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Transcript for Pop!Tech: Will Wright

Time Content
00:00 → 00:02

POP!TECH [♪ POP!TECH theme music ♪]

00:02 → 00:03

BRINGS TOGETHER

00:03 → 00:05

THE WORLD'S LEADING THINKERS

00:05 → 00:09

TO SHARE INSPIRATION AND IDEAS

00:09 → 00:10

IGNITING CHANGE

00:10 → 00:12

AND UNLOCKING HUMAN POTENTIAL

00:12 → 00:16

THIS IS PART OF THEIR ONGOING CONVERSATION

00:16 → 00:17

POP!TECH

00:17 → 00:20

POP!CAST

00:20 → 00:23

Presented by Lexus Hybrid Drive

00:23 → 00:27

GIVES MORE TO THE DRIVER. TAKES LESS FROM THE WORLD.

00:27 → 00:30

I've had about five cups of coffee, so just to warn you.

00:30 → 00:33

If we can switch over to the other computer.

00:33 → 00:36

As Brian mentioned, life for me was also

00:36 → 00:37

[Will Wright POP! TECH 2006]

00:37 → 00:40

almost kind of a seminal event, kind of understanding what this is,

00:40 → 00:42

because you start with this very simple little system,

00:42 → 00:45

and as Brian mentioned, there are very simple rules.

00:45 → 00:48

And every generation you run this, it calculates a new pattern.

00:48 → 00:50

What we're actually looking at are the cells of life here,

00:50 → 00:55

and the rules are so simple, but yet what you're seeing, the patterns here,

00:55 → 00:57

are somehow encoded in that rule set.

00:57 → 01:00

And every time I run this same pattern, the same starting pattern,

01:00 → 01:02

you're going to get the exact same results here.

01:02 → 01:05

So if I go back and reload that pattern, and then keep running it, [popping sound]

01:05 → 01:07

we'll get the exact same thing again.

01:07 → 01:11

We can turn the volume down just a little bit. [audience laughter]

01:11 → 01:14

Now if I run this in fast forward,

01:14 → 01:19

you see this whole little ecosystem is kind of coming out of that one little starting position.

01:19 → 01:23

And every time I load that starting position, we're going to get the exact same pattern.

01:23 → 01:27

And the amount of compression that represents is astounding.

01:27 → 01:29

And not just compression, but just the generative power

01:29 → 01:33

of systems like this, which seem mirrored in reality.

01:33 → 01:37

Things like DNA, in chemistry, are able to give rise to this incredible complexity

01:37 → 01:38

we see in the world around us.

01:38 → 01:41

We can load other rule sets here,

01:41 → 01:42

and you get a sense of kind of the diversity.

01:42 → 01:46

Just by changing the rules slightly, you get just amazing patterns.

01:46 → 01:50

And again, these can be deterministic patterns, or more stochastic random patterns.

01:50 → 01:52

The deterministic ones really are more interesting to me.

01:52 → 01:59

Some of them could also be used as simulation.

01:59 → 02:03

In fact, a lot of the games that we do are based upon very simple rules like this,

02:03 → 02:06

giving rise to things that basically mimic reality in some sense.

02:06 → 02:11

So you can get very organic patterns; you can get things that

02:11 → 02:17

are much more representational.

02:18 → 02:21

And people have actually built whole computers inside of these systems.

02:21 → 02:25

So you can just get a sense of the complexity that's available within a system like this,

02:25 → 02:28

that you can actually build whole computing devices within this.

02:28 → 02:35

But at any rate, for me this has been inspirational, not just in terms of the way reality works,

02:35 → 02:39

but also a way of looking at the world, that we can convey to kids,

02:39 → 02:41

and it's a way of understanding the world.

02:41 → 02:45

Rather than top-down theory, it's more bottom up. What can simple rules give rise to?

02:45 → 02:49

So I want to go into a Power Point here really quick, and just talk a little bit

02:49 → 02:52

about the game business, and where that's been trending,

02:52 → 02:57

and give you a sense of where we're going, where I'm going in games.

02:57 → 03:00

Basically, we all grew up in this age of industrial mass production,

03:00 → 03:04

and we're kind of used to buying manufactured artifacts that professionals designed,

03:04 → 03:07

back in some drawingroom or R and D lab somewhere.

03:07 → 03:11

We're used to living in standardized areas, housing.

03:11 → 03:14

That idea of mass production has kind of followed through the rest of our life,

03:14 → 03:17

all the way to media, entertainment.

03:17 → 03:21

There's this broadcast model that some guys back in a room make a movie, a book, whatever.

03:21 → 03:24

And then throw it up on the wall, and the consumers go eat it up.

03:24 → 03:28

But yet as kids, I think we all have design aspirations.

03:28 → 03:31

I think it's something we innately kind of want to do, or enjoy doing.

03:31 → 03:36

There was this professor that went into a kindergarten class, and asked how many kids could dance.

03:36 → 03:37

And all the kids raised their hands.

03:37 → 03:40

How many can draw? They all raise their hands. How many can sing?

03:40 → 03:41

Again, they all raise their hands.

03:41 → 03:44

Then they went into a college class and asked the same three questions.

