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Spore Patch Nearly Lets Creatures Into Other Games

Soulskill posted more than 5 years ago | from the universal-elf-care dept.

PC Games (Games) 60

Dalambertian writes "The release of Spore's Patch 5 lets players export their creatures (and soon vehicles and buildings) in Collada format. This includes textures, bump mapping, and rigging for animation. Maxis developer Ocean Quigley recently posted a nice tutorial for getting said creatures into Maya, and other 3D packages are soon to follow. This could have a huge impact on the games industry, and the indie games scene in particular. Unfortunately, if the patch falls under the usual EULA, then any legitimate use of the art assets outside of the Spore community becomes impossible. EA is apparently just teasing us with its taste-but-don't-swallow policy, and at present it's not clear whether the genius that came out of Spore's development will ever truly be accessible to the game dev community."

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it's cool (-1, Troll)

Anonymous Coward | more than 5 years ago | (#28815817)

cause the shit leaking out of my asshole is accessible to the slashdot community. Chow down, faggots!

Taste-but-don't-swallow (-1, Troll)

Anonymous Coward | more than 5 years ago | (#28815823)

Taste-but-don't-swallow is vastly underrated.

The reason I quit making my game was cuz of models (3, Interesting)

CrazyJim1 (809850) | more than 5 years ago | (#28815843)

I'm a programmer and not an artist. I wrote a 3d fighting online game that is fun, but has no art other than boxed meshes that form a fighter(www.roamingdragon.com). I abandoned it because I was like,"I have no money. How could I possibly attract artists to make models and levels for me? I'm not going to do it myself because I have no skills as an artist or model creator.". If someone could explain to me how I can get someone to make me models that would look like Tekken or Virtual Fighter characters, I'll jump back on the horse and finish my game. It only has about 3 more months of work(all I need to do is add moves through my animation maker), and I have spent on and off for 6 years making it.

Re:The reason I quit making my game was cuz of mod (1)

CrazyJim1 (809850) | more than 5 years ago | (#28815855)

My whole point was: If there was an easy way to create models for monsters in my game, I could rapidly develop the MMORPG part of it! The limiting factor that I perceived was enemy models. I can't make them, nor do I know anyone who can. If Spore would allow crowdsourcing to make a ton of free models, I'd be back on my feet immediately instead of looking to become a Starcraft 2 pro gamer.

Re:The reason I quit making my game was cuz of mod (3, Informative)

Anonymous Coward | more than 5 years ago | (#28815997)

I develop games (I do the art and the scripting, use a freeware engine), and I just wanna say if your interested in trying for your self, 3d modeling isn't all that hard to pick up. Even if you don't plan on making models for your game, it's fun just to mess around-hell, it might turn out that your good at it. Here's some freeware I use:
http://www.gimp.org/ Not as good as photoshop, but it works for me.
http://www.blender.org/ This thing is awesome. 3d modler, animator, rendering app, you name it.
Both of those run on Mac, Windows, and probably Linux.

As for getting other people do make art for you---post on some forums, but don't just say "I need models plzz", people will think you're just another noob who will never even start the game. Show off what you have done, ask if anyone is interested. Many people will probably decide to try and "help you", but don't listen to them, find someone who actually wants to be on a team. Crowdsourcing the models would suck as models have style, no matter how realistic, every artist adds their own touch to them. If each model is by a different person with no collaboration, it will look like a bunch of random models that happen to be loaded into the same game.
Good luck and I hope it works out, I know what it feels like to work on something and never finish it, I've had enough failed projects for my time.

Re:The reason I quit making my game was cuz of mod (0, Offtopic)

CrazyJim1 (809850) | more than 5 years ago | (#28816103)

Much appreciated. I'm familiar with Gimp. I downloaded Blender, but it seemed to complicated for me to understand. If you think I should try 3d models out myself, maybe I will. I think I'm going to make a stable build of my game and see if anyone wants to pitch in through forums. Does anyone have advice on what forums are good?

