Game

The Sims turns 20: Creator Will Wright reflects on the battle he waged to get one of the best games of all time made

This is surprising considering that The Sims, the best-selling PC franchise of all time, has hardly ever been made. Its creator, Will Wright, went to great lengths to come up with the idea, and no one at Maxis shared that vision. It was, in Wright’s words, “a struggle.” But it was what he wanted to do, and he knew that others would feel the same. They eventually did it with SimCity. But what does such a unique concept of video games look like: how to manipulate little virtual humans and their daily lives?

Will Wright explains: “I have always been interested in architecture and architectural design. And after SimCity, I started to want to do more with structural design. So it was originally closer to an architectural version of SimCity. Starting this path, I’m starting to think I need a way to “evaluate” what you’re making. So you know you need little people to live in this structure you’re designing. I’ve been thinking a lot about how to make the behavior of these people very powerful, interesting and believable, no matter what environment they are in.”

It took Will about two years to create this little human, an AI character that interacts with structures built from simulations, with several other projects in between. SimCity has been a huge success and Maxis has been given the freedom to come up with ideas to implement. In Will Wright’s case, it’s the Sims.

what happened to the sims

But Maxis wasn’t sure. Wright detailed the project and his hopes, but the company was baffled. Video games can help us realize our wildest fantasies, so why play games that mimic real life? “When I explained to you [Maxis] -Although the focus is on people – they’ve heard the game of throwing trash and cleaning the bathroom and it doesn’t sound very exciting compared to saving the world or piloting a jet fighter.”

But Wright insisted he knew it was his job. “But I did understand to some extent that people were attracted to people. And I found it interesting to me, and I had to fight for it internally. At first, nobody was behind the project. I had a programmer, so I switched to a black box project on my site and said, “Can I have these four programmers?”

Not only did he have to convince his fellow developers, but the game concept, which would become one of the most important PC games in history, struggled to appeal even to Focus testers in the early stages of development. “I think we actually created a focus group in 1993,” Wright says. remember [with] The other 4 Focus testers said, “Oh yes, it was pretty good. We’ll play it.” But when it comes to Sims, when we explain the idea to them, they’re all generally like, “Oh, that’s really stupid. One idea, we’re never going to play it. We hate the idea. Focus. They completely bombed the group.”

“I imagined what it would feel like in my head, but it’s hard to hope someone else understands it. And I’m in a situation where someone told me they had an idea but I didn’t understand it and it sounded silly. I know the people who made Myst and they showed me one of the early versions and I was like, ‘what is this? , I just couldn’t get into it.”

As development progressed, it became clear that Wright needed to flesh out these ideas, and the main way to highlight what they were was through these fictional characters. The Sims themselves are real life caricatures of omnipotent beings capable of higher-level thinking. It’s quirky and simple, but still fun. This was partly due to the limited resources available at the time, but there was also a conscious decision to keep the Sims intact to create a real sense of people while still having fun.

“We knew at some point we wanted a level of abstraction,” says Wright. “Some of that has to do with the amount of detail that can go into the simulation. I’ve always thought of it as some kind of human swarm simulator. The action we could achieve was looking out the balcony window and seeing people down the street. I would be able to understand something to understand when people are shopping, arguing or acting, but not necessarily all the details. And my goal is to simulate a character at that level. It was.”

Speaking of Simlish

“We could have had them speak pre-recorded lines, but it would have destroyed the illusion of reality pretty quickly because we couldn’t provide that level of AI,” he says. “By letting people say that gibberish, the human imagination actually fills in the void and imagines a conversation. This is an example of how we can move parts of our simulations to the human imagination. Computers are the worst part.”

But how did Wright create an entirely new language? Initial testing focused on more exotic languages ​​to refine the Sims’ sound. “We actually had Ukrainian programmers working for us and we wanted to include some Ukrainian-speaking people, and Slavic was so clear that we started experimenting with other languages. The Navajo was good but I couldn’t find any Navajo speakers. Estonian was very interesting because it is very difficult to find. Interesting, exotic and sounds like real language, but I can’t put it into a geographic area, but I’ve only found one Estonian voice actor. And finally I found these two improvised voice actors. They came and explained that we want something that sounds like real language but doesn’t really. Together they developed what would later become known as Simlish.”

Creative Director Will Wright

Most of them are understandable by listening to conversations in Simlish, many of which are symbolic and unique approaches to the language. As a result, Sims have gained considerable popularity due to their ability to attract people who are not interested in the game. My sister and mother jumped in to try the game for the first time. This was unusual, at least in the media, which was primarily a fortress for teenagers at the time. Regarding The Sims’ success, Wright said, “Actually, I was quite surprised. “I thought the Sims would be a pretty big success or a disastrous failure, and I didn’t think there was much in between. The key was getting the player to have the right mindset. It’s about making the game more creative and about exploration and a little less about winning.”

