Interview with Spore's Executive Producer Lucy Bradshaw
On a preview event for Spore a while ago, we had the chance to interview Lucy Bradshaw, the Executive Producer of Spore. In the interview, Lucy shares her thoughts on what she likes best in the game, and explains the team's plans for community functions. Like Sims 2, she says, what comes in the Spore box will be there to be expanded upon by the players.
GamersGlobal: Lucy, could you tell me how you got to working on Sims 2 and Spore?
Lucy Bradshaw: I’ve worked for EA for quite some time, ranging all the way from Roadrash and Madden up to the point where EA acquired Maxis. It’s kind of my dream job, Sim City was the first game I played all night long, and I ended up liking all the god games. I was fortunate enough to sign on as the Executive Producer of Sim City 3000. I worked on Sim City 4, I worked on the Sims franchise, running the studio at a certain point. Where we took that franchise was possibly a little bit more organic than we’re doing with Sims 2. I built the team and worked on Sims 2. And once we released that game I came to the offices where we had a very small team working with Will Wright on what was the very beginning of Spore at that time.
GamersGlobal: So the add-ons for Sims 2, the Sims Episodes and so on were not produced under your jurisdiction.
Lucy Bradshaw: I moved on once we shipped Sims 2. It’s kind of interesting and fresh to see where the Sims 2 team takes the series, how they tap into some of the functionality we built into the system. Ultimately, they’re trying to introduce it to new audiences. I’m really happy to see them use the object technology. Spore is on its first iteration, hopefully we’ll be able to expand upon it in some ways.
GamersGlobal: You obviously would be okay if Spore 2 would turn into a multi-billion dollar venture like Sims 2, which even has its own business unit at EA?
Lucy Bradshaw: My hope is that it will be as popular as Sims 2. Once you’ve finished a technology, you definitely want to take advantage of it. It took a long time to put it all together!
Lucy Bradshaw: I do think that we’ve built something which we can build upon. In which ways – we’ll have to look into that. The procedural animation would have been considered R&D before we got to this. It’s such an investment!
GamersGlobal: Please walk me through the five stages of the game.
Spore is your personal Universe
Lucy Bradshaw: Spore is your personal Universe. You do have your own galaxy in which you can play. You can start in Cell stage as this little micro organism riding a meteor down to earth, where you land in this primordial pool where you just have to survive and evolve – which you can do in various ways. Next is the Creature stage, where you’re going over the physical evolution of your creature. Your achievements in the world allow you to go into the creature editor and chose new parts for your creature. Each part gives you new capabilities. Will you be an aggressive creature or a social creature?
This screenshot from Tribal Stage shows your villagers interacting with a visitor (or prisoner?).