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Pop!Tech: Will Wright
Duration:
30 minutes and 42 seconds
Country:
United States
Language:
English
License:
dotSUB Non-Commercial
Genre:
Video Podcast
Producer:
PopTech
Views:
700
(54
embedded)
Posted by:
beth on Jun 12, 2007
The creative force behind The Sims series believes a complex way of understanding the world can be gained through very simple rules. Will Wright unveils his next game, Spore, where players are creators who build—and react to—ever-more complexity within their environments.
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- POP!TECH [♪ POP!TECH theme music ♪]
- BRINGS TOGETHER
- THE WORLD'S LEADING THINKERS
- TO SHARE INSPIRATION AND IDEAS
- IGNITING CHANGE
- AND UNLOCKING HUMAN POTENTIAL
- THIS IS PART OF THEIR ONGOING CONVERSATION
- POP!TECH
- POP!CAST
- Presented by Lexus Hybrid Drive
- GIVES MORE TO THE DRIVER. TAKES LESS FROM THE WORLD.
- I've had about five cups of coffee, so just to warn you.
- If we can switch over to the other computer.
- As Brian mentioned, life for me was also
- [Will Wright POP! TECH 2006]
- almost kind of a seminal event, kind of understanding what this is,
- because you start with this very simple little system,
- and as Brian mentioned, there are very simple rules.
- And every generation you run this, it calculates a new pattern.
- What we're actually looking at are the cells of life here,
- and the rules are so simple, but yet what you're seeing, the patterns here,
- are somehow encoded in that rule set.
- And every time I run this same pattern, the same starting pattern,
- you're going to get the exact same results here.
- So if I go back and reload that pattern, and then keep running it, [popping sound]
- we'll get the exact same thing again.
- We can turn the volume down just a little bit. [audience laughter]
- Now if I run this in fast forward,
- you see this whole little ecosystem is kind of coming out of that one little starting position.
- And every time I load that starting position, we're going to get the exact same pattern.
- And the amount of compression that represents is astounding.
- And not just compression, but just the generative power
- of systems like this, which seem mirrored in reality.
- Things like DNA, in chemistry, are able to give rise to this incredible complexity
- we see in the world around us.
- We can load other rule sets here,
- and you get a sense of kind of the diversity.
- Just by changing the rules slightly, you get just amazing patterns.
- And again, these can be deterministic patterns, or more stochastic random patterns.
- The deterministic ones really are more interesting to me.
- Some of them could also be used as simulation.
- In fact, a lot of the games that we do are based upon very simple rules like this,
- giving rise to things that basically mimic reality in some sense.
- So you can get very organic patterns; you can get things that
- are much more representational.
- And people have actually built whole computers inside of these systems.
- So you can just get a sense of the complexity that's available within a system like this,
- that you can actually build whole computing devices within this.
- But at any rate, for me this has been inspirational, not just in terms of the way reality works,
- but also a way of looking at the world, that we can convey to kids,
- and it's a way of understanding the world.
- Rather than top-down theory, it's more bottom up. What can simple rules give rise to?
- So I want to go into a Power Point here really quick, and just talk a little bit
- about the game business, and where that's been trending,
- and give you a sense of where we're going, where I'm going in games.
- Basically, we all grew up in this age of industrial mass production,
- and we're kind of used to buying manufactured artifacts that professionals designed,
- back in some drawingroom or R and D lab somewhere.
- We're used to living in standardized areas, housing.
- That idea of mass production has kind of followed through the rest of our life,
- all the way to media, entertainment.
- There's this broadcast model that some guys back in a room make a movie, a book, whatever.
- And then throw it up on the wall, and the consumers go eat it up.
- But yet as kids, I think we all have design aspirations.
- I think it's something we innately kind of want to do, or enjoy doing.
- There was this professor that went into a kindergarten class, and asked how many kids could dance.
- And all the kids raised their hands.
- How many can draw? They all raise their hands. How many can sing?
- Again, they all raise their hands.
- Then they went into a college class and asked the same three questions.
- And, of course, nobody raised their hand.
- And he concluded that education was the process of teaching us what we can't do.
