SporeWiki
No edit summary
No edit summary
 
(34 intermediate revisions by 25 users not shown)
Line 1: Line 1:
{{phases}}
+
{{Game stages}}
   
''Spore'' can be roughly divided into three distinct game-play segments, themselves again divided into phases. An outline of these divisions is as follows:
+
''Spore'' can be roughly divided into three distinct game-play segments, themselves again divided into stages. An outline of these divisions is as follows:
   
 
# '''''Evolution Segment'''''
 
# '''''Evolution Segment'''''
#:Characterized by '''direct control over a single creature''', with the game-play aims of '''inter-species competition''', that is to say, '''survival''', accretion of 'evolutionary credits' by way of '''acquiring food''', and '''access to the [[Microbe Editor]] or [[Creature Editor]]'''.
+
#: Characterized by '''direct control over a single creature''', with the game-play aims of '''inter-species competition''', that is to say, '''survival''', accretion of [[DNA points]] by way of '''acquiring food''', and '''access to the [[Cell Editor]] or [[Creature editor]]'''.
#* [[:Category:tide pool phase|Cell Phase]]
+
#* [[Cell Stage|Cell stage]]
#*: Simple '''single- and multi-celled organism''' in a '''two-dimensional 'petri dish'''' surrounding. The creature editor of this phase seems limited in scope to addition of parts to the original organism, rather than shaping it directly.
+
#*: Simple '''single- and multi-celled organism''' in a '''two-dimensional 'tide-pool'''' surrounding. The creature editor of this stage seems limited in scope to addition of parts to the original organism.
#*:After sufficient accretion of evolutionary credits, this eventually gives way to the
+
#*: After sufficient accretion of DNA, this eventually gives way to the [[Creature Stage]].
#* [[:Category:Creature phase|Creature Phase]]
+
#* [[Creature Stage|Creature stage]]
#*: Ostensibly '''beginning in the sea''' after sufficient evolutionary credits have been spent to increase creature size. '''Land''' and '''aerial''' creatures are '''possible''' as well.
+
#*: After beginning the stage your creature makes its way onto land, where the objective becomes befriending the other creatures or forcing them to extinction.
  +
#*: After enough other races have been dealt with, the game enters the [[Tribal Stage]]
#*:By pouring a significant amount of evolutionary points into the ''Brain'' category, the creature eventually achieves sentience and the game enters the
 
  +
#*: An aquatic stage bearing similarities to the Creature Stage was removed from the game due to organizational bugs.
 
# '''''Social Segment'''''
 
# '''''Social Segment'''''
#:Characterized by relinquishing control over a single creature in favor of '''controlling groups of creatures''', with the game-play gravitating towards '''intra-species competition''' with AI-controlled groups. The Creature editor no longer accessible, however, once the player unlocks them the '''tool, building and vehicle editors''' become available.
+
#: Characterized by relinquishing control over a single creature in favor of '''controlling groups of creatures''' (sometimes known as RTS style), with the game-play gravitating towards '''intra-species competition''' with AI-controlled groups. The Creature editor is no longer accessible, however, once the player unlocks them the '''building and vehicle editors''' become available.
#* [[:Category:Tribal phase|Tribal Phase]]
+
#* [[Tribal Stage|Tribal stage]]
#*:In this phase, '''food is still a relevant resource'''. Its acquisition pits the '''player-controlled tribe against AI-controlled others'''. However, since the evolution aspect of the game ends with the transition to the Tribal Phase, evolutionary credits give way (conceptually, not game-play wise) to cultural credit, represented by the ''Simoleon'' icon in the [[Statusbars|status bar]]. Simoleons are hereafter used to progress your tribe into civilization through '''purchasing tools and other items'''.
+
#*: In this stage, '''food is still a relevant resource'''. Its acquisition pits the '''player-controlled tribe against AI-controlled others'''. However, since the evolution aspect of the game ends with the transition to the Tribal stage, evolutionary credits give way (conceptually, not game-play wise) to food as a currency, used to 'purchase' new buildings and tribe members. You can then get tools from said buildings, which are used for improving your relationship with other tribes, killing other tribes, healing your tribe, and help with gathering.
 
#* [[Civilization Stage|Civilization stage]]
#* [[:Category:City phase|City Phase]] **This segment has been completely removed from the final game**
 
 
#*: The Civilization Stage is the last planet-centric stage, as the opponents are now other factions of a player's own race in the quest for cultural dominance over the home planet. This stage is characterized, unsurprisingly, by having a '''''Civilization''-like game-play'''.
#*:Though mentioned as having a distinct style of game-play associated with it (the SimCity-like aspect that, this being a Maxis game, was bound to be included in some way), it is yet unclear how the transition from City Phase to Civilization Phase is defined or triggered. The transition from solely centering on your city to having diplomacy and trade with other cities is likely linked to the discovery and/or use of [[vehicles]].
 
