The sadly underwhelming Spore was a 2008 PC game that allowed the player to experience and guide life from the cellular level right up to interstellar civilisation. You’d start off controlling an amoeba-like creature, absorbing nutrients and running away from larger micro-organisms; then progress to controlling a creature as it hunts for food and dodges predators; then a tribe, then a nation as it warred with its rivals; and finally you’d be planning space missions as your planet-state collected precious cargo or exotic life forms from other star systems.
At every single level of play there was something to worry about. Neutralising a source of worry at one stage merely opened up a new horizon of worry: achieving a large enough size on the microbial levels merely meant you’d now have to worry about finding more food (and running from larger predators) to stay alive; achieving safety from predators in a tribe merely meant worrying about other tribes, then other cities, and finally other planets. Achieving what you wanted at each stage did nothing to take away the worry and the challenge.
That’s what (supposedly) made the game work, made it playable as a game. And rather depressingly this is the game we are in everyday. Continue reading “on Spore and the gospel”