- But yet we are allowed to convey our design aspirations into safe areas,
- like decoration, wardrobe, et cetera.
- So we are kind of allowed certain areas to express ourselves.
- And some people can carry that further, into the design, manufactured world,
- but really it requires fairly elaborate skill sets.
- Other people kind of take it more to the fringe.
- They want to express themselves, and they kind of break outside the box and do it in other ways.
- But when computers came around, one of the really popular things
- that people first figured out they could do, was personalize their desktop.
- And it was amazing how powerful that concept was for the average person.
- Just the fact that my computer looks different than yours.
- And now we're starting to see that trend carried out into the manufactured world.
- That the artifacts, the tools that we surround ourselves with,
- want to become an expression of our identity, on a deeper and deeper level.
- And we've been seeing that in games as well.
- We give players tools to build things in games, like characters,
- and it's amazing how much they will grab these tools and just use them and surprise us,
- and do amazing things.
- And the amount of stuff they make is incredible, too.
- They will just make huge amounts of content.
- This is one of the fan sites we have for the Sims,
- and they have over a hundred thousand pieces of furniture,
- close to a million characters, et cetera, that they've made and anybody can download.
- And they enjoy making this as much as they enjoy playing with it.
- And it makes it very deep and personal to them.
- But if we look at what they're making, and the quality of it,
- to be honest, really, most of it's crap. [Quantity vs Quality]
- We have this, basically, power law of distribution here.
- Some of it's okay, but we have a few people that are actually quite good.
- They will take these tools and make really good things. [Crap, Nice Try, Pretty Good, Great]
- And so this is kind of one of our challenges.
- We want to increase the right side of that curve there.
- [Content Development, Code Development] Now looking at the history of game development,
- [1984 - Robb] everything, and the next game I did about five years later. [1989 SimCity]
- It took about four people. And the next game, about ten. [1994 SimCity 2000]
- The next game, [2000 The Sims] next game [2004 The Sims 2].
- So this has been the trend in computer games, for team sizes.
- If you look at the dark computers on top, that represents the content development.
- In other words, the fixed assets like art, animation, sound.
- And you can see that that section of the team is increasing faster
- than the code section by far, and if we extrapolate this trend out,
- by 2050, it's going to take about 2.5 million people to make a game,
- and it's going to cost $500 billion.
- So clearly we can't just keep going with that trend.
- What's also happening is that we've doubled the amount of effort that we put into a game; [Cost, Value per Content]
- the value the player's getting isn't double. It's, in fact, diminishing returns.
- So we're fighting a losing battle, on that end.
- [ Players love making and sharing stuff] So we're seeing that players love making stuff,
- [Content is getting very expensive for us to make] and it's costing us a huge amount to make it.
- So this is one of the major trends in games, and I think we're starting to see it in other forms of media as well,
- things like YouTube.
- These are little toy models of reality, some representation of reality,
- and as a kid I built a lot of these models.
- Very static, plastic models, but now these computer models are dynamic.
- They show systems over time.
- [SimCity] Something like SimCity is, in fact, remarkable how simple the underlying model is for it.
- And it relies heavily on generative systems like life, with pretty graphics on top of it.
- But yet these simple little rules come up with very elaborate,
- realistic-looking, organic behavior.
- But the player, as they play a game, are basically, they're reverse engineering
- that model in the computer.
- They're building a more and more elaborate model.
- They test theories, they try them out, and as they learn to play the game better,
- they're building a more and more elaborate model.
- So in some sense, we're actually building a model in the player's head.
- That's the real model we're building.
- The computer game is just a compiler for that model.
- It's a way to help that person build a more elaborate model in their head.
- Now, what's interesting now, is we're finally getting to the point where we have the ability to start
- doing the reverse, that is, to have the computer start building a model of the player.
- By observing what the player is doing, get a better and better sense of what the player's good at,
- what interests them, what they're drawn toward, what their goal structures are,
- what story they're trying to tell, or play out in the game,
- and in some sense you can look at a game as kind of a landscape
- of challenge, reward, et cetera, goal states, and the players are moving across that landscape.
- And, in fact, we're actually mapping these landscapes now.
