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Wikipedia loves SPORE!


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Procedural generation

Main article: Procedural generation


Because the Spore gameworld is procedurally generated, it can be as large, varied, and detailed as it needs to be without an expensive team designing each element individually. This emphasis of function and algorithm rather than manual data creation also helps users' creatures, societies, cities, and planets to react realistically to a wide range of customizations.
In Wright's first public demonstration of Spore, he created a tripedal creature in the creature evolution editor. The game then figured out how a lizard with three legs and a prehensile tail should walk. Wright then showed several pre-made creatures which moved realistically, despite their exotic design. Other examples showed insectile creatures with multiple heads and six legs, a walking bird whose massive head caused it to tilt while turning, and a dog-like creature with a set of unusual branching limbs. He also demonstrated a creature that looked exactly like a Care Bear, indicating that players could create animals similar to those found in nature or popular culture.
Wright noted that he hired a handful of demoscene programmers and artists because of their familiarity with procedural generation.


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