| |
The Sims Online:
Expectations and early reception
24 April 2004
Contents
Related pages
Before the lauch
- The Sims Online: Indulging your weirdo. Preview at Gamers.com, by Jeff Green of Computer Gaming World. No date, but the earliest comments date from May 2002.
- A world of possibilities emerges as games go online. Seattlepi.com. By Winda Benedetti, Seattle Post-Intelligencer reporter. 8 October 2002.
- Newsweek article (15 November 2002, external copy)
- Time magazine also covered it (find date on The Sims news site -- November 2002
- "... [A]
daring collective social experiment that could tell us some interesting
things about who we are as a country. We're about to witness the birth
of Simulation Nation."
- The Endless Hours of The Sims Online at Gamespot.com by Geoff Keighley (28 November 2002) (excerpts below -- includes interview with and background on Will Wright)
- The Sims news site
- Tuesday, December 17, 2002
EA Ships The Sims Online
Electronic
Arts today announced the release of its highly anticipated PC game, The
Sims Online™. The Sims Online is the Internet, multi-player version of
the top-selling PC game of all time, The Sims™. The Sims Online is a
massive virtual world created and populated by thousands of players
from around the world. In this never-ending alternative reality players
can be themselves or “Be Somebody. Else™.” Press release (excerpts below)
- Tuesday, December 17, 2002
The Sims Online On 60 Minutes II
Don’t
miss 60 Minutes II this Wednesday, December 18, at 8:00PM, when
reporter Bob Simon takes an in-depth look at the video games industry
with a spotlight on The Sims Online. The story features interviews with
designers Chris Trottier and Will Wright.
Excerpts from The Sims Online Preview at Gamers.com, by Jeff Green
Ask the folks at Maxis a question about The Sims
Online, and, chances are, no matter what you've asked, you may get back
the same answer: "The Sims are real."
The answer is a mantra of sorts. It's a sentence they repeat over and
over, as a way of differentiating the game from all previous Sims
titles. It's also a message -- almost a warning -- to the millions of
gamers who have spent the past two years managing/destroying the lives
of the tiny digital people in Will Wright's phenomenally successful
human ant farm.
When The Sims Online launches this November, it's going to look
much like the game that has dominated the bestseller charts for two
years, but in fact it is a completely new, fundamentally different
experience.
Gone are Bella and Mortimer Goth, as well as every other AI-controlled
Sim in the game. Gone, too, is your ability to control the world. In
The Sims Online, you're not God. You're just a Sim. And all those other
Sims -- they're real people, too. Now, when you try to shake a Sim's
hand, or kiss a Sim, or punch a Sim in the face, that other Sim will be
another human, another Sims Online player -- and that player is sitting
behind a computer somewhere out there in the real world.
A good idea? A lame one? No one, not Will Wright himself, nor
anyone else at Maxis, has any clue how this will play out. Because even
Will Wright has no control over the Sims this time -- because we are
the Sims. The Sims are real.
That's my italics: the idea is that "you're not God". So the
point is that the game hinges on this idea that the sims are real now,
that the player is a sim and no longer the God of the Sims. And it
turns out that's not really how it works -- this is the single point
you should make in the cognitive article.
THE MAN MACHINE
The Sims Online is a huge, ambitious, and risky attempt to translate
the gameplay that made The Sims the best-selling PC game of all time
(16 million copies have been sold to date, including the expansions)
into a language that works in the massively multiplayer arena. Why
risky? Because it doesn't fit the profile. There are no monsters to
kill, no levels or armor class to attain, no Dwarves to kick. You can't
kill other players. It's neither fantasy nor sci-fi based. And The Sims
fan base (which is more than 50 percent female, according to Maxis),
includes a great many casual gamers, not the kind of hardcore loons who
spend their entire waking lives in games like EverQuest. But these
differences are obviously what make it such a strong candidate (along
with the very different Star Wars Galaxies) for being the breakthrough
massively multiplayer game we're all waiting for -- if it works.
Gordon Walton, the game's executive producer (and former
producer of Ultima Online at Origin) says there is now "a small army"
of nearly 100 people at Maxis trying to ensure that The Sims Online
does work, and a public beta should be in progress by the time you read
this. Like everyone else involved, Walton realizes that it's the fans
who will determine how the game plays out. "The players themselves will
create and own the world," he said. "We're giving them the tools and
then watching to see what they do with them."
Those tools include many that longtime Sims players are already
familiar with. The graphics and interface look nearly identical to the
single-player game, and the basic mechanics of building a home, earning
skill points, and keeping all your "motives" up -- hunger, comfort,
hygiene, bladder, energy, and fun -- are still intact. The Sims Online
is thus instantly recognizable and playable to anyone who's ever played
The Sims before. But everything works differently now.
This is explicit text about the porting.
Every 24 hours, you'll receive a visitor bonus
from Maxis based on how many people have visited your lot and how long
they stayed.
Useful to know. More on the basic rules:
But how do you get people to visit? Will Wright calls it "an economy of
motives." All Sims need to keep their eight motives in the green to
function properly -- they need to eat, sleep, have fun, socialize, and
so on. So you need to bait people, give them incentives and rewards for
visiting and sticking around. A nice restaurant, for example, will
increase people's food, comfort, and social motives. A dance hall or
club will increase people's fun and social motives. Skill points are
another incentive you can exploit. Open a gym with pools and exercise
equipment, for example, and players can come in and improve their Body
skills. Finally, you can take advantage of others' desire for cash by
placing job objects in your house, which let players make objects (such
as pizzas or wooden gnomes) that they can then sell for cash
themselves. The beauty of the systems is that you, in turn, get a cut
of everything sold -- in addition to getting a bonus for drawing them
into your house in the first place. The smart players will provide
everything a Sim needs -- including beds, bathrooms, and food (all of
which you could charge for) -- to keep people around as long as
possible.