- This is a thousand people playing the Sims, across three metrics
- that we measured, every day that they played the Sims, where they moved in that kind of phase space,
- or that possibility space of the game.
- So we're actually able to measure things like this and get trends.
- Where players tend to congregate. Where they tend to diverge.
- What goal states they tend to head towards. And we can learn a lot from that.
- We can also look at things like when they buy stuff in games,
- what things that they tend to buy preferentially.
- What sort of social interactions or relationships do they form in online games?
- What sort of social dynamics they encourage with other players.
- All these things are measurable, and that's interesting,
- because games are a formalized kind of environment, that in normal life it's really hard to measure these things,
- but in the game this stuff is already formalized, so it's very easy to capture the metrics from that.
- [ Player created content (and lots of it)] So we've got lots of player created content coming,
- [Model of player (abilities, aesthetics, social)]
- and we have the ability for the computer to start building a model of each player individually.
- Now the third thing that we're really looking at, is back to this curve here.
- How can we give the players more powerful tools?
- What we really want to do, is take the right side of this curve,
- and kind of stretch it up, and increase that area over there,
- so the stuff that the players are making isn't just more stuff, but it's better stuff,
- that we can then kind of share with other players, and even give them more value.
- So we're not fighting this war of content, where we're having to develop more and more stuff,
- but the players themselves are developing it, which they enjoy doing,
- they love doing that.
- So we've been looking at things like toys, basically.
- Various standard, easy-to-use toys, as metaphors.
- What are simple systems that players can kind of interact with, that they're comfortable with,
- and basically, how do we take those things, and bring them into a process
- that replicates what our artists are now spending their time doing?
- We have these skilled professionals that are doing modeling and animation,
- sound work, et cetera, texturing, and it's turning out that a lot of this stuff
- can be automated through generative processes.
- And computers are getting powerful enough, and we're kind of learning tricks,
- to where we can actually recreate a lot of what our artists are sitting there doing by hand, in data.
- So the idea here, is we take the player, we give them a very simple little generative system,
- where they're fiddling with a few levers, but the computer can take that,
- analyze this simple little system that the player has built,
- and actually elaborate on it through generative systems,
- build a much more elaborate model, more elaborate textures,
- animations, and eventually behavior, and eventually create professional assets
- that right now our game developers are having to create,
- at great cost and expense.
- So in some sense, the computer becomes a creative amplifier for the player.
- And this, to me, is what computers are really amazing at, is amplifying people's abilities,
- especially in the realm of imagination.
- So once we have that, if we have this amplifier for the players, we can take the content that they've made,
- bring it up to a server, collect it, and then, if we also have a model
- of that player, what they like, what they're trying to do in the game, what their goal states are,
- we can preferentially download stuff that other players have made to them.
- So in some sense, players are making the game collectively, as they play.
- And the game itself is individualizing each game to each individual player.
- So in some sense—I'm going to show you a demo of a game we're working on now called Spore,
- and the idea of the game is that players are collectively building this world together as they play.
- Playing the game is the process of kind of building this world.
- In some sense, in this game, I don't want the player to be Luke Skywalker,
- I want them to be—or Frodo Baggins—I want them to be George Lucas,
- or JRR Tolkien. I want them to feel like world creators, not just like a protagonist,
- kind of moving around in a pre-scripted story.
- Now, this game was kind of roughly inspired by a couple of things.
- The Powers of Ten idea by Charles and Ray Eames, [The Films of Charles and Ray Eames]
- which is showing the universe at all these different scales,
- also by the SETI Project. [SETI — Drake's equation]
- Originally, I kind of got drawn to this because I was very fascinated with the question
- of aliens and extraterrestrials, and looking at the terms in the SETI— in Drake's equation,
- these are things like the number of stars, how many of those might have planets,
- how many of those might have life, intelligence, et cetera—
- they map to all the different scales that the Powers of Ten idea did.
- So I found it very interesting that this question of life in the universe covers all these different scales.
- And so, we end up with a very interesting map, in some sense,
- a conceptual map here, not just of scale and space, but of time and life.
