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The Sims communicate with thought and speech balloons containing icons which
represent topics of discussion or what items that they want.A diamond-shaped
object which rotates above their heads slowly turns from bright green to dark
red as their mood worsens. Trying to balance their needs can be difficult;
theres no command which invites a friend over for dinner so that you can
fulfill the hunger and social needs all at once, so careful planning is in
order. As with many of Wrights previous games, The Sims requires constant
attentiveness if you want even a chance to succeed.
The Gaming World According to Wright Failure in games is not only okay but crucial to a game being fun, Wright explains. Whats very important, though, is that the failure needs to be understandable (Why did I fail? How can I avoid it next time?) as well as interesting. An NPC (non-player character) argument or fight is much more interesting than a wrong buzzer sound. Heres one way to see how important this is: Go online someplace where players are discussing games. Notice how much of the discussion revolves around failures theyve experienced in their games and how to avoid them. As soon as you stop failing in a game, it tends to get boring fast. Given Wrights years of experience in the videogame industry, its not surprising that hes thought long and hard about what makes gamers and games tick. He does a lot of thinking before he creates a game; in fact, The Sims grew out of an earlier idea for a house building simulation which began gestating in his mind eight years ago. When he decided he needed computer people to use the homes, he discovered that watching them was far more interesting, but he retained the original idea for the house building option in The Sims. Wright also does a lot of research. Influential books used to develop The Sims include Maps of the Mind by Charles Hampton-Turner and Society of Mind by Marvin Minsky. The original house building sim was inspired by an architecture professor named Christopher Alexander, whose book A Pattern Language sets forth 256 design rules for planning for everything from cities to parks. Zoning Space on the Western Spiral Arm Now that The Sims has proven itself to be a smash hit with as much potential as the original Sim City, Wright and his team at Maxis are working on a multi-player version which he says is going to use the base simulation as a starting point for a rather odd online world. He thinks the game is successful because players have so much in it to project themselves on to. In the meantime, hes also at work on a sim involving SETI (the search for extra-terrestrial intelligence), which hes been researching for the past three years. Specifics about the game are vague and have something to do with his belief that humans are the only intelligent life in the Milky Way galaxy and the first truly alien beings our race will meet will be the machines which weve created. Will has a unique take on the world, says Rogers, and I think thats what makes his games so interesting. I dont think anyone has ever thought about making games in quite the same way that he has. Its a testament to his creativity that his games are so playable and addictive to a wide range of people. |
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