So that's the other feature -- as SH notes in his diary.
The catch to all this, however, is that you need to be logged on and at your lot yourself for anyone to visit.
OK, good to know.
You can have up to eight roommates, who all share
the objects in the house and split the daily profits. Only one person
needs to be home for people to visit, so obviously the more roommates
you have, the easier it is to stay open. Plus with each roommate
acquired, your lot size increases, enabling you to make a bigger,
cooler, and more impressive home.
So that's the logic of roommates. Here's the rest:
For new players, it means they don't have to
spend their limited cash on a lot; they can start sharing in the
profits of someone else's labor; and they get an instant social group.
Because, as in real life, roommates can quickly turn into
nightmares, the original property owner will have ultimate authority
over the lot, which comes with certain privileges, such as the ability
to build rooms or sell objects, that the other roommates won't have.
(So as an owner, you won't log on one day and find your home gutted or
sold.) In addition, you'll have access to menu items that let you
maintain control, such as an admit/ban list for Sims, as well as the
crucial ability to permanently kick out any psychotic roommate.
Here's how to not join the rat race:
MONEY FOR NOTHING
Of course, you don't have to participate in the rat race at all if you
don't want to. You don't have to work or live anywhere. You can be a
roving vagabond, a bum. You could wander from lot to lot, giving back
rubs for money, playing the guitar, or begging. You could spend your
time being a social butterfly or a nuisance, and although you may not
have access to the tons of stuff for sale, you can ably survive in the
game if that's how you want to play.
According to Chris Trottier, the lead designer, this has always
been one of the team's goals. "Right from the start, this was one of
our big design challenges," she said. "We wanted to figure out how to
reward people for different kinds of behavior. We didn't want to force
you to play the economic game." Thus, Maxis will provide players below
a certain economic threshold with a weekly allowance (previously called
"welfare" by the team) that will allow you to at least buy enough food
to stay alive and keep playing.
Trottier also pointed out that such players may very well succeed on
their own in other ways. The Sims Online will have a number of daily
Top 100 lists on which players can keep track of not only things like
the most popular or lucrative sites, but also the most popular
individual Sims, the funniest Sims, or the biggest lotharios.
"There are a number of different paths to success," said Trottier. "Our
goal was to find ways to reward people for however they wanted to
play."
It's not clear that this really works -- the game defines success too
narrowly, simply because earning money by working is such a bore. This
is an issue for the cultural article.
GOOD GRIEF
Of course, as veterans of online games already know, the way some
people want to play is as -- how can we put this delicately? -- total
freaking jerks, playing only to make others' lives miserable (see
sidebar "On Griefing"). Maxis is well expecting a certain amount of
antisocial behavior and, in fact, could be said to be somewhat
encouraging it, with some hilarious new animations that will let
players act out their darker sides: vomiting, having public meltdowns,
pile-driving one another, and, in a particularly inspired piece of
cruelty, ripping another player's heart out and then stomping on it
(figuratively -- not for real).
But there's always a limit to what's acceptable online, and
there are always gamers unwilling or unable to stay within that limit.
However, The Sims Online's very structure makes griefing nearly
impossible to sustain. There are no common areas or public property
where griefers can torment people. Every single lot is owned by a gamer
who maintains complete control. If a guy is bothering other players on
your lot, you can throw him out, or even ban him permanently: the end.
If you're really uptight about keeping the peace, you can even limit
access to your lot to only those officially registered as your friends.
This is the "privatization" approach to crime. Remove all public space and criminals will have nowhere to go.
By the way, although there's no player-killing in the game, you
can indeed die. Starvation will be the most common way, but you can
also electrocute or drown yourself, among other tragic means. Once
you're dead, you stay dead, wandering the game as a ghost, until you
can convince another live player to resurrect you, which will require a
special skill or job object. You can die on purpose, if being a ghost
appeals to you, as it apparently does to none other than Will Wright
himself.
"I like the idea of death parties," he said, "where the first thing you do when you walk in a house is die."
So this was the vision: parties where people would hang out together
and enjoy each other's company -- in fact the whole game will be a
worldwide house party:
Freed from the burden of the typical treadmill
that characterizes most of these games (killing stuff to buy stuff so
you can kill bigger stuff), The Sims Online has more of an aura of a
free-form, barely-in-control, worldwide house party that you'll want to
log into just to see the new, weird stuff people have come up with.
This is what people are looking for -- not the treadmill but the fun,
the freedom. Makes you think of SH's final diary entry: the dream of
ending the treadmill keeps him motivated. Yet once the goal is
achieved, would the game be attractive? This is where you need a better
understanding of play psychology, what motivates people is challenges,
not "freedom" to do nothing.
The real-time interaction is a vast possibility space:
Certain lots are going to be popular not because
they help you earn anything, but simply because they're so much fun --
the online equivalent of a popular bar. Groups may organize for events,
such as putting on a live play, and Maxis even has plans in the works
to be able to broadcast special live events that would be viewable by
thousands of players at once. You might be able to log in at a certain
time on a certain server, for example, and see the real-life trailer to
a new movie or hear a new single, all within the world of the game.
But these visions are uncertain and could fail:
This is brand-new territory for both Maxis and the gaming community. It
has the makings to be either something truly new and exciting in online
gaming or a colossal bellyflop.
Which is it?
I don't know. Will Wright doesn't know. No one knows. The Sims are real
now. They can't be controlled. The possibilities are endless.
This is the optimistic take at the beginning (page 4 of 4):
Odds are at this point, Maxis could just make The Sims Online little
more than a slightly glorified graphical chat room and still rake in
the currency. But instead, the game really seems to give players the
opportunity to play in and shape the world as they see fit. Or unfit.