Released in February 2000, The Sims has sold over 11 million units two years later. The scope of video games has officially grown into a much larger group of gamers. Worldwide, franchises are estimated to have exceeded $5 billion in lifetime earnings, with original games accounting for a significant portion. And for good reason. Twenty years after its original release, the Sims appeal is stronger and more compelling than ever.

It has long been speculated that Maxis is working hard on development. sims 5. Little is known about the project, but one thing is for sure. The foundations that Will Wright laid down 13 years ago have a timeless appeal that won’t go away and will undoubtedly be the heart of any game that can convey that brand. future.

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The Sims turns 20: Creator Will Wright reflects on the battle he waged to get one of the best games of all time made

It’s surprising to consider that The Sims – the best-selling PC franchise of all time – nearly wasn’t made. Its creator, Will Wright, had a battle on his hands as he tried to develop the idea, and no one at Maxis shared that vision. It was, in Wright’s own words, “a struggle”. But, it was something he wanted to play, and he knew that others must feel the same; they did about SimCity after all. But, how did such a unique concept for a video game – namely the manipulation of tiny virtual people and their everyday lives – come to be?
“I was always interested in architecture and architectural design,” Will Wright explains, “and after SimCity I started thinking that I wanted to do something that was more around designing structures. So originally, it was more meant to be an architectural version of SimCity. As I went down that path I started thinking I needed some way to ‘score’ what it was that you were building, and so I knew I needed little people living in these structures that you were designing. I spent a lot of time thinking about how to make the behaviour of these people very robust, interesting and plausible no matter what kind of environment you put them in.” 
Creating these tiny people – AI characters that would interact with the structures built within the simulation – took about two years of Will’s life, in between a variety of other projects. SimCity had become a huge success and, as a result, Maxis had a little freedom to create ideas that it wanted to see made. For Will Wright, that would end up being The Sims.
How The Sims was made

But Maxis wasn’t convinced. Though Wright detailed the project and what he hoped it would be, the company was nonplussed; why play a game about emulating real-life when video games could help us live out our wildest fantasies? “When I was describing it to them [Maxis] – even with the focus on the people – they were hearing a game about taking out the trash and cleaning out your bathroom and it just doesn’t sound very interesting to them compared to saving the world or flying a jet fighter.” 
Wright persisted, however, knowing it was something he needed to make. “But I kind of understood that people are fascinated with people,” he says, “and I knew it was interesting to me and I kind of had to fight for it internally. At first, nobody was behind the project. We had some programmers who were in a tool group that we weren’t using really so I turned it into a Black Box project on my side and said ‘can I have these four programmers’, and nobody really cared so they said ‘yeah’.”
It wasn’t just his fellow developers that he had to convince either, with the game concept that would turn out to be one of the most important PC games of all time struggling to even appeal to focus testers in the earliest stages of development. “We even did a focus group back in, I think, ’93,” states Wright, “where we were focus testing about five different game concepts. I remember [with] the other four the focus testers said ‘oh yeah, it was pretty good, we would play that’, but when it came to The Sims and we were describing the idea to them, they were all universally like ‘oh that’s such a stupid idea, we would never play that, we hate that idea’. It totally bombed in the focus group.”

“In my mind I had this concept of what it would feel like, but to expect somebody else to understand and have that concept, it’s a hard thing. And I’ve been in the same position before, where somebody told me some idea they had and I just didn’t get it and it sounded kind of stupid. I know the guys who made Myst and they were showing me one of the early versions and I was like ‘what is this? It’s just a slideshow’, but once I saw the final version I played it and loved it. But when they were describing it to me in the very early stages I just couldn’t wrap my mind around it.” 
As development went on it was clear that Wright needed to flesh out these ideas, and the key way to highlight what it was all about was through these virtual characters. The Sims themselves were caricatures of real-life, representatives of what we might look like to an almighty being capable of a higher level of thought. Quaint, simple perhaps – but entertaining all the same. While part of this was down to the limited resources available at the time, there was also a conscious decision to keep the Sims sub-real, to create a real impression of people but to ensure that it was enjoyable all the same. 
“We understood that at some point we wanted a certain level of abstraction,” Wright tells us. “Part of that had to do with the amount of detail that we were able to go into in the simulation. I always thought of it kind of as a human flocking simulator. The level of behaviour that I figured we could achieve was like if you were to look out of a balcony window and see people down on the street you could probably get a sense of when they’re shopping, when they’re arguing or some level of understanding their behaviour but not necessarily every little detail. And that was the target for me, to try and simulate these characters at that level.”
Speaking Simlish

