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APRIL 21, 2008
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Creatures pass on virtual genes to their progeny and build civilizations with
cities, governments and economies.

"It is more of a social experiment," Wright said. "Science, economics, sociology,
things like that are very fun to simulate in the computer."

In order to avoid what Wright sees as "inconsistencies" in online games in which
characters interact in common virtual worlds, "Spore" provides players personal
universes with copies of planets and creatures made by others.

The game culminates with what Wright describes as a "toy galaxy" for players to
explore.

"We want players excited about creative, free-form play," Wright said. "Anyone
can make the creative process part of the fun, much the way Lego is."

With the release of the original "Sims" title in early 2000, Wright lured women
and other "casual gamers" into a video game market long considered a bastion
of "hardcore gamers," mainly young men.

Electronic Arts announced this month it has sold more than 100 million copies of
"The Sims", the world's best selling computer game.
CHECK OUT MORE ABOUT SPORE HERE AT THE
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