There's as much opportunity to do just really strange disturbing things
as there is to build a dance hall in your bedroom. The game is so open,
so willing to embrace user-made clothes and objects (just like The
Sims) that the potential for self-expression is enormous.
Beta-tester's discussion board on Gamers.com
Yet in the comments, some of the testers sound the alarm (url and http://www.gamers.com/game/1016135/reviews/userpreview)
SimNutz
(12/16/02)
Rating:1
SimNutz
After play testing since the begining I have come to the conclusion
that Maxis is not listening to the beta testers plee's, begging, and
even threats to make this game more than it is. This is a trite little
nothing game with no content, direction, or interest to anyone over the
age of 12. It is just a chat room with graphics and even the graphics
are lack luster and nothing special to look at. I am very disapointed
in this game and the lack of support to the beta testers. They obviouly
are only in it for the December sales. They have made that abuntantly
clear. Do not waste your money on this game unless you think starting
at your computer for 20 hours is fun while watching your sim sit at a
computer or read a book there is very little to do and therefor this
game will be a huge failer. Beta testers have begged and pleaded for
content only to have it fall on deaf ears. Hell they won't even give us
the Christmas tree from the original sims game until next Christmas.
Yet they advertize that ppl can own a tree lot. Sure you can own
anything as long as you pretend that is what it is. You can't realy
sell anything. There are no jobs you have to hope another sim will hire
you to do what they want. The choices are 1) dance in a cage for money
2) clean the toilets 3) water the plants. That is it. What a waste of
computer space. This game is suppose to be realeased Tuesday it is
Sunday now and this game still crashes to my desktop, the bugs are too
many to list and the lag is awful! I have a gaming system with a
pentium 4 and a cable connection much better than a lot of the beta
testers and my gaming experience in this game still sucks! Pass on this
game till next year, save your self the time and money its a snore!
A "poverty simulator/chatroom that favors the top 1%":
A Poverty Simulator/Chatroom that favors the top 1% elite
by MonaN
(12/7/02)
"As
an early thirty-something Sims fan, I playtested this for nearly two
months and am very disappointed in this game and my advice to everyone
is don't fall for the hype and for the over enthusiastic reviews from
younger fans.
This game is nowhere near how it is advertised and you'd think with
all the many expansions that have come out with offline game that
they'd offer similar features in this game. There are no downtown
areas, and you can't even take a walk in the neighborhood. Players
teleport from lot to lot and while some are bigger than others, they
all look basically the same.
The so-called economy barely exists and what little of it does
exist, literally sucks the money and energy out of your Sim. Your Sim
can't produce anything to sell and whatever you do make when you work
on building your Sim's skills disappears. The only items you can sell
are the *Secondhand" objects your lot has and that is just part of the
game.
And there is no trading in the game so be wary if you read or hear anything about trading because its simply not there.
One of the primary goals of the game seems to be wandering as that
is what the majority of Sim players end up doing. Players just jump
from house to house looking to to keep their Sims skills up, earn a few
sim-dollars, and occasionally chatting with other players.
The developers of the game reward gangster/mafia behavior by
rewarding the top 1% with visitor bonuses. The competition to get
riches and become the most popular finishes after a week of play. The
big houses get bigger while the rest of the players get left out.
And before the fanboys and fangirls start shrewing that this is a
beta test, it has been announced that there will be no more wipes. When
the game goes live, those big houses will be ruling the game.
This game is very disappointing. It offers little creativity and basically encourages these horrible values
Party -animal/rowdy behavior is rewarded while creativity and and productivity is discouraged.
Ganging up on, to manipulate and take advantage of the young and
smaller houses warrants praise, and the only way to be popular is to be
rich and not creative or even smart for that matter.
I know some of the pro TOS fans will not like this but it has to be
said and maybe they're not happy because alot of people are saying the
same thing.
What I know is that I would gladly pay $20.00 a month for a
multiplayer version of The Sims that I could play with my friends and
family instead of this pathetic joke of a game.
I gave it two stars due to feeling fortunate that I didn't have to spend $50.00 to discover the truth about this game."
Another questions whether this is really a game at all:
marly30
(12/1/02)
Rating:1 
This is supposed to revolutionize online gaming?
Can somebody please tell me where the actual game is inside this thing
because all I experienced when playing the beta was not much different
than some of the Visual 3D Chat/Virtual Worlds that are available
online. And some of them are not only cheaper, you can actually create
your own world, build businesses and do so much more.
And at least with Everquest and Ultima Online, there a perfect balance between actual gameplay and the social elements.
The Sims Online seems like a hoax, a gimmick to con unsuspecting Sims fans of their money.
If this game is really only supposed to be chat client then it should be marketed that way, and
make it clear to the consumer that it is **NOT** a game.
An early characterization objects to the forced socializing as socialist, forced worker collectives:
Aerynx
(11/25/02)
Rating:1
A Brilliant Idea translated into a badly designed game
<snip>
This game is boring, silly, and lacks everything that made the original
Sims great. Players have to work their butts off doing meaningless
tasks to get skills that will eventually degrade. You're forced to live
with multiple roommates in a Sim-Socialist type co-op because you are
penalized as a player if you want to start off alone.
Boredom predicted -- the goals are boring:
redvalerian
(11/25/02)
Rating:1
No long term playability
After a few weeks of playing the beta, I achieved the majority of the
goals associated with this game, made some friends and eventually got
bored.
Considering how much it will cost and taking in account the monthly
fee to play, this game should be more open ended and give unlimited
playable opportunities and not just look like a giant Sim chat room
with a few cheesy mini games thrown in.
Shallow:
Lodie
(11/24/02)
Rating:1
Yes we know its a BETA but it still sucks as a game
<snip>
This is a very shallow game with very tedious gameplay that takes the fun out of the game.
I don't think the majority of the buying public will be interested in paying $10,000 for a sofa.
