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The below Q and A was compiled from
information on the SimWatch
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- How does one know what The Sims are saying or thinking? In some screen shots
I've seen thought bubbles and captions. Could anyone elaborate?
A very important part of experiencing the game is that whenever you start playing
it, it is impossible to not start to build a story in your head about what is
going on with the simulation. The user in his own head adds a lot of details and
signification that the simulation cannot possibly (at this time) generate. When we
realized this (and of course, Will knew all along...) we started to be very
careful about not breaking the story the user creates. To this point we are using
hints about what the conversations are about, but not providing the exact phrasing
since it would become repetitive and would not match the user's story and
therefore distract the user. I must say that the best part about watching the game
is to listen to the explanations that users give for the behavior of the
simulation.
- In what ways can the user configure or add to the game? The ability to add
skins is a neat feature. Does the game have the potential for the addition
or modifications of objects, behaviors, personas and stimuli/situations? I'd
really like to see 'The Sims' done as an open architecture game, ripe for Maxis,
user and 3rd party add-ons. The possibilities are endless.
Yes we have an extremely open architecture, and yes the possibilities are endless.
It is not accidental, but the result of a well planned and difficult
implementation.
- Can the Sims advance in character or "level of
consciousness", i.e. the basis of their behavior becomes more driven by
intellectual and spiritual needs and less by physical and emotional needs?
Yes the character evolves based on several things: their skill development, the
improvement of their environment. It is possible that we might even rarely
give the user a chance to improve some aspect of the personality of the
characters, but I would not bet on it.
- Do the Sims establish any long term goals, and act to achieve them? Can The
Sims change these goals based on their experiences?
The user drives the long term goals of the Sims, the Sims themselves are very
short term oriented.
- Are any career related stereotypes going to be included in the game , you
know, those that might follow engineers, programmers, white collar, blue collar,
etc. ? If so, what drives what? Do the Sims choose their professions based
on their makeup?
We have 10 careers track at the moment. The user helps the sims find a profession.
Each profession has a very different impact on the game.
- Can sims do stuff without telling them to do it?
Yes, they do all kinds of stuff on their own.
- Will the sims be able to play with the pets? I have only seen fish.
Although, you don't play with them they do require attention.
- Is there actually going to be fire in the game?
Yes there is fire in the game, it is already mostly implemented
- Will a whole house or even neighborhood be able to burn down?
At this time it only burns down the objects in the house.
- Will you be able to call the fire department?
Yes. If you have a fire alarm.
- Does it look realistic (like spreading)? Or does it just stay in one spot at
the same size and blow things up, like SC3K?
It is animated and gets everyone attention very quickly.
- What would happen if the young Sims just didn't go to school? It's not like
they get paid, so the bills won't be piling up. Or are the young Sims forced to go
to school? Any clues?
They will get bad grades. Trust me you don't want them to have bad grades. If
they receive F's for too many days in a row, they are sent off to military school
and you lose them.
- Just wandering if anyone knew if we'd be able to start a game with say, 3
roommates sharing a pad, rather than starting with just 1 character?
Yes, You can have more than 1 character when you start the game.
- Will we be able to watch or see the sims work at all?
Nope.
- You know when your sim goes to work what do you do? Do you go with him to
work or do you stay at the house making things? I really don't get the whole
picture when it comes to having your sim go to work. I know he goes to work to get
money for the house and etc.
I think you see your sim go out the door, then you hear (or see out the window)
their carpool picking them up. You stay in the house, but obviously time passes
faster when people are in the house then when it's empty, so you don't get bored.
- What are some of disasters in the game?
Well, let's see... there are lots of fun disasters that can happen... fires,
burglar, death...
- Is there a geographical basis for The Sims? Will the houses be located in a
particular area or will you be able to select a geographical location and will it
feature appropriate climate (e.g. snow) and disasters (e.g. tornadoes)?
No real geographic location... it is set in everyone's town.
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