Re:The reason I quit making my game was cuz of mod (1)

linzeal (197905) | more than 5 years ago | (#28821209)

Start out with Google sketchpad it is embarrassingly easy to use.

Re:The reason I quit making my game was cuz of mod (0)

Anonymous Coward | more than 5 years ago | (#28824677)

I believe he means Google Sketch Up

http://sketchup.google.com/

Re:The reason I quit making my game was cuz of mod (0)

Anonymous Coward | more than 5 years ago | (#28831281)

I know this is really late, anyway...

I am the one who replied, if blender is too complicated, try buying the book "The Essential Blender", or using wings3d.
www.wings3d.com (also free)
Blender isn't all that complicated once you learn it, but at first it is a pain.

Wings doesn't have as many features but is easier to use, I've seen people make amazing models in both whichever way you go it's all about your skill. Even expensive modelers won't make your models better, though, they will probably allow you to make them faster and more efficiently.

Do not under any circumstances use google sketchup for modeling game models. Sketchup is designed for architects and produces horrible geometry when exported will kill your fps and render horribly.

As others said, cgsociety and the like are good, just make sure to display what you have already completed so people understand you're not just another noob asking for models, there are far too many.
Even if you decide to model for yourself, I recommend joining some modeling/game design related forums so you can ask people questions. I would never have got very far without forums.

If you want to learn for yourself, that blender book I reccomended is great, but it has a lot of info that you won't need games as well. If you want a free alternative you can try Blender Noob to Pro.
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
I really reccomend buying that book though, as it will introduce you to everything. It does not teach you how to model, however, just how to use blender.
If you want a book on modeling for games, try Game Modeling Using Low Polygon Techniques.
http://www.amazon.com/Modeling-Polygon-Techniques-Charles-Graphics/dp/1584500557
Or, again, you can just google around and find tutorials on modeling humans/whatnot. Here's a good human modeling tut by the way:
http://www.bakaneko.com/howto/computer/3d/character/page01.html

With modeling for games, one rule that will save you a lot of time: Never smooth. Ever. Please. This may sound dumb or pointless, you might find the smooth button and think it will make your model better->don't. You can click it to see what happens, but please, do not use smoothed models in a game. It is never a good idea, it's not what smoothing is for. Smoothing is only useful in games when you're sub dividing to make a high poly model that you will make normal maps from, and I doubt you'll be doing that any time soon.

Re:The reason I quit making my game was cuz of mod (1)

njfuzzy (734116) | more than 5 years ago | (#28815865)

You would have done better to realize sooner that a game is art, not just a collection of technology. Then you wouldn't have wasted all that time.

Re:The reason I quit making my game was cuz of mod (3, Insightful)

ZackSchil (560462) | more than 5 years ago | (#28815895)

While it's sad that he spent 6 whole years on the project with not much to show for it, I'm sure it wasn't a complete waste of time. Look at the skills learned here: latency-minded networking code, 3D graphics, control basics... it's not like he spent the time watching trash TV.

Re:The reason I quit making my game was cuz of mod (1)

repapetilto (1219852) | more than 5 years ago | (#28816821)

Theres gotta be some sort of upside to watching TV, some sort of skillset to be gained from years of doing it.

Re:The reason I quit making my game was cuz of mod (1)

Jedi Alec (258881) | more than 5 years ago | (#28817559)

Theres gotta be some sort of upside to watching TV, some sort of skillset to be gained from years of doing it.

It's called "watercooler conversation material gathering" ;-)

Go buy some artists some drinks (3, Insightful)

linzeal (197905) | more than 5 years ago | (#28815925)

Why not talk to Artists? I see this shit over and over again from aesthetes and geeks both where one whines, " I could never afford to do x____ really cool project because I can't afford to pay ( geeks/artists ) money. "

You know what this is the fucking time to go make some new friends. Hell, go out tonight its Friday and artists don't turn down drinks no matter how geeky you are. I suggest art openings in the inner city and start asking around, here in PDX you can't pull out your laptop without hitting like 3 of them.