People buy games for escapist fun, they don't want to be bored to
death or work hard for very little rewards. Hopefully the general
public won't be conned by this sham of a game and it will be forgotten
6 months from now.
Discourages creativity:
melca
(11/24/02)
Rating:1
Overrated and Over hyped!
As a playtester all I have to say is SAVE YOUR MONEY! This game is not
only boring and tedious to play, it actively discourages creativity.
The took a brilliant concept and took away every element that made the offline Sims the best selling PC game.
And the novelty of chatting with other players wears off pretty quickly.
If you like games that are merely chatrooms disguised to look like
games, where you can chat with others and work on mindless games trying
to earn $8000 to buy a toilet for your Sim then this
game is for you. If you're looking for something that has depth,
fun, and creativity along with the chat aspect then you better look
elsewhere because TSO lacks all of that. Anybody who buys this will be
wasting their money. Maxis should be ashamed of putting out such a
shoddy product.
Here's another one on playing God:
potential yes, ready to market no
by asdf99
(11/25/02)
<snip>
A lot of people on this board have emphasized how playing God is the
most fun aspect of the Sims, and its expeansiosns thus far. I would
agree, but I would also say that in the case of Sims Online, the
emphasis is now on social interaction, and less on playing God with
communities and families. It's between players now, not between the
player and the environment his character is in.
Someone who doesn't notice the conflict:
Finally!!
by aquafan1
(9/12/02)
<snip>
"Finally it's here! An online game where you don't just
kill things. The Sims series has to be the best set of games known to
man. I mean what can be better than playing God? And now you can play
with people all over the world! What more can you ask for?
August comment:
Not a Revolution..........by any means
by perenium
(8/2/02)
<snip>
Imagine a father boringly clicking around controlling a virtual family,
while his own family has problems that need addressed. Or the teenager
who boringly sends his sims to work whilst not having any money of his
own. Real life can be boring, no need for me to play SIMLIFE after 8+
hours of work, 1+hours of cooking/cleanup and another hour or so of
various chores.
<snip>
parents as an online gamer (asherons call, etc) be very wary of this
product, especially since it is being admittedly marketed toward young
girls. This could become smut mouthed kid and stalkerland.
Comments reach all the way back to May 2002, clearly long before the article was completed.
Excerpts from The Endless Hours of The Sims Online at Gamespot.com by Geoff Keighley
This piece is great, largely focused on Will Wright, the lead designer.
On December 17, he [Sim designer Will Wright] will launch his most ambitious game ever: The Sims
Online, the massively multiplayer follow-up to The Sims, the
blockbuster game that has sold more than 8 million copies and is still
at the top of the charts. With a team of more than a hundred working on
The Sims Online, a budget rumored to be north of $25 million, and more
than 3 million lines of code to make it all work, Wright sums up his
new game's scope with an apt analogy: "In many ways, building The Sims
Online compared to The Sims is like the difference between building the
space shuttle and a Chevrolet. It's easily 10 times more complicated
than The Sims."
It's also a powerful new type of game for Wright. As EverQuest and
Ultima Online have shown, you can become deeply immersed in these
virtual worlds and forge real-life bonds with your online comrades.
"That's never been an issue in any of my games before. Most of the time
I'm dealing with little simulated AI people that pee on the floor all
the time," jokes Wright. But beyond the humor, it's clear that Wright
is deeply puzzled and worried about his next game. "The idea that every
possible personality in the real world could be in this game means that
a lot of the same things that happen in reality will be happening in
the game--the good and the bad," he says with a hint of bewilderment.
So while outsiders see The Sims Online as a surefire blockbuster that
will blow the massively multiplayer market wide open--and they're
probably right--Wright, the game's creator, feels a deeper sense of
obligation and responsibility. So you have to wonder: On balance, is
Wright incredibly excited about the game's potential?
"I don't know," Wright says as he sits and ponders the question.
There's silence for a full five seconds, as if he's unsure of exactly
how to express what he's feeling. And then finally, he begins to open
up about the journey this game has taken him on over the past three
years. "To be honest, I now realize that this game scares me more than
anything else I've ever done."
Note the designer's phrase, "little simulated AI people that pee on the floor all
the time" -- these are not avatars. Also the phrase
"The idea that every
possible personality in the real world could be in this game means that
a lot of the same things that happen in reality will be happening in
the game--the good and the bad," he says with a hint of bewilderment.
That's a great line for the cultural experiment article.
Here's some great background on the origins of the game (page 1):
While Wright had many new game ideas after SimCity, he could never
get them off the ground--especially his idea for a dollhouse game,
which he had originally dubbed "Home Tactics: The Experimental Domestic
Simulator."
The idea for the dollhouse game partially stemmed from the
Berkeley-Oakland fire of 1991, in which Wright's home was destroyed
along with more than 3,800 others. As Wright and his family went about
putting back together their life after the fire, he began to observe
the way in which he reacquired items for their new home: First came the
refrigerator, then the stove, and so on. In the dollhouse game, you'd
do something similar: Design a dollhouse and then slowly acquire
objects to put inside of it.
By 1993, a prototype of Home Tactics was ready. Wright had the game
running on a Macintosh computer and pitched the project to the Maxis
executives during a focus group. That day, four different game ideas
were on the table. Wright's dollhouse game was the only one that met
with universal rejection. Almost overnight, Home Tactics was shifted to
the back burner, with one lone programmer working on it in his spare
time.
But the tide turned in 1997 when industry stalwart Electronic Arts
bought Maxis. To EA, Wright was the creative genius behind SimCity. The
executive team knew Wright's ideas were at least worth exploring.
