curious to know when it will be released and what the actual, y’know, game will be…

2007, London. Release dates are rumoured and denied - no-one knows much more about the game, but in a hotel suite in London Wright is demonstrating the creature creation tool - giving journalists a hands-on try at building a life-form. Seemingly effortlessly, I sculpt some bio-sludge into the body of my beast. Pulling an armature skeleton around to shape the body, I’m suddenly adding limbs, eyes and mouths in a manner that would make Harryhausen shudder. Once composed, the extraordinary procedural animation system takes over and calculates how your creature would move based on the anatomical design decisions you have just made. Within minutes my creature takes its first breath and waddles into life. It looks ridiculous and brilliant.

User Generated Content. The holy grail of web 2.0. But - as all web 2.0 projects know, it’s a huge risk to place the main content burdens of a project in the hands of an unknown audience. Spore has to be a major mass-market product to recoup its development costs, and the techniques of 3d modeling demand a spatial literacy not neccessarily present in the casual user.

Recreational CAD, anyone? The tool for empowering the non-skilled user to rapidly obtain pleasing design results would need to be exceptional - and, it is. The creator is beautifully accessible, distilling the most nuanced sculptural strokes into gentle moves of the mouse. To use it really is to get a sense of your own untapped creative potential within your grasp. The kind of creative design software that would previously cost hundreds, if not thousands of pounds, is now embedded within a videogame and currently available to download for free as a limited version.

Electronic Arts, the publisher, is celebrating the release of the creator software by inviting ‘75 of the most creative innovators from around the world’ to create a creature of their own. David Lynch, Brian Eno and of course MC Hammer are all sharing their Sporlebrities with the World. It’s a moment for critical acclaim, shareholder celebration and the real kick-off for the final launch campaign. Sadly for EA though, the internet, that great leveller of pomp, has seen to it that there’s really only one story about Spore this week.

The budding Creature designers have shown what’s truly on their minds, and it’s largely priapic. Youtube is awash with a sticky tide of ‘Sporn’ as users upload their animated organs and EA’s brave new World is going to have to think carefully about how to deal with the waddling members of its customers. A few user accounts have been closed down already, for breaching the terms of use - but making subjective judgements about complex sculptures when over 250,000 creatures are being created in a single day already is going to be a huge task.

It seems strangely apposite that this game about dna and evolution has inspired so many inventive and varied representations of procedurally animated sex. Despite being gifted with one of the most powerful and accessible modelling tools in the history of computing, many users will still opt to create a waddling penis. Spore truly is the stuff of life.

Download the Spore Creature Creator for Mac or Windows.

View the acceptable face of Spore creativity

Iain Simons writes, talks and tweets about videogames and technology. His new book, Play Britannia, is to be published in 2009. He is the director of the GameCity festival at Nottingham Trent University.
Ukip's Nigel Farage and Paul Nuttall. Photo: Getty
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Is the general election 2017 the end of Ukip?

Ukip led the way to Brexit, but now the party is on less than 10 per cent in the polls. 

Ukip could be finished. Ukip has only ever had two MPs, but it held an outside influence on politics: without it, we’d probably never have had the EU referendum. But Brexit has turned Ukip into a single-issue party without an issue. Ukip’s sole remaining MP, Douglas Carswell, left the party in March 2017, and told Sky News’ Adam Boulton that there was “no point” to the party anymore. 

Not everyone in Ukip has given up, though: Nigel Farage told Peston on Sunday that Ukip “will survive”, and current leader Paul Nuttall will be contesting a seat this year. But Ukip is standing in fewer constituencies than last time thanks to a shortage of both money and people. Who benefits if Ukip is finished? It’s likely to be the Tories. 

Is Ukip finished? 

What are Ukip's poll ratings?

Ukip’s poll ratings peaked in June 2016 at 16 per cent. Since the leave campaign’s success, that has steadily declined so that Ukip is going into the 2017 general election on 4 per cent, according to the latest polls. If the polls can be trusted, that’s a serious collapse.

Can Ukip get anymore MPs?

In the 2015 general election Ukip contested nearly every seat and got 13 per cent of the vote, making it the third biggest party (although is only returned one MP). Now Ukip is reportedly struggling to find candidates and could stand in as few as 100 seats. Ukip leader Paul Nuttall will stand in Boston and Skegness, but both ex-leader Nigel Farage and donor Arron Banks have ruled themselves out of running this time.

How many members does Ukip have?

Ukip’s membership declined from 45,994 at the 2015 general election to 39,000 in 2016. That’s a worrying sign for any political party, which relies on grassroots memberships to put in the campaigning legwork.

What does Ukip's decline mean for Labour and the Conservatives? 

The rise of Ukip took votes from both the Conservatives and Labour, with a nationalist message that appealed to disaffected voters from both right and left. But the decline of Ukip only seems to be helping the Conservatives. Stephen Bush has written about how in Wales voting Ukip seems to have been a gateway drug for traditional Labour voters who are now backing the mainstream right; so the voters Ukip took from the Conservatives are reverting to the Conservatives, and the ones they took from Labour are transferring to the Conservatives too.

Ukip might be finished as an electoral force, but its influence on the rest of British politics will be felt for many years yet. 

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