Re:Go buy some artists some drinks (1)

CrazyJim1 (809850) | more than 5 years ago | (#28815977)

Any advice is welcome. I need to learn how to network. I also have trouble finding a job even though I'm a highly skilled coder. I guess I'll start going out to public places with my laptop.

Re:Go buy some artists some drinks (0)

Anonymous Coward | more than 5 years ago | (#28816071)

You're being punished for your lame faith in a religious fantasy.

Re:Go buy some artists some drinks (1)

linzeal (197905) | more than 5 years ago | (#28816075)

Hey, remember there are Artists out there who are looking for geeks.

Re:Go buy some artists some drinks (2, Funny)

Anonymous Coward | more than 5 years ago | (#28815991)

Bring a Macbook, some coffee (something with at least 6 words in its name), put twitter on the screen and they'll flock to you in droves.

Re:Go buy some artists some drinks (2, Insightful)

mark-t (151149) | more than 5 years ago | (#28816067)

My experience with artists is that they *DO* cost a fair bundle to get decent quality work done... to the tune of hundreds of dollars just for one model. Multiply that by however many unique models and textures that you need and it quickly becomes thousands, if not tens of thousands... Now, I can appreciate that an artist's time and effort is worth money, possibly even justifying such amounts, but it's impractical for a sole developer to finance such work without having a whole lot of surplus income from other sources.

Re:Go buy some artists some drinks (1)

linzeal (197905) | more than 5 years ago | (#28816111)

The goal is to find an artist willing to work on the project for school/fame/glory or part of any future profits. This is a lot easier than some people think, especially in this economy with the droves of folks going back to college/unemployed. First Fridays or the equivalent in your town is a good place to start. I have exchanged or been given all the art I have in my hour or needed for my projects, but I have also been in the art scene for 15 years.

Go buy some artists some aspirin. (0)

Anonymous Coward | more than 5 years ago | (#28816457)

Maybe that's why artists don't want to work for geeks? You keep hitting them with your laptop.

Re:Go buy some artists some drinks (1)

mdarksbane (587589) | more than 5 years ago | (#28817667)

Have you ever watched engineers and artists try to mix :) Well, ok, have you ever watched engineers try to mix with anyone? but artists seem to be a special challenge.

I have a few artist friends that I find similar interests to work with, but once you get that next degree of separation to the friends that they made in art school versus the friends I made in engineering, it just gets really awkward :) And if you're really unlucky, someone will bring up Obama or Ron Paul.

It's a great idea if you can make it work, though.

Re:The reason I quit making my game was cuz of mod (3, Informative)

nacturation (646836) | more than 5 years ago | (#28815973)

It only has about 3 more months of work(all I need to do is add moves through my animation maker), and I have spent on and off for 6 years making it.

I checked out your site and from the list of things it "will" do, it looks like you have far more work to go.

That said, if your passion is for Tekken/Virtua Fighter style of thing then go for it. But if you want it to be tremendously popular, why not make a Babe Fighter? Here's your first models:

http://www.buy3dmodels.com/3dmodels/bustybabe.php [buy3dmodels.com]
http://www.the3dstudio.com/product_details.aspx?id_product=78246 [the3dstudio.com]
http://www.the3dstudio.com/product_details.aspx?id_product=73390 [the3dstudio.com]
http://www.the3dstudio.com/product_details.aspx?id_product=69243 [the3dstudio.com]

For a few hundred bucks, you could have a real crowd-pleaser! Or search on those sites for other models. Yes, they're out there and most cost under $100... peanuts really.

Re:The reason I quit making my game was cuz of mod (2, Insightful)

Gravedigger3 (888675) | more than 5 years ago | (#28816037)

Thats funny because I AM an artist but have very limited programming experience. You just need to find the Yin to your Yang to help you finish your game, I'm sure there are people out there (like myself) that have the time and enjoy doing it enough to do it pro-bono. You just need to look around.

