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.
Cameron in Nuneaton. Photo: Getty
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Why fewer of us want a long-term relationship ... with a political party

In 2015, 38 per cent of voters backed a different party to the one they supported in 2010. So what does the rise of swing voters mean for British politics?

For decades political parties have competed furiously for one of the great prizes of British politics: the affections of the swing voter. It wasn’t that long ago that there were relatively few political swingers: until the 1990s, fewer than a quarter of voters would switch parties from one election to the next.

Yet that once relatively rare breed is becoming increasingly common, which means party campaigners are going to have to come up with new tactical thinking. The British Election Study survey panels, conducted episodically over the last fifty years, are unique in that they are able to track the same voters from one election to the next, unlike more conventional opinion polls that only look at a snapshot of voters at a given time. Using these studies, you can identify the percentage of voters who switch their vote from one party to another between each pair of elections since 1966 when such data was first collected.

In 1966 only around 13 per cent of voters had changed their minds since the previous election in 1964. Since then, the proportion of swingers has been steadily increasing, and by 2015, 38 per cent of voters backed a different party to the one they supported in 2010.

The increase in swing voters is pretty consistent. The only exceptions are between February and October 1974, when (understandably) fewer voters changed their minds in eight months than switched in the preceding four years, and between 1997 and 2001, when the electoral dominance of New Labour under Tony Blair held back the tide for a time. These two exceptions aside, the increase has been constant election-on-election.

A lot of vote shifting can go on even between elections where the overall result remains stable. In 2001, for example, more people switched votes than in any election before 1997, with a surprising level of turmoil beneath the surface stability. While these largely cancelled out on that occasion, it set the stage for more dramatic changes in the parties’ votes later on.

So British voters now seem more likely than ever to jump from party to party. But who exactly are these swingers? Are they disillusioned former party loyalists? Or have British voters simply stopped getting into a serious relationship with the parties in the first place? We can get some insight into this using data from the yearly British Social Attitudes Survey, looking at the number of respondents who say that they do not identify with any of the political parties (party identifiers tend to switch much less often) when they are asked ‘Generally speaking, do you think of yourself as a supporter of any one political party?’ and then ‘Do you think of yourself as a little closer to one political party than to the others?’ if they say no to the first question. The graph below combines data from 1984 to 2013. Each line represents people who were born in a different year. Higher lines mean that there are more people who do not identify with a political party. So, for instance, voters born in 1955 started with very low levels of non-identification (22 per cent), which have gradually risen to 44 per cent in the latest survey. Most of the lines on the graph go up over time, which shows that almost all generations are falling out of love with the parties.

However, an acquired taste in swinging among the older generations is dwarfed by the promiscuous younger generations – shown by the dashed lines – most of whom never form an attachment to a party at all. Each generation in the data has been less committed to the parties than the previous generation was at the same age, with around 60 per cent of the youngest generation – those born since 1985 – expressing no attachment to any political party.

Since most of this change has been a generational shift, it may be a long road back for the parties. Loyalty to parties is often handed down in families, with children inheriting their parents’ commitment to a party. Now that this process has broken down, and younger generations have lost their attachment to parties, they may in turn pass on this political detachment to their children.

The majority of younger voters have simply never grown up with the idea of getting into a long-term relationship with a political party, so they may never settle down. Many Labour MPs were outraged when it turned out that lots of the new members who joined up to vote for Jeremy Corbyn had voted for the Green Party just a few months before, but this may simply reflect the political approach of a generation who see parties as needing to earn their vote each time rather than commanding lasting, even unconditional loyalty.

If Britain’s newfound taste for swinging isn’t going to disappear any time soon, what does it mean for party competition? In the past most people had settled partisan views, which seldom changed. General elections could be won by attracting the relatively small group of voters who hadn’t made up their minds and could very easily vote for either of the two main parties, so political parties based their strategies around mobilising their core voters and targeting the few waverers. While they worried about traditional loyalists not turning up to the polls, the parties could be assured of their supporters’ votes as long as they got them to the voting booth.

Nowadays, swing voters are no longer a small section of the electorate who are being pulled back and forth by the parties, but a substantial chunk of all voters. This helps to explain why politicians have been so surprised by the sudden rise of new parties competing for groups previously thought to be reliable supporters. The new parties that have entered British politics have also allowed voters to express their views on issues that don’t fall neatly into traditional left– right politics such as immigration (UKIP) or Scottish independence (the SNP). This in turn has posed a dilemma for the traditional parties, who are pulled in multiple directions trying to stop their voters being tempted away.

This may just be the start. If the number of swing voters stays this high, the parties will have to get used to defending themselves on multiple fronts.

This is an extract from More Sex, Lies and the Ballot Box, edited by Philip Cowley and Robert Ford.