03:44 → 03:46

And, of course, nobody raised their hand.

03:46 → 03:49

And he concluded that education was the process of teaching us what we can't do.

03:49 → 03:56

But yet we are allowed to convey our design aspirations into safe areas,

03:56 → 04:00

like decoration, wardrobe, et cetera.

04:00 → 04:05

So we are kind of allowed certain areas to express ourselves.

04:05 → 04:09

And some people can carry that further, into the design, manufactured world,

04:09 → 04:12

but really it requires fairly elaborate skill sets.

04:12 → 04:14

Other people kind of take it more to the fringe.

04:14 → 04:17

They want to express themselves, and they kind of break outside the box and do it in other ways.

04:17 → 04:21

But when computers came around, one of the really popular things

04:21 → 04:23

that people first figured out they could do, was personalize their desktop.

04:23 → 04:27

And it was amazing how powerful that concept was for the average person.

04:27 → 04:29

Just the fact that my computer looks different than yours.

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And now we're starting to see that trend carried out into the manufactured world.

04:33 → 04:36

That the artifacts, the tools that we surround ourselves with,

04:36 → 04:40

want to become an expression of our identity, on a deeper and deeper level.

04:40 → 04:42

And we've been seeing that in games as well.

04:42 → 04:46

We give players tools to build things in games, like characters,

04:46 → 04:49

and it's amazing how much they will grab these tools and just use them and surprise us,

04:49 → 04:51

and do amazing things.

04:51 → 04:53

And the amount of stuff they make is incredible, too.

04:53 → 04:55

They will just make huge amounts of content.

04:55 → 04:57

This is one of the fan sites we have for the Sims,

04:57 → 05:00

and they have over a hundred thousand pieces of furniture,

05:00 → 05:04

close to a million characters, et cetera, that they've made and anybody can download.

05:04 → 05:07

And they enjoy making this as much as they enjoy playing with it.

05:07 → 05:09

And it makes it very deep and personal to them.

05:09 → 05:13

But if we look at what they're making, and the quality of it,

05:13 → 05:17

to be honest, really, most of it's crap. [Quantity vs Quality]

05:17 → 05:21

We have this, basically, power law of distribution here.

05:21 → 05:26

Some of it's okay, but we have a few people that are actually quite good.

05:26 → 05:29

They will take these tools and make really good things. [Crap, Nice Try, Pretty Good, Great]

05:29 → 05:31

And so this is kind of one of our challenges.

05:31 → 05:34

We want to increase the right side of that curve there.

05:34 → 05:38

[Content Development, Code Development] Now looking at the history of game development,

05:42 → 05:46

[1984 - Robb] everything, and the next game I did about five years later. [1989 SimCity]

05:46 → 05:49

It took about four people. And the next game, about ten. [1994 SimCity 2000]

05:49 → 05:51

The next game, [2000 The Sims] next game [2004 The Sims 2].

05:51 → 05:55

So this has been the trend in computer games, for team sizes.

05:55 → 05:59

If you look at the dark computers on top, that represents the content development.

05:59 → 06:03

In other words, the fixed assets like art, animation, sound.

06:03 → 06:06

And you can see that that section of the team is increasing faster

06:06 → 06:10

than the code section by far, and if we extrapolate this trend out,

06:10 → 06:16

by 2050, it's going to take about 2.5 million people to make a game,

06:16 → 06:18

and it's going to cost $500 billion.

06:18 → 06:22

So clearly we can't just keep going with that trend.

06:22 → 06:28

What's also happening is that we've doubled the amount of effort that we put into a game; [Cost, Value per Content]

06:28 → 06:31

the value the player's getting isn't double. It's, in fact, diminishing returns.

06:31 → 06:34

So we're fighting a losing battle, on that end.

06:34 → 06:38

[ Players love making and sharing stuff] So we're seeing that players love making stuff,

06:38 → 06:40

[Content is getting very expensive for us to make] and it's costing us a huge amount to make it.

06:40 → 06:45

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,

06:45 → 06:46

things like YouTube.

06:48 → 06:51

These are little toy models of reality, some representation of reality,

06:51 → 06:53

and as a kid I built a lot of these models.

06:53 → 06:57

Very static, plastic models, but now these computer models are dynamic.

06:57 → 06:59

They show systems over time.

06:59 → 07:04

[SimCity] Something like SimCity is, in fact, remarkable how simple the underlying model is for it.

07:04 → 07:09

And it relies heavily on generative systems like life, with pretty graphics on top of it.

07:09 → 07:13

But yet these simple little rules come up with very elaborate,

07:13 → 07:15

realistic-looking, organic behavior.

07:15 → 07:20

But the player, as they play a game, are basically, they're reverse engineering

07:20 → 07:21

that model in the computer.

07:21 → 07:23

They're building a more and more elaborate model.

07:23 → 07:26

They test theories, they try them out, and as they learn to play the game better,

07:26 → 07:28

they're building a more and more elaborate model.

07:28 → 07:31

So in some sense, we're actually building a model in the player's head.

07:31 → 07:32

That's the real model we're building.

07:32 → 07:34

The computer game is just a compiler for that model.

07:34 → 07:37

It's a way to help that person build a more elaborate model in their head.