 
# '''''[[wikipedia:Sandbox|Sandbox]] Segment'''''
#* [[:Category:Civilization phase|Civilization Phase]]
 
 
#: Characterized by '''complete control over all aspects of the game''' that have previously been sequential in nature. '''All editors are accessible''' and new ones unlocked during this segment with the appropriate knowledge, such as genetic engineering, cybernetics, etc. Game-play culminates in the "T-bar", that is to say, '''branching out into mini-games and challenges''' rather than providing a concrete final objective for ending the game.
#*:The Civilization Stage is the last planet-centric phase, as the intra-species competition culminates in the quest for cultural dominance over the home planet. This phase is characterized, unsurprisingly, by having a '''''Civilization''-like game-play'''.
 
 
#* [[Space Stage|Space stage]]
# '''''[[Sandbox]] Segment'''''
 
 
#*: Space-faring begins when the player assumes complete control of their planet by eliminating, capturing, converting or buying all other cities. The planet will then start their space program and build a single UFO''', the "Swiss-army knife" of the later stages. '''This marks the beginning of the''' exploration and colonization of space''', starting with the home system of the creature. After a short mission the player discovers the''' ''[[Interstellar Drive]]'' '''which allows for '''contacting other species '''and is the beginning of true sandbox gameplay.
#:Characterized by '''complete control over all aspects of the game''' that have previously been sequential in nature. '''All editors are accessible''' and new ones unlocked during this segment with the appropriate knowledge, such as genetic engineering, cybernetics, etc. Game-play culminates in the "T-bar", that is to say, '''branching out into mini-games and challenges''' rather than providing a concrete final objective for ending the game.
 
#* [[:Category:Space phase|Space Phase]]
 
#*: Space-faring begins when the player accumulates enough cultural credit, ie. money, to afford '''buying (or building) the UFO''', the "Swiss-army knife" of the later stages. This marks the begin of the '''exploration and colonization of space''', beginning with the home system of the creature. The discovery of the ''Interstellar Drive'' then eventually leads to the a full sandbox game-play.
 
#*:The player is free to roam the galaxy, making contact with other species by either peaceful or warmongering means.
 
   
  +
<!--Interwiki links-->
  +
  +
  +
[[es:Estadios del juego]]
  +
[[ru:Игровые этапы]]
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Game stages]]
 
[[Category:Game stages]]

Latest revision as of 15:26, 21 July 2020

Game stages

Spore can be roughly divided into three distinct game-play segments, themselves again divided into stages. An outline of these divisions is as follows:

  1. Evolution Segment
    Characterized by direct control over a single creature, with the game-play aims of inter-species competition, that is to say, survival, accretion of DNA points by way of acquiring food, and access to the Cell Editor or Creature editor.
    • Cell stage
      Simple single- and multi-celled organism in a two-dimensional 'tide-pool' surrounding. The creature editor of this stage seems limited in scope to addition of parts to the original organism.
      After sufficient accretion of DNA, this eventually gives way to the Creature Stage.
    • Creature stage
      After beginning the stage your creature makes its way onto land, where the objective becomes befriending the other creatures or forcing them to extinction.
      After enough other races have been dealt with, the game enters the Tribal Stage
      An aquatic stage bearing similarities to the Creature Stage was removed from the game due to organizational bugs.
  2. Social Segment
    Characterized by relinquishing control over a single creature in favor of controlling groups of creatures (sometimes known as RTS style), with the game-play gravitating towards intra-species competition with AI-controlled groups. The Creature editor is no longer accessible, however, once the player unlocks them the building and vehicle editors become available.
    • Tribal stage
      In this stage, food is still a relevant resource. Its acquisition pits the player-controlled tribe against AI-controlled others. However, since the evolution aspect of the game ends with the transition to the Tribal stage, evolutionary credits give way (conceptually, not game-play wise) to food as a currency, used to 'purchase' new buildings and tribe members. You can then get tools from said buildings, which are used for improving your relationship with other tribes, killing other tribes, healing your tribe, and help with gathering.
    • Civilization stage
      The Civilization Stage is the last planet-centric stage, as the opponents are now other factions of a player's own race in the quest for cultural dominance over the home planet. This stage is characterized, unsurprisingly, by having a Civilization-like game-play.
  3. Sandbox Segment
    Characterized by complete control over all aspects of the game that have previously been sequential in nature. All editors are accessible and new ones unlocked during this segment with the appropriate knowledge, such as genetic engineering, cybernetics, etc. Game-play culminates in the "T-bar", that is to say, branching out into mini-games and challenges rather than providing a concrete final objective for ending the game.
    • Space stage
      Space-faring begins when the player assumes complete control of their planet by eliminating, capturing, converting or buying all other cities. The planet will then start their space program and build a single UFO, the "Swiss-army knife" of the later stages. This marks the beginning of the exploration and colonization of space, starting with the home system of the creature. After a short mission the player discovers the Interstellar Drive which allows for contacting other species and is the beginning of true sandbox gameplay.