- So in some sense we're kind of looking from the very small to the very large,
- in scope, and from the very distant past to the distant future.
- And that's kind of the gist of this game I'm working on right now, is that you start down here,
- as a very simple single cell thing, and eventually work your way up [Today the tide pool. Tomorrow - the universe!!]
- to the other end of this graph.
- And I'm going to boot this up; this takes a second.
- Let's try this one here. So we're finding that players, when they make things in these games,
- that it is so much more meaningful to them, and there's this quality-level discrepency,
- where our professionals can make very professional-looking characters,
- we can give the players tools, and they can make a character that's pretty good looking,
- but the fact that they made it, that it's uniquely theirs, is very meaningful to them,
- and it drives the empathy for the player.
- And it's amazing how much these games are also becoming, not just a form of play,
- or entertainment, but also a tool of self-expression.
- Because we see people taking games like the Sims,
- and one of the things they can do with it, is they can kind of tell a story with the game,
- and then share it with other players.
- And they're starting to tell much more meaningful stories,
- so in some sense it's becoming like a musical instrument for a lot of players,
- as they get good at playing this thing, they then want to share, and use it for creative self-expression.
- Now, this game Spore occurs, as I have mentioned, on these different scales.
- We actually have kind of subgames.
- You actually start at a cellular level, work your way up through evolution--
- you design your own creature--eventually, if it becomes intelligent,
- you go to kind of a tribal phase, and you start dealing with the sociology of the creatures,
- and then eventually, you start building cities, an entire civilization,
- and then eventually you go out into space. I'm just going to show you a little bit of the game to give you a sense of it.
- I'm going to start with one of the editors.
- Now the core of this game is this set of very powerful editors that we've built,
- where anybody can take the computer, and in a few clicks, create something amazing.
- So we have this torso here, there's a little backbone,
- it's very physical, very tactile.
- I can use the mouse wheel to kind of expand and contract it, sculpt it very much like clay.
- Again, every bit of this wants to have some existing metaphor.
- So we want players to kind of touch this and feel like, oh, this is like clay.
- I kind of understand this. Or, this is like a very simple little backbone.
- Now, we've also got pallets of parts over here.
- So we have things like limbs I can drag out,
- these are feet.
- Each one of these parts as we drag them on, has meaning,
- and our little creature starts coming to life.
- They're also morphable, so I can stretch them, scale them with a mouse, whatever.
- And you'll see sliders over on the side, so whatever I design in this,
- the computer basically has to bring to life,
- and calculate how the thing would behave.
- So now it's starting to talk a little bit.
- We'll get a mouth, shorten it a little bit.
- And this is the sense pallet, where we have things like eyes.
- We have a handle, so we can adjust them.
- So, typically, to create a character like this in a computer game
- would take a computer game professional several days, or maybe a few weeks to create.
- But we've basically gotten it down to a couple minutes,
- for an average game player to create this and bring it to life.
- So here in about 20 mouse clicks, I've created a character.
- Now, that's the modeling side of it.
- If we go to the texturing step here--again, this is generative,
- so basically I pick a color here, and then each one of these represents a different texture script.
- It'll actually analyze things like where the backbone is, where the shadowing should be,
- the belly, and each one can apply different patterns to this creature automatically,
- and when I'm ready, I can actually see how it would animate.
- So this button up here will now bring the creature to life.
- Now at this point, the computer analyzes the way this thing is built,
- and figures out how would it move and behave in the world.
- [audience laughter]
- Or what would it sound like?
- [creature screeches]
- [chuckling in audience]
- Fight, play.
- [Noises from creature]
- And show emotional reaction.
- So anything the player can create in this editor,
- and they can create a very wide variety of things,
- the computer will figure out, basically, how it should come to life and behave.
- Also it'll calculate kind of what the babies would look like.
- [Audience laughter]
- [creature noises]
- So at any rate--so what you do with this creature is, this becomes your game object as you play Spore.
- Now, what you're actually going to be doing with this creature,
- is you're going to be playing through its entire evolution,
- from single cell up to intelligence.
- I'm going to just pop into the evolution side of the game just for a second,
- to give you a sense of what that looks like. But now as you're playing the game—
- Now I talked about how what we want to do is make the other players' content better.