07:37 → 07:41

Now, what's interesting now, is we're finally getting to the point where we have the ability to start

07:41 → 07:45

doing the reverse, that is, to have the computer start building a model of the player.

07:45 → 07:50

By observing what the player is doing, get a better and better sense of what the player's good at,

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what interests them, what they're drawn toward, what their goal structures are,

07:53 → 07:56

what story they're trying to tell, or play out in the game,

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and in some sense you can look at a game as kind of a landscape

08:00 → 08:04

of challenge, reward, et cetera, goal states, and the players are moving across that landscape.

08:04 → 08:07

And, in fact, we're actually mapping these landscapes now.

08:07 → 08:11

This is a thousand people playing the Sims, across three metrics

08:11 → 08:15

that we measured, every day that they played the Sims, where they moved in that kind of phase space,

08:15 → 08:17

or that possibility space of the game.

08:17 → 08:19

So we're actually able to measure things like this and get trends.

08:19 → 08:22

Where players tend to congregate. Where they tend to diverge.

08:22 → 08:25

What goal states they tend to head towards. And we can learn a lot from that.

08:25 → 08:27

We can also look at things like when they buy stuff in games,

08:27 → 08:29

what things that they tend to buy preferentially.

08:29 → 08:34

What sort of social interactions or relationships do they form in online games?

08:34 → 08:37

What sort of social dynamics they encourage with other players.

08:37 → 08:40

All these things are measurable, and that's interesting,

08:40 → 08:45

because games are a formalized kind of environment, that in normal life it's really hard to measure these things,

08:45 → 08:49

but in the game this stuff is already formalized, so it's very easy to capture the metrics from that.

08:49 → 08:52

[ Player created content (and lots of it)] So we've got lots of player created content coming,

08:52 → 08:53

[Model of player (abilities, aesthetics, social)]

08:53 → 08:56

and we have the ability for the computer to start building a model of each player individually.

08:56 → 09:00

Now the third thing that we're really looking at, is back to this curve here.

09:00 → 09:03

How can we give the players more powerful tools?

09:03 → 09:05

What we really want to do, is take the right side of this curve,

09:05 → 09:08

and kind of stretch it up, and increase that area over there,

09:08 → 09:12

so the stuff that the players are making isn't just more stuff, but it's better stuff,

09:12 → 09:15

that we can then kind of share with other players, and even give them more value.

09:15 → 09:19

So we're not fighting this war of content, where we're having to develop more and more stuff,

09:19 → 09:22

but the players themselves are developing it, which they enjoy doing,

09:22 → 09:23

they love doing that.

09:24 → 09:28

So we've been looking at things like toys, basically.

09:28 → 09:31

Various standard, easy-to-use toys, as metaphors.

09:31 → 09:36

What are simple systems that players can kind of interact with, that they're comfortable with,

09:36 → 09:40

and basically, how do we take those things, and bring them into a process

09:40 → 09:43

that replicates what our artists are now spending their time doing?

09:43 → 09:47

We have these skilled professionals that are doing modeling and animation,

09:47 → 09:51

sound work, et cetera, texturing, and it's turning out that a lot of this stuff

09:51 → 09:53

can be automated through generative processes.

09:53 → 09:57

And computers are getting powerful enough, and we're kind of learning tricks,

09:57 → 10:03

to where we can actually recreate a lot of what our artists are sitting there doing by hand, in data.

10:03 → 10:07

So the idea here, is we take the player, we give them a very simple little generative system,

10:07 → 10:12

where they're fiddling with a few levers, but the computer can take that,

10:12 → 10:14

analyze this simple little system that the player has built,

10:14 → 10:18

and actually elaborate on it through generative systems,

10:18 → 10:21

build a much more elaborate model, more elaborate textures,

10:21 → 10:26

animations, and eventually behavior, and eventually create professional assets

10:26 → 10:30

that right now our game developers are having to create,

10:30 → 10:32

at great cost and expense.

10:32 → 10:36

So in some sense, the computer becomes a creative amplifier for the player.

10:36 → 10:42

And this, to me, is what computers are really amazing at, is amplifying people's abilities,

10:42 → 10:44

especially in the realm of imagination.

10:44 → 10:50

So once we have that, if we have this amplifier for the players, we can take the content that they've made,

10:50 → 10:56

bring it up to a server, collect it, and then, if we also have a model

10:56 → 11:00

of that player, what they like, what they're trying to do in the game, what their goal states are,

11:00 → 11:03

we can preferentially download stuff that other players have made to them.

11:03 → 11:07

So in some sense, players are making the game collectively, as they play.

11:07 → 11:11

And the game itself is individualizing each game to each individual player.

11:11 → 11:17

So in some sense—I'm going to show you a demo of a game we're working on now called Spore,

11:17 → 11:22

and the idea of the game is that players are collectively building this world together as they play.

11:22 → 11:25

Playing the game is the process of kind of building this world.

11:25 → 11:28

In some sense, in this game, I don't want the player to be Luke Skywalker,

11:28 → 11:32

I want them to be—or Frodo Baggins—I want them to be George Lucas,

11:32 → 11:36

or JRR Tolkien. I want them to feel like world creators, not just like a protagonist,

11:36 → 11:38

kind of moving around in a pre-scripted story.