(After all, SimCity was a game that most publishers had initially
rejected.) "EA basically came to me and said, 'We're going to roll the
dice on you and give you all the resources you want for Home Tactics,'"
remembers Wright. That was a dice roll that cleaned house. In January
2000, The Sims came out with little advance word or buzz. Since then,
the game has broken all sales records because of its approachable
subject matter and its ability to unleash a player's creativity.
OK, so the game really started as a house-building and furnishing game,
starting from scratch after a fire. Makes a lot of sense.
Within a year, The Sims became Wright's biggest hit. Moreover, the game
spawned an entire online community of players who created unique
in-game objects and character skins. "It was very inspirational to me
to see all the creativity online," says Wright. So when he was
considering what to do next, the success of the online fan community
gave him an idea: Why not take The Sims online?
Iterative design. Wright first suggested adding a server component to
The Sims so that you could place your house online, using your own
computer as the game server:
The
idea seemed like a good compromise: It would be quick to develop, but
it would also give the game online functionality.
A few months later, however, those plans would change. With Ultima
Online already raking in tens of millions of dollars a year for EA.com,
the executive team at EA and Maxis came up with an idea: Why not charge
a subscription fee to play The Sims Online? "If you are going to charge
people a subscription, you have to guarantee that your game will be a
reliable experience," says Eric Todd, the game's development director.
That wasn't going to be possible if players were connecting to another
user's computer as opposed to a centrally controlled Maxis server.
This greed destroyed the game -- Maxi would be in charge, and
the game would not allow players to continue to build on what they had
already accomplished. Getting back up to speed in the online world --
where there were no cheat codes -- would turn out to be a major
obstacle. Wright had had a vision much earlier:
Back in 1994, Wright told Wired magazine something that sounds
downright prophetic in retrospect: "In 15 years...I can design a house
that's so much fun I can charge people to visit it online, and I'll
make a living sitting there and elaborating on it every day," he said.
Another inspiration was the metaverse:
Wright further refined his ideas during a 1995 conversation with author
Neal Stephenson, who is credited with creating the idea of the
metaverse--a virtual community of avatars not unlike today's massively
multiplayer games--in his novel Snowcrash. "In many ways I wanted The Sims Online to be like Snowcrash,
where the players would create the world," Wright explains. "In fact,
the original Sims was my attempt at creating a set of tools for players
so they could eventually create their own world and avatar to take
online."
The initial ideas of an online economy sprang from the desire to reward
construction and creation rather than killing and destruction:
Wright wanted to leverage the creativity of players. "People should be
successful because they are making the game interesting to each other,"
explains Wright. So if a player created an interesting house that
attracted hundreds of visitors a day, they would earn money for this
popularity, which in turn would allow them to be even more creative.
Here's also the origins of another prominent feature of the game:
In addition, Wright was intrigued by the social angle of online games: He
wanted to encourage players to interact with each other. This led to
the concept of players being able to co-own a home with up to seven
roommates. "In many ways, I wanted to make parts of the game boring so
you'd be encouraged to talk with others," says Wright.
This doesn't sound implausible as a game design strategy. Wright was
new to online games, but EA had already created Ultima Online and in
early 2001, Gordon Walton left the Ultima team to work on TSO. Walton
argues we are scared of our real-world neighbors, and that an online
game is a way to avoid the problems of the real world -- an ominous
suggestion:
"The emotions you can feel in these online games are real," he explains
one Wednesday morning in his office, flanked by a rocket launcher,
which was a gift from a former employee. "People can be made to care
online and even to cry online," he insists. Taking things a step
further, Walton believes a game like The Sims Online has the potential
to help people develop relationships with others, both online and
offline. "Whenever I speak in front of a group, I say to them, 'How
many of you can name the people who live on the eight compass points
from your house?'" he explains. "The answer is always less than 5
percent." Walton thinks he knows why: "With the coming of the
industrial revolution, people all of the sudden needed psychological
and physical distance from their neighbors. Today, all of our mass
media positions us to believe our neighbors are psychopaths, cheating
husbands, and just bad people. And heck, if I watched the nightly news
I wouldn't want to be with other people."
But in The Sims Online, Walton claims you're able to "interact with
others anonymously, have physical distance, and not be judged on your
outward appearance. You interact with people on a pure intellectual and
emotional level, devoid of all those filters."
Wow! Talk about utopian vision!
That, in a nutshell, is
what makes these online games so powerful--the idea that even if you
are under the guise of a virtual character that you create (an avatar),
each player in the game represents a real human.
Will Wright argues the game could be very helpful for people, by
implication by providing a learning experience of some kind perhaps?
Being the socially responsible game designer that he is, Will Wright
has thought long and hard about these issues during the past two years.
It's part of what scares him about bringing out a game like The Sims
Online. "We're building something that could potentially be a very
powerful experience for a lot of people," he says. "So it's an
opportunity as well as a danger. Realistically, I think this game is
going to be a tremendous help for a lot of people and tremendously bad
for a lot of people. I just wonder what the net is going to be."
Anticipations of size:
If The Sims Online can attract only 10 percent of players who have played The Sims, it will be double the size of EverQuest.
The social experiment angle:
Therefore, it's likely The Sims Online will go down in history as the
test of whether society perceives massively multiplayer games as a good
thing or a bad thing.
Of course that's a very different test -- nobody is really thinking
social design. Instead, the company focused on trying to make the game
attractive to what it analyzed as its four target psychological types:
Maxis classified Sims players into four distinct psychological groups.
At the company's Walnut Creek offices, large poster boards depict each
group of players. First, there are the people-suck players--those who
like to torture their sims. This category is represented by a picture
of the MTV character Daria. Then there are the reality-TV watchers who
like the voyeurism aspect of the game. The trophy-seekers are a group
who just want to get as much money as possible. And finally, the
dollhouse players just want to build something. For the design team on
The Sims Online, the challenge was to build a game that would attract
the subset of all these groups interested in socializing online.
