What
exactly are the demographics for The Sims?
The
demographics for The Sims are very broad. Like most
games, they're still centred in the 15 - 25 year old range.
We have a lot more females than is typical. Our age ranges,
though they taper as they go up, go way up; there are a lot
of 40 and 50 year olds playing The Sims. I think that
a lot of our players are people who don't play many computer
games -- if any. For a lot of people this is the first computer
game they've actually really gotten into. Usually, the pattern
has been that the hardcore gamers buy it, bring it home, and
show it to their spouses and the rest of their family Then,
frequently, their spouses, their wives, or girlfriends, or
kids will start playing it, and really get into it more so
than the hardcore gamer that brought it home.
Did
you imagine that The Sims would be so popular with
women?
I
thought it would be popular with women, though I didn't think
the game would be as popular as it has been, period. I always
thought that the female attraction would be there because,
in fact, something like 40 percent of our development team
was female. I don't think that you can really target the female
demographic the way a lot of people have tried. I think that
what we really need to do is make better games. Females, in
general, are more discriminating in their entertainment choices.
So, as the quality of games goes up, I think that's one of
the main ways that we're going to hit more of the female market.
Are
there ways to make a game that women are more likely to enjoy?
The
other way is to get a lot of women involved in the making
of the game. For me, so far, this has been the only sure-fire
way. You know, if half of your development team is female,
I think it's pretty unlikely that you're going to end up with
a really testosterone heavy game - if they have some say in
the design.
The
Sims seems to have the power to alter a player's viewpoint
on life. Recently I've been feeling somewhat paternal, but
after having a baby in The Sims, I'm strongly reconsidering.
(laughs)
That's interesting. A lot of people get the surface level
stuff, where they walk around for the next three days saying,
"Hunger negative 20." They start mapping their motives
to The Sims.
That
was kind of another thing that was really meant to be more
of a parody, but in fact I went around my house looking at
all my objects, trying to figure out, "What's the least
number of motives or needs I could put that would justify
all this crap in my house? There should be some reason for
everything in my house, what's the reason?" So, it's
really altered my perception at that level.
What exactly are the motives or need mechanisms in the game?
How did you decide which need mechanisms were important?
We
have eight needs: hunger, hygiene, bladder, comfort, energy,
social, fun, and room. For every Sim, these are the bars that
are going up and down.
We
started by looking at all the objects that we wanted to have
in the game, and saying, "Okay, what's the smallest number
of needs that we could use to justify all of these?"
We
were basically working roughly from Abraham Maslow's Pyramid
of Needs. Ours is much simpler, but it's the same basic idea;
you have these base needs like hunger, and shelter, and safety.
Once you've met those base needs, then you can start working
on your higher level needs, which have to do with things like
socialization and/or family. Above that, the highest level
needs are what he calls self-actualization -- you know, self-improvement.
Basically you're not going to be worried about self-improvement
when you're about to starve to death, or a tiger is running
you down.
Are
there any actual need mechanisms in the game that we don't
get to see?
That's
a good question. Not really, although sometimes we misuse
the ones we have. Basically, the objects advertise to the
needs of the player. So, a refrigerator advertises hunger,
the toilet advertises bladder. Occasionally we'll do false
advertisements, like when the phone rings -- it's promising
things that it doesn't necessarily deliver. It's promising
things like fun and social, although until they pick up the
phone they have no idea what they're going to get. They go
answer it is because they think they might get social or fun.
So, we trick them into picking it up, and then they might
get social, they might not.
Once
a specific need is fulfilled, how do you stop the characters
from changing their behaviour every couple of seconds?
You
can view this whole process as climbing this happiness landscape.
The advertisement that an object presents to the character
can be based on the object state, character state, or the
character personality. For instance, a chessboard might advertise
more fun to a serious Sim than to a playful Sim, whereas a
pinball machine might advertise higher fun to a playful Sim.
The
amount of fun a Sim actually gets advertised to it depends
on factors such as the distance. The advertisement attenuates
with distance, so something very far away -- a pinball machine
very far away -- doesn't advertise very much fun. The objects
can also decide on how steep that attenuation is. Something
like a bed can advertise pretty highly over long distances.
Objects can also be unique to a Sim; Sims can have relationships
with particular objects based on use. So, if you have a Sim
sleep in the same bed over and over, it will start developing
a relationship with that bed -- they'll decide it's their
bed. That will be added on top of the advertisement, so their
bed will advertise much more than somebody else's bed. If
for some reason their bed is occupied, they might sleep in
somebody else's bed, but they will almost always prefer sleeping
in their own bed.