Open Source (1)

iYk6 (1425255) | more than 5 years ago | (#28816051)

Opening the source has several advantages:
* if you have no money, you need models for free, and nobody will give you models for free if you aren't willing to give the code for free
* it will allow you to use code repositories you otherwise couldn't or would have to pay for, such as launchpad, or savannah, or cvsdude. Your current solution for distributing programs isn't working. Error. The file could not be found.

Here is a small list of sites where you can find free 3D models: http://wntrknit.freeshell.org/free-3d-meshes.html [freeshell.org]

Re:The reason I quit making my game was cuz of mod (4, Insightful)

PyroMosh (287149) | more than 5 years ago | (#28816069)

Have you even *looked* at any game development community? Ever?

Modelers and level builders outnumber programmers about 1000:1.

A typical forum will have the following threads:

Check out my new MOD!!!11
PROGRAMMER NEEDED FOR AWESOME NEW MOD MUST BE GOOD!
Scripter / programmers needed. JOIN OUR TEAM!
levels almost done, need help with programming!
Awesomemod 3 sucks. WTF?
help with scripting
Idea for Crysis TC. Just need programming help!

etc, etc, etc.

The long and short of it is that there are many, many more modelers and level designers than there are programmers in the gaming world. The barrier to entry is easier, and yes, a lot of them suck. But there are probably as many talented modelers and level designers as there are good and bad programmers combined.

If you aren't developing because you don't want to deal with the art, the only thing I can think of excuse wise is that you don't want to work with a team.

some genres eliminate this problem (2, Informative)

OrangeTide (124937) | more than 5 years ago | (#28816893)

Rogue-likes, MUDs, puzzle games don't need sophisticated assets. You're generally only limited by your own ability to doodle or type in those cases.

Virtua Fighter (the original) characters should be pretty easy to do yourself if you just sit down and work through about 6 or 7 of the Blender tutorials over a weekend.

The watershed moment (1)

oheso (898435) | more than 5 years ago | (#28815875)

Future generations will look back on this moment with their multifarious eyes as the moment that started it all. You know, the *other* singularity ...

They promised this before release (1)

The_mad_linguist (1019680) | more than 5 years ago | (#28815897)

I'm glad to see they finally are fulfilling some of the promises they made before release.

So they spit, huh? (4, Funny)

sharkey (16670) | more than 5 years ago | (#28815903)

EA is apparently just teasing us with its taste-but-don't-swallow policy

'Nuff said.

Hola, what? (2, Funny)

girlintraining (1395911) | more than 5 years ago | (#28815969)

at present it's not clear whether the genius that came out of Spore's development will ever truly be accessible to the game dev community.

Are you telling me they uploaded the developer tron-style and he's in there, right now? Because that's the only way "the genius" got into Spore.

I for one... (1)

TechnoChatter69420 (1605189) | more than 5 years ago | (#28815995)

think that EA is taking a step in the right direction here. Good Job Mates Keep it Up

Can they do that? (2, Interesting)

dln385 (1451209) | more than 5 years ago | (#28816001)

If I write a document in Microsoft Word, does Microsoft own my paper? If I use Photoshop, does Adobe own my image? If I Auto-Tune my song, does Antares own it?

I thought there was a law that prevented the makers of the tool from grabbing the rights to its user's creations.

Re:Can they do that? (4, Insightful)

mark-t (151149) | more than 5 years ago | (#28816089)

That's only because the tools that you mention don't put any copyrighted content that they haven't given permission for others to distribute into what those tools produce.

Re:Can they do that? (1)

Floritard (1058660) | more than 5 years ago | (#28816697)

What exactly is copyrighted? The textures? Replace them with your own. The Mesh? How can you even say it came from Spore? Seems to me with a few small changes you have yourself a model with which you can do anything you want. If Spore isn't a modelling application now, it's at least a modelling cookbook of sorts. A starting point. And now I might finally be interested in it.

Re:Can they do that? (1)

mark-t (151149) | more than 5 years ago | (#28817787)

Making "small changes", as you put it, to a copyrighted work is called a derivative work, and is still quite covered under copyright.

