It hasn't taken long for "Spore" users to start cranking out content. Much of it has been interesting, a few disturbing, and some were taken down (hint: phallic creatures).

But that's partly what Dan Moskowitz, a software engineer at EA Maxis and lead programmer on the "Spore" creature editor (we featured some of his creations yesterday), anticipated when their tool was let loose on the public.

"The editor is so flexible, it's almost like putting a kind of paintbrush in people's hands," he told me over e-mail. "I expect we'll see some jaw-dropping works of art, some hilariously funny, some edgy, maybe even controversial creatures."

He even expects some folks to spend up to 20 hours on a single creation.

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You're looking at a coveted creation from the lead programmer of "Spore"'s creature editor. EA Maxis software engineer Dan Moskowitz made countless monstrosities over "Spore"'s development, but this remains one of his favorites.

The creature's name is Cheeky Monkey. "I particularly think this one is cool, because it shows off how flexible the animation system is," he told me.

Have you thought about what you'll make in "Spore"? Check out another one of his creations -- a pear-shaped thing named Bosc Johnson -- by reading on.

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My 'Spore' Creation - Brooklyn's FinestSince the last entry,

**I discovered that the "Spore" creature creator can run on my dated home PC (Pentium 4, 3GHz processor, 512RAM, Radeon x300 graphics card) . I tested it this morning thanks to EA sending me an advance copy of next week's Creature Creator release. My PC can't run "Company of Heroes." It can run "Half-Life 2" on low settings.

Yet my computer runs the "Spore" creature editor tool just fine. Who knows if it will run the full game? But it enabled me to create the six-limbed animal I have dubbed Brooklyn's Finest -- and it exported him into the animated GIF you see on this diary entry.

Next: This will be a weekend of Snake, I'm sure. And maybe some "R-Type: Command."

Gross, isn't it?

Even though I don't have an artistic bone in my body, I managed to create something cool in "Spore." Cool enough, in fact, that the "Spore" developers around me asked me to save it to the Sporepedia when I was done with it.

I wanted to make the MTV logo, but didn't have time. I did snap another shot of the my creature -- he (she? it?) is named Greenbell -- and even uploaded a video of him dancing to YouTube, which you can do straight through the editor itself.

See what I recorded by reading on.

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Last Saturday, MTV Networks' LGBT channel Logo aired its NewNowNext Awards, its first-ever ceremony held to celebrate the top gay, lesbian, bisexual and transgender folks in pop culture.

In conjunction with our pals at GayGamer.net, Logo held online voting to determine who your favorite gay gaming industry professional is. Although all three guys were worthy contenders (2D Boy's Kyle Gabler, EA's Jeb Havens and Midway's Brian Sharp), only one person could take home the prize... and that was Havens.

Congratulations to Mr. Havens for his win, and we certainly look forward to seeing his hard work on "Spore."

You can read about all three nominees' credentials at this link.

MTV Networks' LGBT channel Logo is hosting the first-ever NewNowNext Awards, a ceremony created to celebrate the most prominent gay, lesbian, bisexual and transgender people in pop culture. So what does this have to do with games, you ask?

Well, in conjunction with our friends at GayGamer.net, the NewNowNext Awards also includes a category for the Best Gay Gaming Industry Professional.

The three nominees are 2D Boy's Kyle Gabler ("World of Goo"), EA's Jeb Havens ("Spore") and Midway's Brian Sharp.

Read about the nominees and vote for your favorite gay game developer at GayGamer.net. Then see who wins this Saturday, June 7 at 9 p.m. on Logo.

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My 'Spore' Creation: FlumpertYesterday I brought an orange and yellow, three-mouthed stack of two bulbous blogs to virtual life. I made him in "Spore" creature creator. The game's lead designer, Alex Hutchinson, called him Flumpert. And somehow - ridiculous as I think this is considering I spent all of five minutes creating him -- I feel proud of Flumpert. I feel attached. And I'm hoping, if you encounter him in "Spore" you don't turn him into lunch.

"Spore," the long-promised crossover between "The Sims" and the Book of Genesis is close. The full game ships on September 7. The Creature Creator, one of several powerful content creation tools, will be released for PC and Mac on June 17. It will be available as a free download that contains a quarter of the limbs, eyes, mouths and other configurable content, and a complete version will be sold for $9.99 with a $5 rebate for "Spore" purchasers.