- Now, one of the reasons we want to do that is,
- we want to be able to redistribute that content.
- So this is a typical world that you would encounter in this game,
- and all these creatures are actually coming from other players
- automatically, as you play.
- So what we do is we harvest the best creatures that players create in that editor,
- bring them up to our server, and then redistribute them to the other players automatically.
- And that way every time you play the game,
- You're dealing with a different set of creatures, different challenges.
- And you never encounter the same worlds twice.
- So this is the creature that I'm playing right now.
- I'm actually driving it around this little world,
- and what he needs to do is basically kind of survive, and eat,
- look for things that he might— he's a carnivore.
- That guy's kind of mean, so we don't want to go there.
- [audience laughter]
- We'll head over this way.
- Now, here's some little guys, so this is basically the evolution game,
- and now I can kind of fight these little guys, because I'm bigger than they are.
- On the other hand, they're very social, so they're kind of sticking up for each other.
- So even though they're small, they're not easy.
- So I'm going to run away.
- I'm too lazy to fight those guys.
- I'm going to look for an easier meal.
- Maybe over here. Wait, there's another little guy.
- That doesn't look good.
- [Audience laughter]
- So life is hard, but—
- Now, these are herbivores.
- So depending on what you've designed in the game, you might have a carnivore,
- herbivore, omnivore.
- These guys, I might be able to get their egg really quick.
- They won't eat me, but they are going to try to defend their nest.
- They're coming after me.
- Oh! I have to cheat. Okay.
- I'm going to erase— So I'm cheating.
- [audience laughter]
- Yeah, okay. I cheat.
- But there's also a whole social game that you can play here.
- And these are my own species, these creatures over here.
- One of the things that I can do is choose to become more social,
- I can interact with primitive vocalizations.
- Now, this one with the hearts is ready to mate.
- So I can actually click on this one.
- And what you're doing is you're actually playing through every generation of this creature.
- [Audience laughter]
- Now the animations and everything are procedural,
- which means that they're going to be different for every creature,
- so every creature's going to mate differently; it's going to eat, fight, move differently,
- and, again, this is how we take the players' creativity and amplify it,
- to a tremendous degree, which drives their empathy,
- and gets them really interested and connected to this thing.
- So, we've just laid our eggs here.
- Now we'll actually earn points that we actually go back into the editor and spend
- at the end of the generation, but we have to defend our eggs until they hatch,
- so we have like scavengers and predators.
- Again, it's a dog-eat-dog world out here.
- Okay, now they're ready to hatch.
- So when I click this I actually go back into the editor, and I have a certain number of points
- that I can spend on my creature to improve it.
- So in this case I might decide I want it to be a little faster, so I'll put some better feet on it,
- down here, and maybe give it another set of arms, because that might be useful.
- There we go.
- And then I can repaint it as well.
- So, basically, I will play through maybe 10, 20 generations of evolution for my creature,
- and eventually bring it to intelligence, and I can choose to make a very peaceful herbivore,
- and maybe go for a more social, herd-like existence.
- Now as I'm born, I'm actually born as a baby, so I'm actually this little baby here,
- and I can socialize with the other—my siblings, here,
- and as we socialize more and more, we start bonding together and act more as a herd,
- and they'll start mimicking what I do.
- So now as I move around after socializing with these guys for a little bit—
- Yeah. Now they'll start following me around and we can go bother our neighbors over here, the herbivores.
- Oh, that's the carnivore that tried to eat us.
- So we can go tease our friends here.
- [Creatures howling]
- But now we have to run away, or else they're going to eat us again.
- Oop, they got one of us.
- Now, from this point of the game, eventually you'll achieve intelligence.
- Now you're controlling a whole group, tribal dynamics, basically investing in their tools,
- what kind of path you want them to take.
- They can be hunters, gatherers.
- They start interacting with other tribes, and then we start dealing with relationships
- and the sociology of that.
- Eventually they start— The player can create their own huts, tools, et cetera,
- eventually planets.
- As we get to the city phase, they are actually creating not just the city,
- but the individual buildings as well.