11:41 → 11:44

Now, this game was kind of roughly inspired by a couple of things.

11:44 → 11:47

The Powers of Ten idea by Charles and Ray Eames, [The Films of Charles and Ray Eames]

11:47 → 11:49

which is showing the universe at all these different scales,

11:49 → 11:52

also by the SETI Project. [SETI — Drake's equation]

11:52 → 11:55

Originally, I kind of got drawn to this because I was very fascinated with the question

11:55 → 12:00

of aliens and extraterrestrials, and looking at the terms in the SETI— in Drake's equation,

12:00 → 12:04

these are things like the number of stars, how many of those might have planets,

12:04 → 12:06

how many of those might have life, intelligence, et cetera—

12:06 → 12:10

they map to all the different scales that the Powers of Ten idea did.

12:10 → 12:15

So I found it very interesting that this question of life in the universe covers all these different scales.

12:15 → 12:18

And so, we end up with a very interesting map, in some sense,

12:18 → 12:25

a conceptual map here, not just of scale and space, but of time and life.

12:25 → 12:28

So in some sense we're kind of looking from the very small to the very large,

12:28 → 12:32

in scope, and from the very distant past to the distant future.

12:32 → 12:38

And that's kind of the gist of this game I'm working on right now, is that you start down here,

12:38 → 12:41

as a very simple single cell thing, and eventually work your way up [Today the tide pool. Tomorrow - the universe!!]

12:41 → 12:42

to the other end of this graph.

12:42 → 12:45

And I'm going to boot this up; this takes a second.

12:45 → 12:56

Let's try this one here. So we're finding that players, when they make things in these games,

12:56 → 13:01

that it is so much more meaningful to them, and there's this quality-level discrepency,

13:01 → 13:04

where our professionals can make very professional-looking characters,

13:04 → 13:07

we can give the players tools, and they can make a character that's pretty good looking,

13:07 → 13:11

but the fact that they made it, that it's uniquely theirs, is very meaningful to them,

13:11 → 13:13

and it drives the empathy for the player.

13:13 → 13:19

And it's amazing how much these games are also becoming, not just a form of play,

13:19 → 13:22

or entertainment, but also a tool of self-expression.

13:22 → 13:24

Because we see people taking games like the Sims,

13:24 → 13:28

and one of the things they can do with it, is they can kind of tell a story with the game,

13:28 → 13:30

and then share it with other players.

13:30 → 13:32

And they're starting to tell much more meaningful stories,

13:32 → 13:35

so in some sense it's becoming like a musical instrument for a lot of players,

13:35 → 13:39

as they get good at playing this thing, they then want to share, and use it for creative self-expression.

13:39 → 13:44

Now, this game Spore occurs, as I have mentioned, on these different scales.

13:44 → 13:45

We actually have kind of subgames.

13:45 → 13:48

You actually start at a cellular level, work your way up through evolution--

13:48 → 13:51

you design your own creature--eventually, if it becomes intelligent,

13:51 → 13:55

you go to kind of a tribal phase, and you start dealing with the sociology of the creatures,

13:55 → 13:58

and then eventually, you start building cities, an entire civilization,

13:58 → 14:02

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.

14:02 → 14:05

I'm going to start with one of the editors.

14:05 → 14:09

Now the core of this game is this set of very powerful editors that we've built,

14:09 → 14:13

where anybody can take the computer, and in a few clicks, create something amazing.

14:13 → 14:17

So we have this torso here, there's a little backbone,

14:17 → 14:20

it's very physical, very tactile.

14:20 → 14:24

I can use the mouse wheel to kind of expand and contract it, sculpt it very much like clay.

14:24 → 14:27

Again, every bit of this wants to have some existing metaphor.

14:27 → 14:31

So we want players to kind of touch this and feel like, oh, this is like clay.

14:31 → 14:34

I kind of understand this. Or, this is like a very simple little backbone.

14:34 → 14:37

Now, we've also got pallets of parts over here.

14:37 → 14:43

So we have things like limbs I can drag out,

14:43 → 14:45

these are feet.

14:45 → 14:49

Each one of these parts as we drag them on, has meaning,

14:49 → 14:51

and our little creature starts coming to life.

14:51 → 14:55

They're also morphable, so I can stretch them, scale them with a mouse, whatever.

14:55 → 15:01

And you'll see sliders over on the side, so whatever I design in this,

15:01 → 15:03

the computer basically has to bring to life,

15:03 → 15:06

and calculate how the thing would behave.

15:06 → 15:08

So now it's starting to talk a little bit.

15:08 → 15:12

We'll get a mouth, shorten it a little bit.

15:13 → 15:18

And this is the sense pallet, where we have things like eyes.

15:21 → 15:24

We have a handle, so we can adjust them.

15:26 → 15:29

So, typically, to create a character like this in a computer game

15:29 → 15:34

would take a computer game professional several days, or maybe a few weeks to create.

15:34 → 15:39

But we've basically gotten it down to a couple minutes,

15:39 → 15:43

for an average game player to create this and bring it to life.