“We could have had them speaking pre-recorded lines or something like that, but it would have destroyed the illusion of reality pretty quickly just because we couldn’t provide that level of AI,” he continues. “By having them speak this kind of gibberish, your human imagination actually fills in the blanks and will imagine the conversation. That’s really an example of us offloading a portion of the simulation to the human imagination – the portion that the computer is very bad at.”
But how did Wright set about creating a whole new language? Initial tests focused on more exotic languages as he tried to hone in on the sound of The Sims. “We actually had some Ukrainian programmers working for us and I tried recording some of them speaking Ukrainian and it was a little too obviously slavic, and then I started experimenting with different languages. Navajo was nice but we couldn’t find any Navajo voice actors. Estonian was very interesting because Estonian is very hard to locate. It sounds interesting, exotic and like a real language but you can’t really associate it with any geographical area – but we only found one Estonian voice actor. And eventually I found these two improv voice actors; they came in and we described to them that we wanted something that sounded like a real language but not really. Together they kind of developed what later became known as Simlish.”

Will Wright, creative director

Most would recognise a conversation in Simlish if they heard it, and a large part of that is its iconic – and unique – approach to language. As it turns out, The Sims was a pretty big success, most notable for its ability to attract people who weren’t otherwise interested in games. Sisters and mums were jumping in to try out games for the first time, an unusual occurrence in a medium that was, at the time – primarily, at least – the bastion of teenage boys. “I was actually kind of surprised,” says Wright of The Sims’ success. “I figured The Sims would either be a pretty big success or a miserable failure, I didn’t think there was going to be a lot of in-between. Really, the key to it was getting players into the right mindspace of seeing this game as something that was more creative and about exploring and a little less about winning.” 
The Sims was released in February 2000, and two years later it had notched up over 11 million sales – the reach of video games had officially grown to a much broader group of players. Worldwide, the franchise is estimated to have surpassed $5 billion in lifetime revenue, and the original game accounts for a large percentage of that. For good reason too, because even now – 20 years on from its original release – the appeal of The Sims is still as powerful and persuasive as it has ever been.  
It has been long speculated that Maxis is hard at work on the development of The Sims 5. While little is known about the project, one this is for certain: that the foundations that Will Wright laid 13 years ago have an everlasting appeal that is unlikely to disappear, and will no doubt be at the core of any games bearing The Sims branding that may arrive in the future.

Save up to 57% on a Retro Gamer magazine subscription bundle and have the best retro gaming features and interviews delivered to your door each month.

#Sims #turns #Creator #Wright #reflects #battle #waged #games #time

The Sims turns 20: Creator Will Wright reflects on the battle he waged to get one of the best games of all time made

It’s surprising to consider that The Sims – the best-selling PC franchise of all time – nearly wasn’t made. Its creator, Will Wright, had a battle on his hands as he tried to develop the idea, and no one at Maxis shared that vision. It was, in Wright’s own words, “a struggle”. But, it was something he wanted to play, and he knew that others must feel the same; they did about SimCity after all. But, how did such a unique concept for a video game – namely the manipulation of tiny virtual people and their everyday lives – come to be?
“I was always interested in architecture and architectural design,” Will Wright explains, “and after SimCity I started thinking that I wanted to do something that was more around designing structures. So originally, it was more meant to be an architectural version of SimCity. As I went down that path I started thinking I needed some way to ‘score’ what it was that you were building, and so I knew I needed little people living in these structures that you were designing. I spent a lot of time thinking about how to make the behaviour of these people very robust, interesting and plausible no matter what kind of environment you put them in.” 
Creating these tiny people – AI characters that would interact with the structures built within the simulation – took about two years of Will’s life, in between a variety of other projects. SimCity had become a huge success and, as a result, Maxis had a little freedom to create ideas that it wanted to see made. For Will Wright, that would end up being The Sims.
How The Sims was made

But Maxis wasn’t convinced. Though Wright detailed the project and what he hoped it would be, the company was nonplussed; why play a game about emulating real-life when video games could help us live out our wildest fantasies? “When I was describing it to them [Maxis] – even with the focus on the people – they were hearing a game about taking out the trash and cleaning out your bathroom and it just doesn’t sound very interesting to them compared to saving the world or flying a jet fighter.” 
Wright persisted, however, knowing it was something he needed to make. “But I kind of understood that people are fascinated with people,” he says, “and I knew it was interesting to me and I kind of had to fight for it internally. At first, nobody was behind the project. We had some programmers who were in a tool group that we weren’t using really so I turned it into a Black Box project on my side and said ‘can I have these four programmers’, and nobody really cared so they said ‘yeah’.”
It wasn’t just his fellow developers that he had to convince either, with the game concept that would turn out to be one of the most important PC games of all time struggling to even appeal to focus testers in the earliest stages of development. “We even did a focus group back in, I think, ’93,” states Wright, “where we were focus testing about five different game concepts. I remember [with] the other four the focus testers said ‘oh yeah, it was pretty good, we would play that’, but when it came to The Sims and we were describing the idea to them, they were all universally like ‘oh that’s such a stupid idea, we would never play that, we hate that idea’. It totally bombed in the focus group.”