Re:Can they do that? (1)

Val314 (219766) | more than 5 years ago | (#28816945)

That's only because the tools that you mention don't put any copyrighted content that they haven't given permission for others to distribute into what those tools produce.

What about the fonts from Office?

Someone has to have the copyright on Arial, Times new Roman,...

So in some way, i *am* distributing copyrighted material with a printed .doc(x) File

(the Word license most likely says that this is ok...)

Re:Can they do that? (0)

Anonymous Coward | more than 5 years ago | (#28817445)

No, font faces - the actual shapes of the characters etc. - are not and in fact CANNOT be copyrighted.

What can (and usually is) copyrighted is specific *implementations* thereof; you cannot just distribute any TTF, for example, because the file itself is going to be copyrighted (unless it was explicitely put into the public domain by the creator).

But the font *as such* is not copyrighted - and that is precisely so that you can use a font in a document and then distribute and copy that document without the font designer suing you for copyright infringement.

Re:Can they do that? (1)

Jedi Alec (258881) | more than 5 years ago | (#28817577)

Actually, I'm pretty sure the document you're distributing does not actually contain said fonts, just an instruction that certain pieces of text are to displayed using that font.

If the machine that is being used to display the document doesn't have the font in question...it'll revert to a default font or crap out depending on the software used.

Re:Can they do that? (1)

bertoelcon (1557907) | more than 5 years ago | (#28816107)

It is marketed as a game more than a tool, it seems to be a double standard.

Re:Can they do that? (1)

MrMista_B (891430) | more than 5 years ago | (#28816193)

You don't own the file-format.

Giant sentient anthropomorphic penises for all! (1)

Kenja (541830) | more than 5 years ago | (#28816017)

Based on what I've seen, this seems to be the primary use of the game. Not sure why exporting this to other programs is a good thing...

Foiled again! They have a EULA! (1)

iYk6 (1425255) | more than 5 years ago | (#28816077)

"Unfortunately, if the patch falls under the usual EULA, then any legitimate use of the art assets outside of the Spore community becomes impossible."

Impossible! Nobody can penetrate their EULA! EULAs are like the devil's contract. Legally and spiritually binding.

However, most clauses that have been tested in courts have been found to be not enforceable, and I doubt that EA can actually claim ownership of the creations customers make with their tools.

Re:Foiled again! They have a EULA! (1)

ZackSchil (560462) | more than 5 years ago | (#28816165)

No, I bet they can. The user might, MIGHT, be able to stake some sort of claim to the arrangement of the parts, but on the whole, the actual creature modeling involves deforming and placing pre-made parts.

Adobe can't claim copyright to your photo retouchings, but if you made a collage out of their sample photos and started selling it, they might object.

Re:Foiled again! They have a EULA! (1)

drinkypoo (153816) | more than 5 years ago | (#28817833)

No, I bet they can. The user might, MIGHT, be able to stake some sort of claim to the arrangement of the parts, but on the whole, the actual creature modeling involves deforming and placing pre-made parts.

How is that different from using the image hose in Fractal Design Painter? (It isn't)

I would go ahead and fight this one. I'd bet (literally, ha ha) that you could find a lawyer to take it on. Perhaps a good idea to join the EFF first though.

Re:Foiled again! They have a EULA! (1)

Rockoon (1252108) | more than 5 years ago | (#28818309)

If the image you use for your image hosing is copyrighted, then you are still under that copyright. You don't get out of the copyright by using tools like this.

With spore, all those creature part models are copyrighted. Exporting them to other renderers or modelers doesn't change that.

Re:Foiled again! They have a EULA! (1)

drinkypoo (153816) | more than 5 years ago | (#28818991)

With spore, all those creature part models are copyrighted. Exporting them to other renderers or modelers doesn't change that.

If they give you a tool to get that content out of the game, a solid argument can be made that they intend for you to use it. Further, it could be argued that the game is a tool for making those things, and that exporting them makes them yours. It's not like it's a general purpose modeling tool with a library of sample content, this is all the software does: it evolves creatures, and [now] lets you take them out of the game and bring them into other software.

