Watching Spore's development and hype cycle was a hell of a thing. I remember being the guy shouting that the Emperor had no clothes after hands-on previews, and demanded to write a sidebar in a PCG coverstory about how the RTS mode I'd played was pretty bad, actually.
Dan Stapleton
We've got a big one today. Almost 20 years after Maxis released Spore, we talked to eight people -- including Will Wright -- about the studio's big experiment.
A wild bet in development for the better part of a decade, Spore reached for the stars — and, at times, got there. We recently spoke to eight team members, including chief designer Will Wright, to loo...