“In my mind I had this concept of what it would feel like, but to expect somebody else to understand and have that concept, it’s a hard thing. And I’ve been in the same position before, where somebody told me some idea they had and I just didn’t get it and it sounded kind of stupid. I know the guys who made Myst and they were showing me one of the early versions and I was like ‘what is this? It’s just a slideshow’, but once I saw the final version I played it and loved it. But when they were describing it to me in the very early stages I just couldn’t wrap my mind around it.” 
As development went on it was clear that Wright needed to flesh out these ideas, and the key way to highlight what it was all about was through these virtual characters. The Sims themselves were caricatures of real-life, representatives of what we might look like to an almighty being capable of a higher level of thought. Quaint, simple perhaps – but entertaining all the same. While part of this was down to the limited resources available at the time, there was also a conscious decision to keep the Sims sub-real, to create a real impression of people but to ensure that it was enjoyable all the same. 
“We understood that at some point we wanted a certain level of abstraction,” Wright tells us. “Part of that had to do with the amount of detail that we were able to go into in the simulation. I always thought of it kind of as a human flocking simulator. The level of behaviour that I figured we could achieve was like if you were to look out of a balcony window and see people down on the street you could probably get a sense of when they’re shopping, when they’re arguing or some level of understanding their behaviour but not necessarily every little detail. And that was the target for me, to try and simulate these characters at that level.”
Speaking Simlish

“We could have had them speaking pre-recorded lines or something like that, but it would have destroyed the illusion of reality pretty quickly just because we couldn’t provide that level of AI,” he continues. “By having them speak this kind of gibberish, your human imagination actually fills in the blanks and will imagine the conversation. That’s really an example of us offloading a portion of the simulation to the human imagination – the portion that the computer is very bad at.”
But how did Wright set about creating a whole new language? Initial tests focused on more exotic languages as he tried to hone in on the sound of The Sims. “We actually had some Ukrainian programmers working for us and I tried recording some of them speaking Ukrainian and it was a little too obviously slavic, and then I started experimenting with different languages. Navajo was nice but we couldn’t find any Navajo voice actors. Estonian was very interesting because Estonian is very hard to locate. It sounds interesting, exotic and like a real language but you can’t really associate it with any geographical area – but we only found one Estonian voice actor. And eventually I found these two improv voice actors; they came in and we described to them that we wanted something that sounded like a real language but not really. Together they kind of developed what later became known as Simlish.”

Will Wright, creative director

Most would recognise a conversation in Simlish if they heard it, and a large part of that is its iconic – and unique – approach to language. As it turns out, The Sims was a pretty big success, most notable for its ability to attract people who weren’t otherwise interested in games. Sisters and mums were jumping in to try out games for the first time, an unusual occurrence in a medium that was, at the time – primarily, at least – the bastion of teenage boys. “I was actually kind of surprised,” says Wright of The Sims’ success. “I figured The Sims would either be a pretty big success or a miserable failure, I didn’t think there was going to be a lot of in-between. Really, the key to it was getting players into the right mindspace of seeing this game as something that was more creative and about exploring and a little less about winning.” 
The Sims was released in February 2000, and two years later it had notched up over 11 million sales – the reach of video games had officially grown to a much broader group of players. Worldwide, the franchise is estimated to have surpassed $5 billion in lifetime revenue, and the original game accounts for a large percentage of that. For good reason too, because even now – 20 years on from its original release – the appeal of The Sims is still as powerful and persuasive as it has ever been.  
It has been long speculated that Maxis is hard at work on the development of The Sims 5. While little is known about the project, one this is for certain: that the foundations that Will Wright laid 13 years ago have an everlasting appeal that is unlikely to disappear, and will no doubt be at the core of any games bearing The Sims branding that may arrive in the future.

Save up to 57% on a Retro Gamer magazine subscription bundle and have the best retro gaming features and interviews delivered to your door each month.

#Sims #turns #Creator #Wright #reflects #battle #waged #games #time


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