Sporedum: What bugs/problems did you encounter?
Masscolder: That actually is the biggest challenge and the reason why we all sort of agreed that mission making will be something a lot of people may try but few will do successfully. The bulk of your mission making will be ironing out pathing issues, behavior issues, advanced AI, glitches. Just like a game developer would. And it’s to be expected because Spore is the kind of game you cannot really anticipate every possible thing people are gonna do or want to do. For example, I had these two armies fighting and it took quite some time to get them to fight like I wanted them, they couldn’t climb this mount, they didn’t register one another, etc.
It’s a lot of tinkering in the technical department. So good missions will be, again, very time consuming, and require a lot of patience and attention to detail. But as I told the Maxis guys, they really don’t need a huge amount of people to make missions. A lot of people will buy GA to play missions, not create them, as GA finally brings the gaming experience back to Spore. Think about it, each stage of Spore except for space is so basic and quick that if you combine your goals from cell to space stage you’ll probably have the same amount of content you can now easily add in just one space mission.
So GA really tremendously expands the gaming experience. So the few people who are willing to learn the editor and test for glitches and make awesome missions will be creating content that is going to hugely expand the game. So even if just a few people do it, GA will still be an immense success.
That’s not all, you can read more questions and answers in Sporedum’s exclusive interview with one of the Adventure Camp attendees, Masscolder!