15:43 → 15:46

So here in about 20 mouse clicks, I've created a character.

15:46 → 15:49

Now, that's the modeling side of it.

15:49 → 15:52

If we go to the texturing step here--again, this is generative,

15:52 → 15:57

so basically I pick a color here, and then each one of these represents a different texture script.

15:57 → 16:00

It'll actually analyze things like where the backbone is, where the shadowing should be,

16:00 → 16:04

the belly, and each one can apply different patterns to this creature automatically,

16:04 → 16:09

and when I'm ready, I can actually see how it would animate.

16:09 → 16:12

So this button up here will now bring the creature to life.

16:12 → 16:14

Now at this point, the computer analyzes the way this thing is built,

16:14 → 16:17

and figures out how would it move and behave in the world.

16:17 → 16:20

[audience laughter]

16:20 → 16:22

Or what would it sound like?

16:22 → 16:23

[creature screeches]

16:23 → 16:24

[chuckling in audience]

16:24 → 16:25

Fight, play.

16:25 → 16:27

[Noises from creature]

16:27 → 16:28

And show emotional reaction.

16:28 → 16:31

So anything the player can create in this editor,

16:31 → 16:33

and they can create a very wide variety of things,

16:33 → 16:36

the computer will figure out, basically, how it should come to life and behave.

16:36 → 16:39

Also it'll calculate kind of what the babies would look like.

16:39 → 16:41

[Audience laughter]

16:41 → 16:44

[creature noises]

16:51 → 16:59

So at any rate--so what you do with this creature is, this becomes your game object as you play Spore.

16:59 → 17:01

Now, what you're actually going to be doing with this creature,

17:01 → 17:03

is you're going to be playing through its entire evolution,

17:03 → 17:07

from single cell up to intelligence.

17:07 → 17:09

I'm going to just pop into the evolution side of the game just for a second,

17:09 → 17:11

to give you a sense of what that looks like. But now as you're playing the game—

17:11 → 17:16

Now I talked about how what we want to do is make the other players' content better.

17:16 → 17:18

Now, one of the reasons we want to do that is,

17:18 → 17:20

we want to be able to redistribute that content.

17:20 → 17:23

So this is a typical world that you would encounter in this game,

17:23 → 17:26

and all these creatures are actually coming from other players

17:26 → 17:28

automatically, as you play.

17:28 → 17:33

So what we do is we harvest the best creatures that players create in that editor,

17:33 → 17:37

bring them up to our server, and then redistribute them to the other players automatically.

17:37 → 17:39

And that way every time you play the game,

17:39 → 17:42

You're dealing with a different set of creatures, different challenges.

17:42 → 17:45

And you never encounter the same worlds twice.

17:45 → 17:47

So this is the creature that I'm playing right now.

17:47 → 17:49

I'm actually driving it around this little world,

17:49 → 17:52

and what he needs to do is basically kind of survive, and eat,

17:52 → 17:56

look for things that he might— he's a carnivore.

17:56 → 17:58

That guy's kind of mean, so we don't want to go there.

17:58 → 17:59

[audience laughter]

17:59 → 18:01

We'll head over this way.

18:01 → 18:06

Now, here's some little guys, so this is basically the evolution game,

18:06 → 18:09

and now I can kind of fight these little guys, because I'm bigger than they are.

18:09 → 18:13

On the other hand, they're very social, so they're kind of sticking up for each other.

18:13 → 18:15

So even though they're small, they're not easy.

18:15 → 18:17

So I'm going to run away.

18:17 → 18:19

I'm too lazy to fight those guys.

18:19 → 18:22

I'm going to look for an easier meal.

18:22 → 18:25

Maybe over here. Wait, there's another little guy.

18:25 → 18:28

That doesn't look good.

18:28 → 18:29

[Audience laughter]

18:30 → 18:35

So life is hard, but—

18:35 → 18:37

Now, these are herbivores.

18:37 → 18:39

So depending on what you've designed in the game, you might have a carnivore,

18:39 → 18:41

herbivore, omnivore.

18:41 → 18:44

These guys, I might be able to get their egg really quick.

18:44 → 18:46

They won't eat me, but they are going to try to defend their nest.

18:46 → 18:50

They're coming after me.

18:50 → 18:53

Oh! I have to cheat. Okay.

18:53 → 18:55

I'm going to erase— So I'm cheating.

18:55 → 18:57

[audience laughter]

18:57 → 18:59

Yeah, okay. I cheat.

18:59 → 19:03

But there's also a whole social game that you can play here.

19:03 → 19:07

And these are my own species, these creatures over here.

19:07 → 19:10

One of the things that I can do is choose to become more social,

19:10 → 19:12

I can interact with primitive vocalizations.

19:12 → 19:15

Now, this one with the hearts is ready to mate.

19:15 → 19:17

So I can actually click on this one.

19:17 → 19:20

And what you're doing is you're actually playing through every generation of this creature.

19:20 → 19:23

[Audience laughter]

19:23 → 19:27

Now the animations and everything are procedural,

19:27 → 19:29

which means that they're going to be different for every creature,

19:29 → 19:33

so every creature's going to mate differently; it's going to eat, fight, move differently,

19:33 → 19:37

and, again, this is how we take the players' creativity and amplify it,

19:37 → 19:39

to a tremendous degree, which drives their empathy,

19:39 → 19:41

and gets them really interested and connected to this thing.

