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The Sims:
From Will Wright, the creator of SimCity™, comes a new strategy game
that really hits close to home. You are in charge of a neighborhood of
Sims and it is up to you to show them that they’re livin’ in your
world now! Force them into a life of crime or help them live life in the
fast lane. Build them a sprawling mansion or dump them into a dilapidated
shack. Let them party like swinging singles or fall in love, get married
and raise a family. They can live out your wildest dreams or experience
your worst nightmares. It is up to you to decide ... their fate is in your
hands.
Interviewer: Anthony
Micari
Luc Barthelet, the General Manager of Maxis
1. Maxis' line of Sim games have been known for their deep strategic
gameplay combined with easy to use interfaces. How will The Sims go about
providing a similar experience?
The Sims uses an object oriented interface. For most of the actions, the
user clicks on objects like the Fridge or the TV and select an action from
a pie menu. The other overall interface is a mode selection between
"Build", "Buy" and "Live". I think this is the best UI to date for Maxis.
As for the depth of the simulation, I like to think that we re building
sandboxes, and that we mostly work on defining the physical properties of
sand. The more interesting the properties, the longer the users will play.
I think we have some real innovation in this game and I will describe some
of them as I answer some of the questions below.
2. "Life" simulation games in the past, such as Dogz, Catz, and
Creatures,
have been viewed by many as mere novelties. How will The Sims elevate
itself above that status, and provide a unique experience that will have
gamers coming back for more?
The Sims is about people and relationships. I learned through the
development of this game that when you create an environment with
representations of human beings, and make those humans behave in a
familiar fashion, that the user cannot help but create a story in his head
to explain their behavior. I am convinced that people are more interesting
that domestic animals.
3. The history of artificial intelligence has been a rocky one. Some
games
have been criticized for their lack thereof, while others have provided
solid AI that really challenges players. The Sims, however, is trying to
simulate the emotions of humans, something that is new to games. Has this
been a great challenge for the development team?
One problem we had for a while was that our characters were too smart.
They knew exactly what was best for them, and anything the user would do
would lead to a negative impact. It took us a while to make the characters
a bit dumber, but in a way that would be fun.
4. How much input will the player have in determining the events of the
game? Will we be able to tell the characters what to eat? When to sleep,
perhaps? Or does one just make bigger decisions and see how they turn
out?
The user can choose among many options to feed its sims. Most of them are
accessed by clicking on the fridge, but you can also order Pizza by
selecting it from the menu on the phone.
5. What I have been wondering about the most is how the player goes
about
winning the game? Is there an end? Or do you just go on playing similar
to
SimCity 3000?
The Sims is like SimCity, you can play it forever.
6. Maxis' past titles have been appropriate for all ages. Will The
Sims be
the same? Or is there material that is recommended for older players?
It is for all ages.
7. This game has been in the works for quite awhile. As it nears
completion, what has been the greatest challenge? They were so many I have a hard time selecting which one. Probably turning
the game from a set of interesting tools into a cohesive gameplay
experience.
Thank you taking the time to answer these questions for our site. Your
generosity is much appreciated.
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