- We have editors for each of these things.
- Once you've learn one editor, you know how they all work.
- Eventually, they're creating vehicles at the civilization phase.
- I'm going to skip ahead here really quick, just to show you what it looks like later in the game.
- So this is actually the same planet we were on before,
- much later in their evolution; they're now an intelligent society.
- Just to give you a sense of what it looks like later.
- And, again, the entire world here was designed by the player,
- and will then be visitable by other players.
- So this is a city that was built; all these buildings were built in the editor.
- These are the same guys, evolved to intelligence.
- We can actually pull back a little bit.
- This is another city, a much more modern city.
- At this point in the game, they're actually ready to enter the very last phase,
- which is the space game.
- So I can actually have them enter the space age here.
- I pick a UFO for them, and now they're going to actually launch
- their first spaceship, which brings you to the last part of the game.
- Now up to this point the player has been working on one world,
- and the player owns that world, really.
- They own the evolution of that species, the evolution of the towns,
- the design of the civilization.
- At the civilization phase you can kind of choose your civilization,
- become more militaristic, or economically oriented, or culturally oriented.
- So here's our UFO.
- They're having a little celebration, launching it.
- Now I'm actually flying this thing around,
- and in some sense this is like a Swiss army knife.
- It's just a collection of tools that you can upgrade
- to higher and higher levels in the game.
- So we can look at the whole world that we've been playing on up to this point,
- Now one of the things that we might want to do at this point,
- is start collecting samples that we can bring, to actually bootstrap other worlds,
- because we're actually simulating a whole ecosystem here on this planet,
- so I can go to my cargo bay, open the abduction beam,
- and start abducting creatures into my UFO here.
- [audience laughter]
- And now they are basically in my cargo hold
- that I can use for seeding other systems.
- We've also got it so that you can throw things with this really nicely.
- So we've managed to get things into orbit—
- [audience reaction]
- For the first time we can actually pull back
- and see the entire planet that we've been playing on up to this point.
- So the entire game has been played on the surface of this planet here,
- and, again, we're building this on top of very highly leveraged,
- very generative systems.
- So this entire planet with all of its species, buildings, and everything,
- compresses down to about 80k of data.
- Which means that it's amazingly portable because, like life,
- we are relying on extremely simple but powerful routines to generate all the detail you see here.
- One of the creatures on this world, one species, compresses down to about 3k.
- So we can basically take these things, and make them very portable.
- Now we can pull back from this planet, out to our solar system,
- and here we see other planets around us here.
- We can fly over to these worlds; some of them have primitive life;
- some are lifeless where we actually will go in and play a terra-forming game,
- and establish the right kind of temperature, get water on the planet, et cetera.
- Now here's a planet that has primitive life, but no intelligence.
- And you can see this is a somewhat the more imaginative world.
- Now with the UFO, we also have terra-forming tools,
- so, in fact the players can sculpt their own entire planets,
- very much like a ball of clay, with very imaginative tools.
- How many of you have ever seen an old program called Kid Picks?
- And it was a really cool paint program for kids.
- And that was kind of our model for what the planetary editor was,
- is we wanted these really cool creative tools that felt like kind of out of control,
- but really fun.
- And so we have things like volcanos, and comets,
- But as we come down--so one of the things we want to do is kind of bootstrap
- a whole ecosystem on the surface of this planet.
- Now this does have some indigenous life,
- so we can drop down that species that we had abducted earlier from our cargo hold.
- [spaceship sounds]
- There he goes.
- And that doesn't look good. Okay, so—
- [audience laughter]
- Now, we might decide we want to scan these guys.
- We have a scanning tool, that as we scan the creatures in this,
- they get entered into an encyclopedia that we have here.
- We have this thing that we call Sporepedia, which really keeps a record,
- and the format is that of trading cards.
- So everything in the game gets a trading card associated with it.
- This is our home star; if I click on that, it shows the planets around it.
- This is the planet that we're currently visiting.
- And these are the species that I've encountered.
- This is the thing that just ate my creature.
- Now you'll notice that it actually has a creator name.
- So it actually keeps track of which other player out there made this creature.
