
SimEverything was, in fact, Will Wright’s first title for the game. In the end, that’s what happens when you try to make a game about everything. It’s fitting that there should be such a diversity of opinions about a game inspired by the diversity of life, such a wide range of reactions to a game taking place across an entire galaxy. But then, over the fourteen years since its release, so did the conversation about the game. Just as the game charts the development of the player’s own species from one form to the next, as the seed of Spore grew into something bigger, it, too, evolved. It raised questions over what games should be and how we should think about them. It is a game that, for some people, was a transcendent experience, while, for others, was a disappointing failure. In a way, this is exactly what the finished game ended up both being and also not being. The culmination of an industry and its technology. The logical conclusion of everything that had come before it. A game so big, so expansive and so all-encompassing that it was as though the video game medium itself had completed its evolution and achieved its final, ultimate form. It had the potential to be his magnum opus. A game about building the atomic blocks of the universe, evolving organisms, navigating the ocean, fighting other creatures, commanding an army, running a city, conquering the world, terraforming planets and colonising the galaxy – all in one and taking place over hundreds of billions of years. It was inevitable that Will Wright would eventually attempt SimEverything.Ī game combining all his previous efforts and concepts into a single, unified vision. “It’s probably the greatest creative risk maybe going on in the game industry today… I believe it’s going to be one of the greatest franchises in our industry and will rival World of Warcraft or The Sims or Rock Band.