In Walton's vision, The Sims Online is going to feel like Disneyland if they do their job right:
There will be little tolerance for troublemakers or
"griefers." In fact, the team has made sure to plug up ways griefers
might exploit the game. For instance, in order to prevent a griefer
from standing in a doorway to block a sim from leaving a house, the
characters in the game are able to walk through each other.
A lot of code was simply ported:
the design progressed faster than usual because the
online game took the core technology used in The Sims and added online
functionality to it."At first, we really just took the original Sims code and connected it
where necessary to let Will and Chris test out their design ideas,"
explains development director Eric Todd.
The advantage to this methodology was a chance for the team to see the
game up and running at an early date. But there was also a
disadvantage: The engineering team was modifying the code in an ad hoc
fashion. "We were working off game technology that had been written
over five to seven years ago for the original Sims," says Todd. "It was
never designed to be used online." And now, the team was beginning to
pay the price.
"There were a lot of engineers walking around the building last fall
with no sense of ownership," explains Luc Barthelet, the laconic French
programmer and executive who serves as the general manager of Maxis.
"When I'd ask them why a certain part of the game wasn't working,
they'd say to me, 'But Luc, the old Sims 1.0 code made me do it!'"
TSO was "a programming project with 3 million lines of code twisted
together" -- they did a refactoring, just to make it work -- this was
not a design issue, just an architecture and engineering issue.
Here's the general manager's take on it:
As he discusses the decision to reengineer the game, Barthelet admits
that what happened with the project was, at least in some ways,
inevitable. "Usually the code base prevents you from doing the stuff
you want to do in a game, so at the beginning you should ignore it," he
theorizes.
That's an argument to throw out the code base and focus on new design.
This is not what they did. Illogically, this article goes on,
In the case of The Sims Online, that meant taking the old
Sims code and adding functionality to it in a piecemeal fashion as it
was needed for Wright and Trottier's design. Eventually, once the
design is set in stone, you should go back and "adapt the technology so
it would best service what the game needed to be," says Barthelet.
So the journalist (Geoff Keighley) misunderstands the point -- or more
likely, the "ignore it" command was not taken seriously. The more
general point here is that it's hard to design something new, hard to
imagine how human psychology will respond to the code in a new
environment, had to throw out what works and put in its place something
new.
To
further explain this, he offers an analogy. "It's sort of like building
a sculpture," he says. "One way to do it is to start with a material
that is easy to sculpt as a prototype. Then once you have the
prototype, you can find the right materials you need to really build
it." That's the preferred way. "But alternatively, you could make a
statue out of bronze from the start," he explains. "But if you do that
from the get-go, it prevents you from doing a lot of things with the
final product, such as making it transparent." The point is that by
allowing the game design to evolve without technical limitations, you
get the best final product--even if it means sometimes painfully
reengineering a game during the final stretch of development. Still, by
the fall of 2001 the experimentation was over; the game needed to be
finished in the very near future.
So the story is basically that the programmers realized there was a
problem, although they didn't know for sure how serious it was. They
did what they could to solve the engineering side of it, having already
committed too heavily on the design decisions. The cost of focusing on
the engineering was that the design could not be tested:
"It's true that the progress was painfully slow from my perspective,"
Wright remembers. "Features weren't getting implemented, and it was
sometimes three or four months between each play test, when in reality
we were hoping to have those play tests much more frequently."
During the testing phase,
what mattered most to the team was the metagame, namely the social
interactions and how players were spending their time in the world.
While The Sims Online is an open-ended experience (there's no linear
"end" to the game), the team wanted to make sure the trophy-seeking
players didn't overpower those more-creative types who were just
looking to chat and build.
Note that Wright consciously wanted to leave room for socializing players who did not join the rat race.
During the early days, Wright remembers that
he was impressed that players couldn't buy off other players with
money. "There was this one guy walking around offering people $300 to
put him on their friends list so he could become more popular,"
explains Wright. "But what this guy didn't realize was that as soon as
he gave someone the $300, the other player could easily just delete him
from their friends list and walk away." In other words, players were
making friends only with those they trusted. That part of the game
seemed to be working.
This leaves out a more profound fact: that the structure of the game
sucks any notion of friendship out of the players; it means nothing in
the game, or nothing more than an instrumental relationship. For an
explanation, see the description of friendship webs at stratics:
Curiously, if you are a player of the offline Sims, you will find that the friendship system in TSO is very different from the system in the offline Sims.
In the offline Sims you acquire friendships by positively affecting the
mood of other Sims over time, gradually building positive points by
talking, giving gifts, and the like, possibly eventually having the
Sims fall in love and room with each other.
Pets, in TSO, do react something like this, with pluses
and minuses for reactions, and at least two levels of friendship, but
Sims do not.
In TSO, you make a friend (or enemy) by clicking on the Sim in question, and selecting Transactions with that Sim. The options, which are somewhat opposite, of Make Friend and Make Enemy will appear.
Clicking Make Friend causes an animation in which your Sim gives a
balloon to the other Sim.
There are several things about balloons you should know.
- A balloon is a one-way link.
Because you give a balloon to someone, does not mean you are mutual
friends. To establish mutual friendship and gain interactions, you must
also get balloons, not just give them. - There is a maximum limit of ten balloons, which you can give out.
That's all folks. Once you have expended ten balloons, you can't
give out any more. Yes, yes, you see people with a hundred balloons,
and even, at one point in the game, up to five hundred balloons. That's
another story. - There is a maximum limit of three balloons, which you get for free.
This situation confuses many people no end. Simply put, in the
beginning you have three freebie friendship links, which can be used to
Make Friend or Make Enemy. Once you have used all three, and if you
have not established three friends who gave you balloons, you will
receive the dreaded "Sorry, you have used up all your friendship
links," message.