19:41 → 19:44

So, we've just laid our eggs here.

19:44 → 19:48

Now we'll actually earn points that we actually go back into the editor and spend

19:48 → 19:51

at the end of the generation, but we have to defend our eggs until they hatch,

19:51 → 19:53

so we have like scavengers and predators.

19:53 → 19:57

Again, it's a dog-eat-dog world out here.

19:57 → 19:59

Okay, now they're ready to hatch.

19:59 → 20:03

So when I click this I actually go back into the editor, and I have a certain number of points

20:03 → 20:05

that I can spend on my creature to improve it.

20:05 → 20:10

So in this case I might decide I want it to be a little faster, so I'll put some better feet on it,

20:10 → 20:17

down here, and maybe give it another set of arms, because that might be useful.

20:17 → 20:20

There we go.

20:20 → 20:25

And then I can repaint it as well.

20:25 → 20:31

So, basically, I will play through maybe 10, 20 generations of evolution for my creature,

20:31 → 20:37

and eventually bring it to intelligence, and I can choose to make a very peaceful herbivore,

20:37 → 20:40

and maybe go for a more social, herd-like existence.

20:40 → 20:43

Now as I'm born, I'm actually born as a baby, so I'm actually this little baby here,

20:43 → 20:47

and I can socialize with the other—my siblings, here,

20:47 → 20:51

and as we socialize more and more, we start bonding together and act more as a herd,

20:51 → 20:53

and they'll start mimicking what I do.

20:53 → 20:57

So now as I move around after socializing with these guys for a little bit—

20:57 → 21:04

Yeah. Now they'll start following me around and we can go bother our neighbors over here, the herbivores.

21:04 → 21:06

Oh, that's the carnivore that tried to eat us.

21:06 → 21:08

So we can go tease our friends here.

21:08 → 21:11

[Creatures howling]

21:11 → 21:13

But now we have to run away, or else they're going to eat us again.

21:13 → 21:14

Oop, they got one of us.

21:14 → 21:18

Now, from this point of the game, eventually you'll achieve intelligence.

21:18 → 21:23

Now you're controlling a whole group, tribal dynamics, basically investing in their tools,

21:23 → 21:24

what kind of path you want them to take.

21:24 → 21:25

They can be hunters, gatherers.

21:25 → 21:29

They start interacting with other tribes, and then we start dealing with relationships

21:29 → 21:31

and the sociology of that.

21:31 → 21:36

Eventually they start— The player can create their own huts, tools, et cetera,

21:36 → 21:37

eventually planets.

21:37 → 21:41

As we get to the city phase, they are actually creating not just the city,

21:41 → 21:42

but the individual buildings as well.

21:42 → 21:44

We have editors for each of these things.

21:44 → 21:46

Once you've learn one editor, you know how they all work.

21:46 → 21:48

Eventually, they're creating vehicles at the civilization phase.

21:48 → 21:53

I'm going to skip ahead here really quick, just to show you what it looks like later in the game.

21:53 → 21:56

So this is actually the same planet we were on before,

21:56 → 21:59

much later in their evolution; they're now an intelligent society.

21:59 → 22:01

Just to give you a sense of what it looks like later.

22:01 → 22:05

And, again, the entire world here was designed by the player,

22:05 → 22:09

and will then be visitable by other players.

22:09 → 22:12

So this is a city that was built; all these buildings were built in the editor.

22:12 → 22:14

These are the same guys, evolved to intelligence.

22:14 → 22:17

We can actually pull back a little bit.

22:17 → 22:19

This is another city, a much more modern city.

22:19 → 22:23

At this point in the game, they're actually ready to enter the very last phase,

22:23 → 22:24

which is the space game.

22:24 → 22:27

So I can actually have them enter the space age here.

22:27 → 22:31

I pick a UFO for them, and now they're going to actually launch

22:31 → 22:34

their first spaceship, which brings you to the last part of the game.

22:34 → 22:37

Now up to this point the player has been working on one world,

22:37 → 22:39

and the player owns that world, really.

22:39 → 22:42

They own the evolution of that species, the evolution of the towns,

22:42 → 22:44

the design of the civilization.

22:44 → 22:47

At the civilization phase you can kind of choose your civilization,

22:47 → 22:51

become more militaristic, or economically oriented, or culturally oriented.

22:51 → 22:53

So here's our UFO.

22:53 → 22:56

They're having a little celebration, launching it.

22:56 → 22:58

Now I'm actually flying this thing around,

22:58 → 23:01

and in some sense this is like a Swiss army knife.

23:01 → 23:03

It's just a collection of tools that you can upgrade

23:03 → 23:05

to higher and higher levels in the game.

23:05 → 23:08

So we can look at the whole world that we've been playing on up to this point,

23:08 → 23:11

Now one of the things that we might want to do at this point,

23:11 → 23:14

is start collecting samples that we can bring, to actually bootstrap other worlds,

23:14 → 23:17

because we're actually simulating a whole ecosystem here on this planet,

23:17 → 23:20

so I can go to my cargo bay, open the abduction beam,

23:20 → 23:23

and start abducting creatures into my UFO here.

