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-------------------------------------------------------------- This story was printed from ZDNet Australia. --------------------------------------------------------------
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'The Sims' goes bonkers By David Becker, Special to ZDNet September 16, 2004 URL: http://www.zdnet.com.au/insight/software/soa/-The-Sims-goes-bonkers/0,139023769,139159572,00.htm
Instead of genre staples such as lobbing grenades or casting spells, the game asked players to get excited about tasks such as personal hygiene and interior design. Yet such seemingly mundane activities combined to create a sensation, with the original game and subsequent expansion packs selling a combined 40 million copies to rank as the most popular computer game ever. Intrigued by the virtual dollhouse aspect that allows the game to be used as a vehicle for creative design, storytelling, social experimentation and more, "The Sims" has also created the biggest and most fertile online community to revolve around a game. (That success hasn't fully spilled over to the sparsely populated "The Sims Online," the multiplayer version of the game.) Will Wright, who made one of the first breakthroughs in computer games by creating "SimCity," had to develop "The Sims" on the sly after co-workers at Maxis, a development studio at leading game publisher Electronic Arts, nixed the idea. But there was no such hesitancy about "The Sims 2," the highly anticipated sequel that went on sale yesterday in the US. "With 'The Sims 1,' all we could do was succeed, because nobody really expected anything," Wright said. "If you come out with a sequel after a successful game, though, everybody expects it to be at least as successful as the original. With 'The Sims 2,' it felt like all we could do was fail ... But I think we really have improved the experience. After four years of living with it, we have a much better idea of what parts of the game people really enjoy and how they use them, and 'The Sims 2' really benefits from that." Wright talked with CNET News.com about the new game and beyond.
Q: Start out by telling us what's different in "The Sims 2." Their personalities are far more fleshed-out; they're really three-dimensional characters now. They have aspirations, memories, a much more detailed social landscape and knowledge of their social relationships with other Sims. They have tactical goals; depending on the aspiration you set for them, they have intermediate things they want you to attain for them. Primarily, the game allows much more interesting stories for the player. It is really about the player telling the story, not the computer. In "Sims 2," the computer has more recognition of significant events. The Sims grow and age, from a toddler to an elder. They have very different approaches to life at different stages; different kinds of success and failure. Basically, we made it so that the Sims feel in your mind to be much more like real people. You really establish a much deeper emotional connection with them.
So the consequences of your actions are more cumulative?
You've talked before about what you call the "Calvin factor" -- players building things just to destroy them. What's the Calvin factor here?
So if I really mistreat my Sim, does he end up in a clock tower with a sniper rifle?
It seems as if there's a lot of psychology behind this. How much of an education do you have in that? Page II: Mental lapses and warped childhoods add to the fun, explains The Sims creator Will Wright. There are so many different psychological theories, each one of them trying to explain a particular aspect of human psychology, but none of them is formal. None of them lets you come in and assign numbers to people to predict their behaviour. At some level, we have to turn this into a very formal science, because we have to describe it to a computer, which is actually crunching through numbers to decide what the person is going to do next. So we mash together all these theories, but 50 percent of what holds it together is our internal duct tape.
One of the big success factors for "The Sims" was the support for user-created content, which also turns out to be a pretty good business move -- having your customers do your continuing development and testing. Was that fiendishly clever thinking on your part? At the time, I was looking at the "Quake" community. I was very impressed with all the stuff people were doing with mods, but within a fairly small group of hard-core gamers. I wondered what would happen if you could bring that dynamic into as wide a community of people who tended to be a bit more on the creative side to begin with, who didn't approach games purely as a competitive medium. But I never foresaw the level to which a community would grow around the game. I've just been blown away with what people have done with the customisation.
Do you have a favourite piece of user-created content?
The game industry is as imitative as any part of the entertainment business, yet there haven't really been any Sims knock-offs. Why do you think that is? The hardest things for us in developing the original game were getting the behavioural engine so it could handle a wide variety of situations and getting this complex set of behaviours accessible through an extremely simple interface. We wanted anybody to be able to play the game. In terms of building an emergent simulation, in which a huge number of possibilities can be simulated with behaviour -- that's still a very tricky technical challenge. So it feels like we're still a few years ahead of the competitors. I kind of wish there were more at this point, because I think it would be good for the category to have some more socially oriented games on the market.
You achieved a number of things the game industry wants -- attracting female gamers, bringing in more casual players. Has the industry learned anything from that?
What lessons have you learned from "The Sims Online" experience? Probably the most important thing I've learned is that we need to find different business models for online games. I'm a pretty hard-core gamer, and I generally won't spend $10 a month to subscribe to a game. Getting a casual player who's played maybe one game in their life to spend $10 a month is incredibly hard. I think we need new models for online games that don't require subscriptions and allow more freedom than persistent-state worlds do.
Did you envision that the online world would require the level of policing that it has?
So what's next? Is there going to be a "Sims 3," with Darwinian evolution built in?
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