So the point is that Will Wright is technically correct, you may not be
able to buy friendship, but in the Sims the meaning of friendship is
eroded and then drained of its psychological content. Cf. Mari's
experience of meeting a stranger and being asked for a balloon, giving
it, and then being disappointed when the gesture of friendship was not
reciprocated. In fact this is a way to exploit the gullibility of
newbies. What you need to know, then, is that in fact you can just
break the friendship link that was not reciprocated.
Back to Geoff Keighley's article. During the test period, the designers
discovered the behavior we now see is characteristic of the game:
"A few weeks ago, we thought we'd have Disney World.
But right now, everyone is just making pizza," laments Chris Trottier.
It's late October [2002], and while the play test has ballooned to
23,000 players, it seems the majority of the Sim citizens are spending
every waking minute using the game's pizza machine. The main reason is
that by making pizzas, players can quickly earn money to help build up
their homes. But for the design team, the overabundance of pizza
machines is problematic. After all, The Sims Online was never supposed
to be about power gamers gunning to become billionaires in the world.
Instead, the game was designed as a creative playground. "Too many
people are chasing money in the game. I'm a bit worried we might start
to lose the creative players," Wright says.
Very interesting -- the hypercapitalist utopia was not intended, not
even desired. It was a side-effect they would have liked to avoid.
Their solution?
The new idea was to change the "most popular" map to have 10 different
categories of lots, such as the most romantic or the most offbeat.
"Instead of valuing money, the 'most romantic' lot might be judged
based on the houses that have the most dancing or the most kissing on
the lot," says Trottier. By making that change, the team hopes that the
pizza machines will stop being the centerpiece of the game.
A surface change that didn't alter the underlying dynamics. EA and
Maxis at least initially remain committed to support and develop the
game:
As Wright walks the halls, you get the sense that he is just beginning
to realize that The Sims Online is a project that may never be done.
Ask him whether the official release of the game is just the starting
point, and he smiles. "Yep, that's right," he says. "Welcome to my
hell. I'll be observing and working on this game for the rest of my
life."
How prophetic: "Welcome to my hell." Now, it is seen as a social experiment (page 12):
the huge potential of The Sims Online to grow into a fascinating
sociological experiment. "Will's a sandbox kind of guy, and we're
giving him the biggest sandbox he's ever seen," explains Gordon Walton.
Wright really does imagine a society that self-organizes:
Wright admits he is tremendously excited by what The Sims Online could
eventually grow into. "I'm really looking forward to the SimCity side
of things--like letting players build the roads between communities and
seeing how political structures evolve out of the cities," he says. "We
have a club structure coming later, and we're hoping that can evolve
into a government for each city." One day, Wright predicts that there
may be an elected set of representatives in the game who could tune the
economy themselves and police the world.
This world will be created by its citizens:
"What if your Sim character could get thrown in jail? What if we had a
full legal system in the game?" wonders Trottier. In many ways, the
first iteration of The Sims Online is the starting point that will be
expanded on for years to come.
Wright, however, cautions that he wants to let players decide how to
evolve the world. "All of this political stuff has to come from the
bottom up," he posits. "We can't do it from the top down and dictate
structure." Instead, players need to build covenants with each other
and establish the conventions of the world over time. "Totally planned
cities don't work," Wright explains. "It's sort of like the Utopian
society movement, where there were these guys who went off and started
building planned cities. For the most part the cities were total
failures."
So what's your answer to the failure? The point is that this is
something interestingly complex and non-obvious. So far you have three
answers:
- the player's agency overlaps insufficiently (or in the
wrong manner?) with that of the sim -- that's the answer for the
cognitive paper
- the game doesn't allow a player/sim to become uniquely
valuable to others -- and conversely, a player/sim has no basis on
which to value others individually
- the game is not structured to permit strategies to develop
These points are related, and the result is devastating: you
don't get identification and thus emotional involvement, you reduce
human relationships to instrumental relations of exploitation, you
don't have anything to talk about and thus don't make meaningful
contact with others. The result is a profoundly dystopic society -- in
the words of the designer, "Welcome to my hell". It's an advance on
Sartre's "L'enfer, c'est les autres" -- in TSO, hell is simply you and
everything you do.
Now, it's a lot easier to say these things than to fix them.
The designers of TSO attempted to make a benign and cooperative world
where creative players have as much fun as competitive gamers. The
world will evolve like Slashdot, by the contributions of its players:
Ultimately, The Sims Online could turn into a similar self-governing
world, and Wright and his team could sit back and watch it evolve over
time. "I can't wait to be surprised by what people do in the game,"
says Trottier.
This is of course happening, but it's not clear that the instruments
are in place for governance to actually take place. Wright's worries
are fairly pedestrian and don't touch at all on deficits in the game
design:
He wants positive stories to come from The Sims Online, but he's not
sure what he can do to guarantee that. "I never want to orphan this
game," he insists. "And I'm always going to feel an obligation to try
and mitigate its potential negative aspects."
Geoff Keighley ends by saying,
In the end, you can't help but think that if any designer should be at
the helm of the most powerful virtual world out there, it should be a
guy like this. So when the virtual election in Alphaville takes place,
don't be surprised if the president-elect ends up being a guy named
Will Wright.
It's interesting that Alphaville is the name that sticks -- from the alpha test phase.
The lauch-day press release
Tuesday, December 17th, 2002
EA Ships The Sims Online
The #1 PC Game of All Time Goes Online
REDWOOD
CITY, Calif., December 17, 2002 - Electronic Arts (Nasdaq: ERTS) today
announced the release of its highly anticipated PC game, The Sims
Online™. The Sims Online is the Internet, multi-player version of the
top-selling PC game of all time, The Sims™. The Sims Online
is a massive virtual world created and populated by thousands of
players from around the world. In this never-ending alternative reality
players can be themselves or “Be Somebody. Else™.”