23:23 → 23:25

[audience laughter]

23:25 → 23:27

And now they are basically in my cargo hold

23:27 → 23:30

that I can use for seeding other systems.

23:30 → 23:33

We've also got it so that you can throw things with this really nicely.

23:33 → 23:36

So we've managed to get things into orbit—

23:36 → 23:37

[audience reaction]

23:37 → 23:39

For the first time we can actually pull back

23:39 → 23:42

and see the entire planet that we've been playing on up to this point.

23:42 → 23:46

So the entire game has been played on the surface of this planet here,

23:46 → 23:51

and, again, we're building this on top of very highly leveraged,

23:51 → 23:53

very generative systems.

23:53 → 23:56

So this entire planet with all of its species, buildings, and everything,

23:56 → 23:59

compresses down to about 80k of data.

23:59 → 24:02

Which means that it's amazingly portable because, like life,

24:02 → 24:08

we are relying on extremely simple but powerful routines to generate all the detail you see here.

24:08 → 24:13

One of the creatures on this world, one species, compresses down to about 3k.

24:13 → 24:17

So we can basically take these things, and make them very portable.

24:17 → 24:20

Now we can pull back from this planet, out to our solar system,

24:20 → 24:25

and here we see other planets around us here.

24:25 → 24:28

We can fly over to these worlds; some of them have primitive life;

24:28 → 24:32

some are lifeless where we actually will go in and play a terra-forming game,

24:32 → 24:37

and establish the right kind of temperature, get water on the planet, et cetera.

24:37 → 24:40

Now here's a planet that has primitive life, but no intelligence.

24:40 → 24:42

And you can see this is a somewhat the more imaginative world.

24:42 → 24:45

Now with the UFO, we also have terra-forming tools,

24:45 → 24:47

so, in fact the players can sculpt their own entire planets,

24:47 → 24:50

very much like a ball of clay, with very imaginative tools.

24:50 → 24:53

How many of you have ever seen an old program called Kid Picks?

24:53 → 24:55

And it was a really cool paint program for kids.

24:55 → 24:58

And that was kind of our model for what the planetary editor was,

24:58 → 25:01

is we wanted these really cool creative tools that felt like kind of out of control,

25:01 → 25:02

but really fun.

25:02 → 25:05

And so we have things like volcanos, and comets,

25:07 → 25:11

But as we come down--so one of the things we want to do is kind of bootstrap

25:11 → 25:14

a whole ecosystem on the surface of this planet.

25:14 → 25:16

Now this does have some indigenous life,

25:16 → 25:21

so we can drop down that species that we had abducted earlier from our cargo hold.

25:21 → 25:26

[spaceship sounds]

25:26 → 25:28

There he goes.

25:28 → 25:33

And that doesn't look good. Okay, so—

25:33 → 25:35

[audience laughter]

25:35 → 25:39

Now, we might decide we want to scan these guys.

25:39 → 25:42

We have a scanning tool, that as we scan the creatures in this,

25:42 → 25:45

they get entered into an encyclopedia that we have here.

25:45 → 25:48

We have this thing that we call Sporepedia, which really keeps a record,

25:48 → 25:50

and the format is that of trading cards.

25:50 → 25:52

So everything in the game gets a trading card associated with it.

25:52 → 25:56

This is our home star; if I click on that, it shows the planets around it.

25:56 → 25:58

This is the planet that we're currently visiting.

25:58 → 26:00

And these are the species that I've encountered.

26:00 → 26:01

This is the thing that just ate my creature.

26:01 → 26:04

Now you'll notice that it actually has a creator name.

26:04 → 26:07

So it actually keeps track of which other player out there made this creature.

26:07 → 26:11

And I can bookmark this person, and have her stuff brought to my machine.

26:11 → 26:15

So I can bookmark my friends, and stuff that they make will automatically come into my world.

26:15 → 26:20

So this is our online database in the game, but it also tracks every piece of content.

26:20 → 26:23

Again, all this content—the worlds, the creatures, buildings, and everything—

26:23 → 26:24

are coming from other players.

26:24 → 26:28

So at some point what you're doing, is you're terra-forming these worlds,

26:28 → 26:32

you're building colonies, you're expanding, and you're doing that to upgrade your UFO.

26:32 → 26:36

and as you upgrade your UFO, you get more terra-forming tools,

26:36 → 26:38

but also you get to go further and further distances.

26:38 → 26:41

So now we're pulling back from our home star, out to interstellar space.

26:41 → 26:44

So this is a region of stars around our home star.

26:44 → 26:47

There are several thousand stars here that we can fly to and interact with.

26:47 → 26:52

And each one of these worlds will be one that was made by another player.

26:52 → 26:53

And it's being played asychronously.

26:53 → 26:56

It's pulling down a copy to my machine, is what's actually happening.

26:56 → 26:58

So it doesn't really matter what I do to their planet,

26:58 → 27:00

but some of these planets are going to be uninhabited.

27:00 → 27:02

And I can just go explore.

