Whats the prototyping exploration like?
Wright: In the early phases it entails me talking to a programmer about some system we want to explore and we build a very simple prototype like the ones we’re putting on our website. So start poking and prodding and playing with this little toy. It’s fun to watch stellar formation animation. It’s fun to play with autocatalytic sets. We’d build prototypes for each one of these and play with them and imagine a singular experience that involves some subset of these prototypes that use similar concepts that can be ramped in the players’ mind so they’re not having to learn, you know, 20 different things that are totally unconnected. In the recent Electronic Arts quarterly earnings call, CEO John Riccitiello suggested Spore might one day become a label of its own. Are some of tehse directions you’re talking about the basis for the expansion packs an ongoing label requires? Wright: When a game is released, we have a good sense of how we can expand it in different directions. But you do first