"This
is one of the most entertaining, engaging and flat out fun games that
EA has ever produced," said, Don Mattrick, president worldwide studios
for Electronic Arts. "I predict that a lot of people are going to skip
work to play The Sims Online."
It's hard to predict, especially the future! In retrospect, a lot of people found it was more like skipping play to work.
In The Sims Online,
players create and control the actions of a character known as a Sim.
Players enter the world with a small amount of money to spend as they
wish. They can purchase their own piece of land to do with as they
please or they can join with other players to create shared homes and
businesses or host wild events.
Players can
explore the neighborhoods around them and meet scores of other Sims
along the way. Players get to know other Sims through live text chat
and secret instant messages. As players type, their messages appear in
speech bubbles above their Sims’ heads. Sims can also express
themselves through hundreds of animations. A polka, pile drive, or a
passionate kiss are just a few of the gestures available for Sims to
use to convey exactly what’s on their mind.
“It’s
very inspirational for me to see how the original game has evolved into
a vibrant online community where players can create their own world,”
says Will Wright, creator of The Sims. “The Sims Online gives players
tremendous possibilities to construct, customize and personalize a
world with their imagination as their only limit.”
Here's another great statement for the expectations dimension.
The Sims Online
carries a monthly subscription fee of $9.99 with the first month being
free. A credit card is required to register and play. An Internet
connection is also required. The Sims Online carries an ESRB
rating of “T” for teen. It is available in stores now for a suggested
retail price of US $49.99 or by direct order from the EA StoreSM at http://www.ea.com or by calling 877-EA GAMES (1- 877- 324-2637).
Important information on The Sims Online including terms of service and game availability can be found at http://www.thesimsonline.com.
The Sims
skyrocketed to the top of the charts when it began shipping to stores
in February 2000 and quickly became a universal gaming and cultural
phenomenon. The Sims was the best selling PC game of both 2000
and 2001 and is now the best selling PC game of all time.
Translated
into 16 different languages, The Sims has inspired five expansion
packs; The Sims Livin’ Large, The Sims House Party, The Sims Hot Date,
The Sims Vacation and The Sims Unleashed. Combined sales for the franchise have topped 20 million units life-to-date. For more information on The Sims franchise titles, visit http://www.thesims.com.
That's a high bar!
Right after the launch
An example of rave reviews, this one from gamepro:
Review by: Dan Elektro
Posted: 01/14/03
Computer gaming’s most celebrated costume party is finally underway!
The Sims Online builds on the familiar elements of the single-player PC
megahit but mixes them up for a unique, intensely social experience.
A Sense of Self
Like the stand-alone game, The Sims Online preserves and promotes the
one thing that games often promise but rarely deliver: total freedom.
The character you create is entirely your decision—from its gender,
head, body, and outfit on through its personal skills and strengths.
Always wanted to be a rock star? Grab a guitar and start practicing.
Like to fix things? Study DIY books and build your mechanical prowess.
Master chef, nightclub owner, DJ, game show host, novelist, hotel
concierge, slacker—if you can dream it, you can build it and be it. And
of course, everybody else you meet is also being controlled by a live
person—there’s no A.I. here. The world is literally what you make it.
Make Friends and Influence People
In building that world, you’ll find a teeming social community that
motivates all aspects of gameplay. All the best stuff in The Sims
Online requires multiple people, from forming study groups to making
pizza to just having (rated and regimented) fun. The mandate is
essentially “interact or die.” You can expect to see your fellow Sims
bond as friends, fall in love, form sports teams, and whatever else the
human mind can dream up. Plus, to get ahead, you’ll need to establish
your niche and lure others into enjoying it. If you want to run a
homeless shelter, you’ll be judged on a different scale than those
setting up pizza parlors; that way, everybody can succeed on their own
terms.
The Shy Need Not Apply
There’s just one problem with The Sims Online: It’s almost not a game.
The slow-paced activities rely so heavily on social interaction that in
some ways it feels like a glorified chat room. Then again, social
interaction is always what the Internet has done best, so as long as
Maxis can continue to add interesting job objects and other structural
milestones to the mix, the open-ended novelty needn’t wear off. If
you’re looking for a low-ping party with no boundaries, you won’t do
better than The Sims Online.
Sentiments start turning
Sentiments turn fast. On February 7, 2003, Business 2.0 wrote,
Burning Down the Sims
Naysayers are slamming The Sims Online. They're dead wrong.
Barely a month ago, The Sims Online was going to change the world, or at least the world of online games. Now conventional wisdom maintains that The Sims Online is a dud.
<snip>
Because the program didn't meet all the
expectations and live up to all the hype immediately upon arrival, it
was deemed an instant failure.
This is
stupid. Anyone who's thought about online communities for more than
five minutes knows that the most successful and lasting ones are those
that develop over time, sometimes without the operators having anything
to do with that development. Social games are built on familiarity and
trust. Last time I checked, in both the real and virtual worlds,
familiarity and trust can't exist until time has passed.
This might be a good point to mention some of the conventional wisdom of online communities -- Amy Jo Kim onwards.
Best of all, Electronic Arts is adding more and more
new features to keep players hooked: sneaking in unexpected contests,
tools to help set up real-life meetings (The Sims Online may become the
definitive online-dating application), directories and guides, and much
more.
Our subjects saw none of this.
The Sims Online is likely to succeed: Its foundation
is strong, and thousands of players are committed to getting the most
out of the game by "building" properties and the like.
<snip -- some lame suggestions, none of which address the design problems>
But all of these suggestions are based on the fact
that the communities on The Sims Online are thriving. Anyone who argues
with that isn't spending much time there.
Jimmy Guterman is editor-in-chief of the "Gaming Industry Newsletter"
|
|