27:02 → 27:05

This one, for instance, is—I can tell by the scan—uninhabited.

27:05 → 27:07

And this is a more realistic-looking planet.

27:07 → 27:09

The last one we visited was more imaginative.

27:09 → 27:11

We want this blend of imaginative to realistic.

27:11 → 27:14

This is very similar to what the early earth was like about 4 billion years ago.

27:14 → 27:17

A very hot, lava-like world.

27:17 → 27:19

This is one that I could choose to try and terra-form,

27:19 → 27:21

but it would be very challenging, but not impossible.

27:21 → 27:24

Or I might just use it as a strategic outpost.

27:24 → 27:28

There are going to be a lot of reasons why you'd want to strategically explore worlds like this, anyway.

27:28 → 27:30

Occasionally, you might come across something like this,

27:30 → 27:33

alien artifacts or whatever that I can install on my UFO.

27:33 → 27:36

So we want to encourage an exploration game.

27:36 → 27:39

But, even though this is a harsh world, I might drop down a colony,

27:39 → 27:42

for strategic reasons; so I'll build a little colony here.

27:42 → 27:51

[spaceship sounds]

27:51 → 27:53

Now there are other planets in this.

27:53 → 27:56

Now, one of the other planets in this solar system, I believe, yeah, this one,

27:56 → 27:58

actually has an intelligent race on it.

27:58 → 28:01

And so this is one that another player would have designed.

28:01 → 28:02

And again, the computer is now playing this.

28:02 → 28:05

This is actually a moon around this gas giant here.

28:05 → 28:11

As a minor aside, speaking to the power of generative systems,

28:11 → 28:15

we're actually running a turbulence simulation on that gas giant.

28:15 → 28:18

You might notice that the surface of it isn't static.

28:18 → 28:23

And this is something that used to take a supercomputer hours to calculate,

28:23 → 28:25

and now, using very simple generative techniques,

28:25 → 28:27

we're doing this with a simple trick on the graphics card,

28:27 → 28:32

at almost no cost, to generate fairly elaborate fluid simulation on the gas giant.

28:32 → 28:36

But in this case, we're dealing with intelligent civilization on this planet,

28:36 → 28:40

that was created by some other player and is now being controlled by the computer.

28:40 → 28:42

Now depending on how the player played that,

28:42 → 28:44

they were basically training the computer how these people should behave.

28:44 → 28:46

So this is a first-contact scenario.

28:46 → 28:50

These people have never met us, and we're coming into their civilization for the first time.

28:50 → 28:54

We might try impressing them with maybe some fireworks from our UFO.

28:54 → 28:56

[explosion, shouting]

28:56 → 28:58

Okay, they kind of like that.

28:58 → 28:59

[more explosions, cheering]

28:59 → 29:03

Now, over time we can develop different relationships with these guys.

29:03 → 29:06

We might develop into an economic trading relationship.

29:06 → 29:10

Or it might be more of a cultural relationship, or even an alliance--a strategic alliance.

29:10 → 29:13

In this case they've decided to start worshiping us as gods,

29:13 → 29:15

[audience laughter]

29:15 → 29:18

so we might try abducting them into our UFO,

29:18 → 29:21

but they didn't like that, so—

29:21 → 29:23

[laughter from audience]

29:23 → 29:28

now I can sit here and basically fight them, if I wanted to,

29:28 → 29:30

or I could just run away, which I think I'm going to do right now.

29:30 → 29:32

I don't want to trigger an interstellar war.

29:32 → 29:36

But I think they were upset.

29:36 → 29:37

[Creature noises] Oh, yeah, they're upset.

29:37 → 29:40

I'll try apologizing.

29:40 → 29:47

So at any rate, we have basically this little toy universe, is what it is,

29:47 → 29:51

and in fact, we're trying to put in a lot of the objects that you'd find in the Hubble Space Telescope,

29:51 → 29:56

things like planetary nebula, emission nebula, black holes will all be visible here.

29:56 → 30:00

This region that you're looking at is several hundred stars, many of which are computer generated,

30:00 → 30:02

many of which are player created.

30:02 → 30:05

But, in fact, this is actually a very small region of the whole world,

30:05 → 30:07

the whole galaxy that you're dealing with.

30:07 → 30:10

We're in fact dealing with a galaxy of millions of individual worlds,

30:10 → 30:11

each one of which is unique,

30:11 → 30:14

because of the fact that the players a collectively building it as they play.

30:14 → 30:19

So, at any rate, that's the idea behind Spore, and that's the demo,

30:19 → 30:21

and I'm going to stop talking right now.

30:21 → 30:22

Thanks. [applause]

30:22 → 30:26

[applause]

30:26 → 30:28

Presented by Lexus Hybrid Drive

30:28 → 30:32

GIVES MORE TO THE DRIVER. TAKES LESS FROM THE WORLD.

30:33 → 30:36

The preceding video is licensed under the Creative Commons Non-Commercial ShareAlike 2.5 License.

30:36 → 30:38

For details, please visit: http://creativecommons.org/licenses/by-sa/2.5/

30:38 → 30:42

For more Pop!Casts, information on Pop!Tech or to learn how to participate, visit www.poptech.org