If you're not allowed to use them, what's the point? Thus it should be argued that they intended for them to be used...

Of course, I'm not a lawyer. There may well be relevant case law (or just good old law, but there's always exceptions!) that makes me look like a blithering idiot.

Re:Foiled again! They have a EULA! (1)

Dachannien (617929) | more than 5 years ago | (#28818423)

However, most clauses that have been tested in courts have been found to be not enforceable

This actually isn't true. Most of the enforceability issues have come from how the EULA is presented to the user and whether the user is made fully apprised of the terms before they are out the cash. (Whether offering a refund for those who decline the EULA is good enough to avoid these problems is unknown, since, afaik, this has never been tested in court.)

Even still, in the absence of an EULA, the defaults provided by copyright law would still cause problems for someone who wanted to export Spore creatures to another game, and even more problems for someone who wanted to sell their exported Spore creatures.

Re:Foiled again! They have a EULA! (0)

Anonymous Coward | more than 5 years ago | (#28822353)

Impossible! Nobody can penetrate their EULA! EULAs are like the devil's contract. Legally and spiritually binding.

Dan'l Webster. Need I say more?

Could get past the first level... (1)

jo_ham (604554) | more than 5 years ago | (#28816425)

I couldn't get past the first level on Spore - you know the boss that emotes "you have 2 CDROM drives!" and then installs a rootkit. Any tips on how to defeat this boss and get to level 2?

Re:Could get past the first level... (0)

Anonymous Coward | more than 5 years ago | (#28816599)

I just modded my game to skip that level. I hear some websites out there even offer the game with the mod already installed!

I've got mine to work (-1, Troll)

Anonymous Coward | more than 5 years ago | (#28816523)

I got my spore character to work outside of the game. You can see him dancing on YouTube [youtube.com] if you want.

User supplied avatars (1)

scuppy (929040) | more than 5 years ago | (#28816861)

I expect games that allow user supplied avatars to be a fad soon. A network of model makers like turbo squid could keep churning out cheap ($5 a model) quality models to give decent variety. Software that auto rigs models in the anatomical pose to the game standard would go a long way in achieving this. MMO's having to download other players models is another issue, but I'm sure some games would benefit.

Export Tool EULA (1)

Primadog (1605385) | more than 5 years ago | (#28817027)

