In this proposal I will be going over the additions I want to see in the next Spore game. I ain't sure we'll ever get another Spore game, but it doesn't hurt to suggest one. I guess, right? In the original Spore there were five levels/stages: Cell, Creature, Tribal, Civilization, and Space. In the sequel I want to see six levels: Cell, Oceanic, Creature, Tribal, Civilization, and Space. The play mechanics isn't something I would change in the sequel, because they are fine the way they are. The exception being, of course, how new parts are unlocked for use in creating/evolving new creatures. Instead of digging up fossils like in the original, I would replace that with a points system. Where you would gather up so many points to unlock a new part. Once you reached 1000 points you have unlocked all the parts for each level. Since there would only be three levels in which parts can be unlocked: Cell, Oceanic, and Creature. This means that 3000 will be the max number of points you can get. This will also unlock all the parts for usage in creating/evolving new creatures. The other thing I would add is a feature with live birth. I hated the fact that your creatures only ever laid eggs. I wanted to see live birth in the game. Maybe make it similar to the way pregnancy and live birth was done at home in The Sims franchise. I you've ever had your Sims give birth at home then you know what I'm talking about. It would allow the player to create/evolve actual mammals in the game and it would make the play mechanics more realistic in the sequel if they add live birth to the game. The other thing would add would be an actual and better evolutionary family tree. This family tree mechanic would allow you to view the entire evolutionary history of the planet you're on and not just for the creature that the player is controlling, but for every single creature on the planet and how the creatures relate to the player's creature and trace it all the way back to panspermia of the planet and all the way back up to present day. This family tree mechanic would be accessible to the player in every level of the game. It would also be unlockable for every inhabited planet in the Space level of the game. The other thing I would add would be a Flora editor. This Flora editor would allow the player to creature new plants for the player to plant around the planet. You would also be able to use the player created plants in the Space level too. Now time to explain myself further.
The Oceanic level: would take place in the oceans, but that's one of the few ways it would be different from the Creature level. The other way it would be different from the Creature level is all the wings would be replaced with different kinds of fins. Since the player is basically creating/evolving fish in this level one wouldn't need wings, but one would need fins. Yes, I realize fish are not the only animals in the oceans, so to increase realism in the game, the player would also be able to create/evolve other oceanic like creatures. These creatures would include, but would not be limited to: crustaceans, sea dwelling mammals, sea dwelling reptiles, squid, jelly fish, octopi, etc, etc. Speaking of squid and octopi this reminds me in this level the player would be able to unlock different kinds and types of tentacles for usage in creating/evolving new creatures. This would increase realism in the game. Like all the other levels in the from original game this new level would also come with its own editor. The Oceanic editor would be the tool would players would be able to create new oceanic creatures without having to go through the pesky evolutionary process. Like all the other editors, when in-game one would only be able to access this tool through the evolutionary mechanics of the game, which would remain unchanged from the original game (with the exception of live birth). I think that's all that needs explaining here. So now onto the next thing that needs further explanation.
The Flora editor: this is the tool that the player would use to create new plants for use in-game. This tool would not be accessible in-game, except through a special farming area in the Tribal, Civilization, and Space levels. As the player creates new plants these plants would start popping up randomly around the planet and other planets if the player was in the Space level of the game. In the base game there would be no evolutionary storyline fore the plants, just the Flora editor. I think it would be best to save the storyline for an expansion pack that the player could buy later on. This expansion pack would be called: Spore 2: Plants. In the expansion pack one would be able to play through an evolutionary storyline for the plants just like one did in the base game for the creatures/animals. The levels for the plants evolutionary storyline would only be five: Cell, Oceanic, Plants (Creature equivalent for plants), Farming (Tribal equivalent for plants), and Greenhouse (Civilization equivalent for plants). The expansion pack would also have new parts for the plants that the player would be able to use to create new plants and use in the evolutionary storyline of the expansion pack. The Space level would not be needed as plants cannot become space-faring without the assistance of an intelligent/sentient space-faring animal/creature. The goal of the storyline in the expansion pack would be to increase the number and diversity of plants on the planet to at least 100 different fruit baring plants, non-fruit baring plants, grain baring plants, and fungi species. The player would be able to create/evolve more than what's necessary to complete the storyline, but that's all that would be required by the storyline. Yes, I realize fungi are technical not plants but I threw that in, because we do farm mushrooms and mushrooms are fungi. This goal would have to be done in each level before you could advance the next level, which means that the total would actually be 500. Since it's actually 500 per each of the four previously mentioned categories it would actually total 2000 different species of plants. I know there's probably more than 2000 different species of plants on Earth, but I think 2000 is plenty of diversity for a videogame. So there's some good diversity of plants, don't you think? Again, the player is able to create/evolve more that what is necessary to complete the storyline, but is not required to. So I think the that is all I need to explain here. So what's next?
Live birth will be included in this proposed sequel. This means that sexual dimorphism will also have to be included. A new way of triggering the next evolutionary state of the player's creature will have to be added for this reason. A new part for your creatures, the womb, will be added to the game too. This womb will only be able to applied one of the two sexes at the player's discretion, doesn't matter which one (male or female) it only be one and once the player decides it can't be changed later on. This womb can only be when the player is designing the sexual dimorphism. Other parts can be used during this process, it's just that the womb is special to this process. The process of sexual dimorphism will be an optional section in the Oceanic and Creature levels, but if one opts for this than it'll become permanent once one enters the Tribal level. This is because no more new evolutionary states can be triggered after entering Tribal level, just like in the last version of the game. I think that's all that needs to be said here. Now time to go onto the next thing.
Next we remake the expansion packs from the original game and update and release them for the sequel. Spore: Cute and Creepy becomes Spore 2: Cute and Creepy, and Spore: Galactic Adventures becomes Spore 2: Galactic Adventures. So that's how it works. For the sequel, I would suggest that EA consults with an actual evolutionary biologist. So that game can better reflect the theory. Although it sounds like intelligent design the gameplay mechanics minimizes the creation aspects of the game in the plot of both the original and this proposed sequel. Problem is no one would buy the game if you try to eliminate all creation aspects of the game, because gamers love to customize their avatars. The creation aspects of game are only accessible through the editor tools, which when playing through the storyline of the game can only be accessed by triggering a new evolution state for the player's creature. That's how the creation aspects of game are minimized. Understand?