Though returning attendees might have been disappointed at the lack of any additional gameplay footage, Spore design lead Chaim Gingold's session titled "Spore's Magic Crayons" nonetheless proved to be an entertaining presentation, elaborating on some of the toy analogies Wright had presented previously by describing in detail the design challenges of the creature, building, vehicle, and planet editors. The session reinforced the notion that Spore is fundamentally about a return to the basics of game design; a turning away from the question of "Will this sell?" to the questions of "What do people love to do?" and "How do we help them create?"