- And I can bookmark this person, and have her stuff brought to my machine.
- So I can bookmark my friends, and stuff that they make will automatically come into my world.
- So this is our online database in the game, but it also tracks every piece of content.
- Again, all this content—the worlds, the creatures, buildings, and everything—
- are coming from other players.
- So at some point what you're doing, is you're terra-forming these worlds,
- you're building colonies, you're expanding, and you're doing that to upgrade your UFO.
- and as you upgrade your UFO, you get more terra-forming tools,
- but also you get to go further and further distances.
- So now we're pulling back from our home star, out to interstellar space.
- So this is a region of stars around our home star.
- There are several thousand stars here that we can fly to and interact with.
- And each one of these worlds will be one that was made by another player.
- And it's being played asychronously.
- It's pulling down a copy to my machine, is what's actually happening.
- So it doesn't really matter what I do to their planet,
- but some of these planets are going to be uninhabited.
- And I can just go explore.
- This one, for instance, is—I can tell by the scan—uninhabited.
- And this is a more realistic-looking planet.
- The last one we visited was more imaginative.
- We want this blend of imaginative to realistic.
- This is very similar to what the early earth was like about 4 billion years ago.
- A very hot, lava-like world.
- This is one that I could choose to try and terra-form,
- but it would be very challenging, but not impossible.
- Or I might just use it as a strategic outpost.
- There are going to be a lot of reasons why you'd want to strategically explore worlds like this, anyway.
- Occasionally, you might come across something like this,
- alien artifacts or whatever that I can install on my UFO.
- So we want to encourage an exploration game.
- But, even though this is a harsh world, I might drop down a colony,
- for strategic reasons; so I'll build a little colony here.
- [spaceship sounds]
- Now there are other planets in this.
- Now, one of the other planets in this solar system, I believe, yeah, this one,
- actually has an intelligent race on it.
- And so this is one that another player would have designed.
- And again, the computer is now playing this.
- This is actually a moon around this gas giant here.
- As a minor aside, speaking to the power of generative systems,
- we're actually running a turbulence simulation on that gas giant.
- You might notice that the surface of it isn't static.
- And this is something that used to take a supercomputer hours to calculate,
- and now, using very simple generative techniques,
- we're doing this with a simple trick on the graphics card,
- at almost no cost, to generate fairly elaborate fluid simulation on the gas giant.
- But in this case, we're dealing with intelligent civilization on this planet,
- that was created by some other player and is now being controlled by the computer.
- Now depending on how the player played that,
- they were basically training the computer how these people should behave.
- So this is a first-contact scenario.
- These people have never met us, and we're coming into their civilization for the first time.
- We might try impressing them with maybe some fireworks from our UFO.
- [explosion, shouting]
- Okay, they kind of like that.
- [more explosions, cheering]
- Now, over time we can develop different relationships with these guys.
- We might develop into an economic trading relationship.
- Or it might be more of a cultural relationship, or even an alliance--a strategic alliance.
- In this case they've decided to start worshiping us as gods,
- [audience laughter]
- so we might try abducting them into our UFO,
- but they didn't like that, so—
- [laughter from audience]
- now I can sit here and basically fight them, if I wanted to,
- or I could just run away, which I think I'm going to do right now.
- I don't want to trigger an interstellar war.
- But I think they were upset.
- [Creature noises] Oh, yeah, they're upset.
- I'll try apologizing.
- So at any rate, we have basically this little toy universe, is what it is,
- and in fact, we're trying to put in a lot of the objects that you'd find in the Hubble Space Telescope,
- things like planetary nebula, emission nebula, black holes will all be visible here.
- This region that you're looking at is several hundred stars, many of which are computer generated,
- many of which are player created.
- But, in fact, this is actually a very small region of the whole world,
- the whole galaxy that you're dealing with.
- We're in fact dealing with a galaxy of millions of individual worlds,
- each one of which is unique,
- because of the fact that the players a collectively building it as they play.
- So, at any rate, that's the idea behind Spore, and that's the demo,
- and I'm going to stop talking right now.
- Thanks. [applause]
- [applause]
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