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.

How Jim Murphy's mistake cost Labour - and helped make Ruth Davidson

Scottish Labour's former leader's great mistake was to run away from Labour's Scottish referendum, not on it.

The strange revival of Conservative Scotland? Another poll from north of the border, this time from the Times and YouGov, shows the Tories experiencing a revival in Scotland, up to 28 per cent of the vote, enough to net seven extra seats from the SNP.

Adding to the Nationalists’ misery, according to the same poll, they would lose East Dunbartonshire to the Liberal Democrats, reducing their strength in the Commons to a still-formidable 47 seats.

It could be worse than the polls suggest, however. In the elections to the Scottish Parliament last year, parties which backed a No vote in the referendum did better in the first-past-the-post seats than the polls would have suggested – thanks to tactical voting by No voters, who backed whichever party had the best chance of beating the SNP.

The strategic insight of Ruth Davidson, the Conservative leader in Scotland, was to to recast her party as the loudest defender of the Union between Scotland and the rest of the United Kingdom. She has absorbed large chunks of that vote from the Liberal Democrats and Labour, but, paradoxically, at the Holyrood elections at least, the “Unionist coalition” she assembled helped those parties even though it cost the vote share.

The big thing to watch is not just where the parties of the Union make gains, but where they successfully form strong second-places against whoever the strongest pro-Union party is.

Davidson’s popularity and eye for a good photo opportunity – which came first is an interesting question – mean that the natural benefactor in most places will likely be the Tories.

But it could have been very different. The first politician to hit successfully upon the “last defender of the Union” routine was Ian Murray, the last Labour MP in Scotland, who squeezed both the  Liberal Democrat and Conservative vote in his seat of Edinburgh South.

His then-leader in Scotland, Jim Murphy, had a different idea. He fought the election in 2015 to the SNP’s left, with the slogan of “Whether you’re Yes, or No, the Tories have got to go”.  There were a couple of problems with that approach, as one  former staffer put it: “Firstly, the SNP weren’t going to put the Tories in, and everyone knew it. Secondly, no-one but us wanted to move on [from the referendum]”.

Then again under different leadership, this time under Kezia Dugdale, Scottish Labour once again fought a campaign explicitly to the left of the SNP, promising to increase taxation to blunt cuts devolved from Westminster, and an agnostic position on the referendum. Dugdale said she’d be open to voting to leave the United Kingdom if Britain left the European Union. Senior Scottish Labour figures flirted with the idea that the party might be neutral in a forthcoming election. Once again, the party tried to move on – but no-one else wanted to move on.

How different things might be if instead of running away from their referendum campaign, Jim Murphy had run towards it in 2015. 

Stephen Bush is special correspondent at the New Statesman. His daily briefing, Morning Call, provides a quick and essential guide to British politics.

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