(The tool's EULA is the standard EA tools license, also used in games such as SimCity, which is viewable during export) EA TOOLS & MATERIALS END USER LICENSE Electronic Arts Inc, and its subsidiaries, affiliates and licensors (collectively, "EA") grants you a non- transferable non-exclusive license to download and/or install and use one copy of the software tool ("Tool") and/or materials ("Materials") (collectively the "Tools & Materials") solely for your personal noncommercial use in connection with EA's products, in accordance with the terms below. EA owns all of the rights, title and interest in the Tools & Materials. You may not alter any of EA's trademarks or logos, or alter or remove any of EA's trademark or copyright notices included in or with the Tools & Materials or EA's products. Your right to use Tools & Materials is limited to the license grant above, and you may not otherwise copy, display, distribute, perform, publish, modify, create works from, or use any of the Tools & Materials. Without limiting the preceding sentence, you may not modify, reverse engineer, disassemble, license, transfer, distribute, create works from, or sell the Tool, or use the Tools & Materials to further any commercial purpose. Without limiting the foregoing, you may not use the Tools & Materials to promote another product or business, or on any site that operates or promotes a server emulator. You may include materials created with the Tools & Materials on your personal noncommercial website for the noncommercial benefit of the fan community for EAâ(TM)s products and provided that if you do so, you must also post the following notice on your site on the same web page(s) where those materials are located: "This site is not endorsed by or affiliated with Electronic Arts, or its licensors. Trademarks are the property of their respective owners. Game content and materials copyright Electronic Arts Inc. and its licensors. All Rights Reserved." You will not represent that your site is endorsed or approved by or affiliated with EA or our licensors or that any other content on your site is endorsed or approved by or affiliated with EA or our licensors. THESE TOOLS & MATERIALS ARE PROVIDED "AS IS" WITHOUT ANY WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED. EA SPECIFICALLY DISCLAIMS ANY WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE, MERCHANTABILITY AND NONINFRINGEMENT. ANY USE YOU CHOOSE TO MAKE OF THESE TOOLS & MATERIALS IS UNDERTAKEN BY YOU ENTIRELY AT YOUR OWN RISK. EA DOES NOT WARRANT THAT THESE TOOLS & MATERIALS WILL NOT CAUSE DAMAGE TO YOUR COMPUTER SYSTEM, NETWORK, SOFTWARE OR OTHER TECHNOLOGY. EA WILL NOT PROVIDE SUPPORT FOR THESE TOOLS & MATERIALS. PLEASE DO NOT CALL OR SEND EMAIL TO EA CUSTOMER SUPPORT REGARDING THESE TOOLS & MATERIALS, AS EA WILL NOT BE ABLE TO ANSWER THESE INQUIRIES. IN NO EVENT SHALL EA BE LIABLE FOR ANY DIRECT, CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE OR OTHER DAMAGES WHATSOEVER, ARISING OUT OF OR RELATED TO THIS LICENSE EVEN IF EA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. EA RESERVES THE RIGHT TO DISCONTINUE THE AVAILABILITY OF THESE TOOLS & MATERIALS, OR MODIFY THEM, AT ANY TIME, WITHOUT OBLIGATION TO ANYONE. At EA's request, you agree to defend, indemnify and hold harmless EA from all liabilities, claims and expenses, including attorneys' fees, arising from any breach of this License by you and/or your use or misuse of the Tools & Materials. EA may make the Tools & Materials available at its site(s) located in the United States and/or Canada and/or the European Union. You are solely responsible for knowing and complying with all federal, state, and local laws that may apply to your use of Tools & Materials in your own locale. By downloading any Tools & Materials, you warrant that you are not located in any country, or exporting the Tools & Materials to any person or place, to which the United States and/or Canada and/or European Union or its member countries has embargoed goods. EA may revoke or terminate this license at any time, for any reason or no reason, in its sole discretion. Upon termination, you must destroy or return to EA all Tools & Materials. This License is governed by United States Copyright and California law (without regard to conflicts of law), and is the entire agreement between EA and you regarding the Tools & Materials. Please click "Accept" if you agree to the above terms, or "Decline" to discontinue. If you decline, you may not use the Tools & Materials.

Hey EA: I remember the past. (1)

AgTiger (458268) | more than 5 years ago | (#28818011)

Spore... That would be the game that had the 3-installation limit when it was released, which was such an offensive practice that I decided I'd never buy or install this piece of garbage, and would return for refund (unopened) any copy given to me as a gift.

EA can continue to suck it.

Whatever, we all stole spore anyway... (0)

Anonymous Coward | more than 5 years ago | (#28818455)

I'm sure there's plenty others on here that didn't buy a legitimate copy to begin with (uhh cuz of the lame copyright scheme, right guys? yeah...) so I wonder how long it'll be until some of you come up with a way to export models so they can't be traced back to Spore... Sure, it may technically still be copyrighted, but it's not illegal if you don't get caught! Or if you're the President of the United States, for that matter.

Finally (1)

jbsooter (1222994) | more than 5 years ago | (#28819213)

As one of the 3 people that actually enjoyed playing Spore, I'm glad that they fixed the issue where you couldn't completely defeat the grox without cheating. I'll probably get a legitimate copy of the game now.

Re:Finally (1)

Morth (322218) | more than 5 years ago | (#28828409)

I like that note about less disasters. That's pretty much what made me stop playing, all that constant tugging me to one planet or another instead of letting me focus on expanding (or at least not shrinking) my domains.

Spore (0)

Anonymous Coward | more than 5 years ago | (#28819317)

I got my spore character working [youtube.com] . It's actually a pretty cool idea to export spore characters and use them in other games. I'm really curious to see who picks up on this.
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