It used to be that you knew your neighbors and maybe your coworkers - the people in your physical vicinity.
I`m not saying we purposely introduced bugs or anything, but this is kind of a natural result of any complexities of software... that you can`t fully test it.
I think for most people, their kind of general aesthetic with games is that the more I control this experience, the better the game is.
There are a lot of issues that I hope we deal with at some point that we haven`t up to now, for various reasons. Some technical, and some more political.
On vacation, I totally unplug. I don`t bring a laptop with me.
I find it refreshing to unplug from it for a while. You kind of forget how deeply you get embedded in it.
We have spent quite a bit of time considering a good space game, and I can`t really say anything at this point, but we are definitely still interested in that area.
Also, after people play these Sim games, it tends to change their perception of the world around them, so they see their city, house or family in a slightly different way after playing.
It`s gotten to the point now where I surf the fan sites everyday and download cool things the fans have created, which is really ironic in a way!
The second thing for me, probably a few clicks down, is the idea that The Sims smoothly age and have different concerns and motivations and needs at different age ranges.
In some sense that fear of not dropping the ball can really hurt you, in terms of not stretching and kind of going off in interesting new directions.
Players like to know that they`ve discovered things that even the designers didn`t know were in the game.
Yes... well, I used to have a pilot`s license.
I definitely enjoy the research the most.
I think the idea of having a game based on reality is compelling right off the bat because everyone has some experience with the subject of the game.
In an online community, there`s this kind of social economy between the community members. Some people have status because they make cool skins or that`s a good website that`s visited a lot, but there`s no real gameplay there.
We really want to have most of the failure in a game be based on things that the player did, as opposed to things outside of the player`s control.
And every now and then people find the bugs, and they interpret those as cool failures in the Sims terms. For them it`s like a treasure hunt, you know.
Well, I think the camera freedom is something that we`ve resisted for a long time and feels like probably the biggest stretch. But it has some huge benefits.
The new generation of consoles has as much power to do the kind of games that we do as the PC does.
The Sims is kind of an interesting case because we had all these expansion packs. We were able to incrementally add on and explore without invading the core dynamic or the core game play.
Everybody has a different definition of the good side.
For me, what`s a more important question is how we get at least the option of more diverse experiences in this media.
I think by exploring the bad side you`re really just mapping the envelope of the system... you`re getting a sense of how far off you can go.
We`re experimenting with new ideas we can put into it, which makes it hard for me to say exactly when we will be done with them.
Because now it`s the fans out there that are entertaining us, the developers, with their creations!
And so from that, I`ve always been fascinated with the idea that complexity can come out of such simplicity.
A lot of the interesting issues and dynamics within a city occur over things such as socio-economic issues or ethnic issues. But they require a much more elaborate model of human behavior.
I typically go overboard when I research new projects.
The console games, as they come out with this new generation, will have a temporary advantage in price performance, but there are still many things you can do on a PC, more conveniently than you can do on a console machine.