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by DonHopkins 4264 days ago
Will's talks and interviews are all fascinating and well worth watching, taking notes, and studying. It's interesting to see how the projects he was talking about at the time turned out years later. I'll also link to an excellent interview with Chris Trottier, one of the designers on The Sims, who is an absolutely brilliant designer who worked Will on The Sims and Spore, who according to Will can manipulate the very fabric to Time and Space, and is a pretty good designer, for a girl: https://web.archive.org/web/20131117041434/http://pickleodeo...

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http://www.donhopkins.com/drupal/node/9

Designing User Interfaces to Simulation Games

A summary of Will Wright's talk to Terry Winnograd's User Interface Class at Stanford, in 1996. Written by Don Hopkins.

Will Wright, the designer of SimCity, SimEarth, SimAnt, and other popular games from Maxis, gave a talk at Terry Winnograd's user interface class at Stanford, in 1996 (before the release of The Sims in 2000). At the end of the talk, he demonstrated an early version of The Sims, called Dollhouse at the time. I attended the talk and took notes, on which this article elaborates. I was fascinated by Dollhouse, and subsequently went to work with Will Wright at Maxis for three years. We finally released it as The Sims in 2000, after several name changes: TDS (Tactical Domestic Simulator), Project-X (everybody has one of those), Jefferson (after the president, not the sitcom), happy fun house (or some other forgetable Japanese placism).

At the talk, he reflected on the design of simulators and user interfaces in SimCity, SimEarth, and SimAnt. He demonstrated several of his games, including his current project, Dollhouse.

Here are some important points Will Wright made, at this and other talks. I've elaborated on some of his ideas with my own comments, based on my experiences playing lots of SimCity, talking with Will, studying the source code and porting it to Unix, reworking the user interface, and adding multi player support.

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http://www.donhopkins.com/drupal/node/35

The Future of Content - Will Wright's Spore Demo at GDC 3/11/2005

What I learned about content from the Sims. ...and why it's driven me to procedural methods. ...And what I now plan to do with them. Will Wright Game Developers Conference 3/11/2005

Notes taken by Don Hopkins at the talk, and from other discussions with Will Wright.

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http://www.donhopkins.com/drupal/node/31

Sims Designer Chris Trottier on Tuned Emergence and Design by Accretion

The Armchair Empire interviewed Chris Trottier, one of the designers of The Sims and The Sims Online. She touches on some important ideas, including "Tuned Emergence" and "Design by Accretion".

Chris' honest analysis of how and why "the gameplay didn't come together until the months before the ship" is right on the mark, and that's the secret to the success of games like The Sims and SimCity.

The essential element that was missing until the last minute was tuning: The approach to game design that Maxis brought to the table is called "Tuned Emergence" and "Design by Accretion". Before it was tuned, The Sims wasn't missing any structure or content, but it just wasn't balanced yet. But it's OK, because that's how it's supposed to work!

In justifying their approach to The Sims, Maxis had to explain to EA that SimCity 2000 was not fun until 6 weeks before it shipped. But EA was not comfortable with that approach, which went against every rule in their play book. It required Will Wright's tremendous stamina to convince EA not to cancel The Sims, because according to EA's formula, it would never work.

If a game isn't tuned, it's a drag, and you can't stand to play it for an hour. The Sims and SimCity were "designed by accretion": incrementally assembled together out of "a mass of separate components", like a planet forming out of a cloud of dust orbiting around star. They had to reach critical mass first, before they could even start down the road towards "Tuned Emergence", like life finally taking hold on the planet surface. Even then, they weren't fun until they were carefully tuned just before they shipped, like the renaissance of civilization suddenly developing science and technology. Before it was properly tuned, The Sims was called "the toilet game", for the obvious reason that there wasn't much else to do!

http://www.armchairempire.com/Interviews/chris-trottier-the-...

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