Spore developers admit early demos were unrealistic
DevelopmentComments
The real story is that this set the blueprint for the modern vertical slice scam. Why build a game when you can just build a five minute movie and call it a gameplay loop?
did the investors believe the demo or were they in on it?
But wait... if the hardware couldn't handle it then why did the demo look so seamless... was it actually running code or just a carefully curated sequence?
The gap was most obvious in the creature creator. They pitched an ecosystem where every trait had a systemic impact, but we ended up with a costume shop that barely affected gameplay stats.
Context matters here. These comments are from a retrospective look back, not a current apology. Admitting to 'chicanery' is a lot easier once the product has been out for over a decade.