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MartyMcFly

Spores revolutionary code...

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I have a question about Sim City 5?  and Spore. 

  I remember reading a year or 2 back that Will Wright was saying that the way they designed Spore or the code that they used was revolutionary and that it would be incorperated into any future Sim City games.  That somehow the code from Spore would allow for much greater detail and not be as hard on your computer. 

Is this still the case?  Especially with all the crashing going on whilst playing Spore.  Will this allow maxis/Ea to make the next Sim City closer to Google earth?  With photo realistic textures and buildings... 

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Whatever code they may have been using a couple of years ago probably was revolutionary, then. I see nothing spectacular about the graphics or physics in Spore. In fact some other recent games excel in those respects, but at the expense of file size and hardware requirements. Spore is quite small in comparison, weighting in at what? Around the dvd5 mark? And that shows in the meat and bones of the game. It looks pretty, if you like Hello Kitty, but lacks in substance. I dont honestly think its possible with any code on any engine to get a well made game with a proper sandbox world with bleeding edge graphics and physics without paying with both storage space and hardware specs. Somehow I dont see the engine Spore uses as being at the forefront of future game developement. I can however see the technology used in cheap stack'em'high sell'em'cheap type games but in terms of real gaming a real engine like Unreal or the Ego engine is where it's at.

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EVERY company says that EVERY game they produce is revolutionary. Why would you think Spore is any different? Same crap, different box.

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