Here's why the Creature Creator matters. Here's -sniff- why cute, large Flumpert matters.

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Madden NFLSorry, Capcom, but Electronic Arts doesn't agree with you.

Capcom recently told me the life cyle of retail products is "shrinking." That idea wasn't hard to swallow given the impetus for the questions I've been asking publishers lately: the Multiplayer editorial team's inability to track down a copy of 2005's "Tetris DS."

The Capcom take is that, as the industry has grown, the amount of time a title is viable for sale has lessened.

EA disagrees. Jeff Karp, EA's head of North American publishing, told MTV Multiplayer that the life cycle is increasing in most respects.

Karp was speaking from the perspective of a publisher whose games have a mainstream appeal far larger than "Devil May Cry" -- "The Sims," "Madden NFL", etc. A good chunk of EA's business is annualized franchises and expanded content.

Does that mean life at retail for games actually is increasing, or is EA simply a publisher excellent at producing IP with extensive lifespans?

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SporeWill Wright's modus operandi for "Spore" has always been about empowering the user to have a personalized experience from start to finish.

Such ambitions extend to even the game's music. Electronic Arts Audio Director Kent Jolly and Composer Aaron McLeran, who temporarily came in to work on "Spore'"s musical implementations, discussed the execution of their hard work at last week's GDC.

"Spore" uses what's called procedural music. The sounds generated are executed through processes designed by a composer. In this case, the composer is musician Brian Eno and the processes hidden in the various editors (creature, ship, etc.) found in "Spore."

Jolly's team has incorporated most of the user-influenced music into the game's creation editors (some bits show up elsewhere, such as the civilization building era), but it wasn't until Eno arrived that the team became really jazzed about the prospects.

"[Eno] was a very inspiring person," recalled Jolly. "He came and really just got everybody pretty excited about the idea of doing procedural music and I think that's one of the things that's just amazing about him as a person."

When McLeran came on board, he worked with Jolly on tools for Eno's procedural ambitions to be realized in "Spore." When the player is using one of the creature editors, building a UFO or alien or what have you, the ambient music alters based on the player's editing work. Moving the mouse over different icons produces small, but noticeable, alterations to the music, while placing a piece on a ship causes a much more substantial change.

Music is best understood heard. Click the player below for a quick example. Here, McLeran is building a ship in the same editor pictured above.


"Hopefully, the average user might not even notice that it's procedural music. In fact, if they don't notice, then I think aesthetically -- and they still like the music -- we've achieved something that's pretty awesome," concluded McLeran.

I have no musical talent, but "Spore" seems to take the hard part of creativity and make it an organic process without the user aware it's happening. There's something very compelling -- maybe even unnerving -- about that.

Spore - Cell ModeThey were showing "Spore" in Manhattan this week, in the back of a club called Branch.

And the rumor I heard was that they'd let you play it.

I did play it -- for maybe 20 seconds -- and also sat for an informative presentation by the game's lead designer, Alex Hutchinson.

I had seen "Spore" before. I had read the saturation coverage on N'Gai Croal's blog, my mind blown by Will Wright's explanation of the Flickr and Facebook touches incorporated into this already-ambitious game.

I thought I knew it all about "Spore."

I was wrong.

Hutchinson was already showing the game to other reporters when I wandered over last night. He was sitting on a semi-circle couch, driving the game's creature editor on a Windows PC. I had used the creature editor before -- two E3s ago -- and made some creatures, poking and prodding bulbous aliens to life. Hutchinson was doing that too, every few seconds shaping them with the ease of plopping pieces of Play-Doh together.

"I expect a portion of our audience to never play the game," he said as he clicked an icon to make one of his creatures walk. "They will make stuff, share stuff, and send it around."

I realized I had walked into a demo by a designer who was eager to show that his game wasn't really just a game. In fact, from what he kept on saying, hardcore gamers should really think clearly about what they want to get out of '"Spore." They won't be getting hardcore gaming thrills.

The developers at Maxis have thrived making games that have broad and casual appeal. This -- to an extent -- is one of them.

So to find out who this game is for, whether Maxis expects the graphics to turn off middle-aged "Sims" fans, to learn a lot of small details, and to find out what you can do if you see a giant phallus walking through a world in your copy of "Spore," read on.

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