When
you look at these motives --these needs-- they're worth a
lot more to the happiness. if they're very low. If my hunger
is negative 20, I might stop at the fridge and grab a snack.
If my hunger is negative 80, I'm not going to look at any
other advertisement -- at that point the hunger is worth so
much because I know I'm about to starve to death. We have
what are known as contribution curves; each need has a unique
set of curves associated with it saying that this is how much
you really worry about hunger at these different levels. That
way if most of their needs are fairly high but one is very
low, they'll really concentrate on the low one.
These
curves also vary by character type. The adults have a different
set of curves than the children. The children tend to value
fun more, on the high side, than adults do. So, their curve
for fun keeps going up, whereas adults, once their curve gets
above 50, it gets a little bit more level.
Generally,
the first question we're asking is "what prevents them
from being stranded on a local maxima?" I have a need,
I go to meet that need; the reason that I'm not stuck on the
local maxima anymore is because in every case what happens
is that I go to the fridge because I'm hungry, I open the
fridge, I eat a snack, and all of a sudden I'm less hungry.
When my hunger level drops, then the peak I'm standing on
collapses, at which point I'm now on some other slope. Then
my next behaviour will be driven to whatever the next outcome
most likely to increase my happiness. Basically, they're looking
at all the activities that they could do at any given time,
and they say, "Which one of these activities is going
to increase my happiness the most?" It's a fairly complex
algorithm to determine that, but it's based on what their
current needs are, their current state, all the objects around
them, and all the people around them. This is exactly the
way the people relate to each other also -- the people are
actually advertising to each other; social usually.
Do
you find that this type of AI is far more complicated than
the usual game AI?
Not
really. In some sense it's quite a bit simpler because if
you took more of a standard procedural approach to this, the
tuning of it would be almost impossible. Also, it would be
very difficult to expand it. The tack we took here was that
the Sims will have very little information about the environment
and objects around them. There's this standardized kind of
negotiation, and that's what I've just described to you, these
advertisements, it's about all they know about an object.
When they actually decide to do an interaction, like go get
a snack, they actually start running code in the object. So
they would say, "Okay, I like this one advertisement
the most, so I'm going to do that one." At which point,
you could almost do this like a program counter, and then
the program counter is actually jumping to start executing
code within the fridge. The first thing that code says is,
"Walk to me, stand in front and face me, then run this
animation, play these sound effects, do whatever." This
way, we can add new code, new levels to the simulation, even
new simulation layers, just by dropping in new objects into
the environment, and they automatically know how to deal with
them. To get that level of expandability in a more procedurally
based system, I think would have been God awfully hard.
In
terms of videogames, do you think that players really have
a right to privacy? They are installing someone else's software
in their system after all.
I
think everybody has a right to privacy -- to some degree.
There are a lot of things that you could do in a videogame
in terms of tracking your habits or things that might even
extend outside the game. I don't think that this is anything
in particular to games; I think that its probably more of
an issue with websites.
I
think that people do have a right to privacy, but on the other
hand if you want to play a multiplayer game, the server's
going to have to know your IP. If you walk up to a public
place and do something, I don't think that you can expect
privacy because you're in this format, this forum, you're
in a public space. Certain online activities are more like
being in a public space, where purely for technical reasons
you can't expect total privacy.
Are
there effective ways to combat computer piracy?
Probably
one of the best things that you can do is give the registered
users a lot more value for their money. So that if you register
the game you get more than a pirate would get. This is something
that we tried to do on The Sims with the downloads.
If you bought the game, then you can come to our website and
register, and put in your name, and your password, and all
that. We keep track of how many registrations there are per
real copy, so we know for every serial number of the game
how many people have tried to register under that serial number.
We provide a lot of add-ons -- these are objects you can download
to the game such as new skins.
At
some point it really becomes about community management. If
you're doing a good job supporting the community, then the
community actually helps you actively fight the pirates. One
of our guys, Andrew, ran one of our websites. I think it was
SimEden. He organized an anti-piracy campaign after The
Sims came out where he was going around, surfing the web,
reporting the warez sites, and trying to find cracked copies
just to report them. He got a lot of other webmasters to help
him do this; this was with no encouragement from us whatsoever.
We
had been actively dealing with these webmasters for about
a year before the game shipped. We actually started this thing
where we got the 20 best SimCity webmasters, we asked if they
wanted to be on this mailing list, and most of them said yes.
Every week we would send an email to this mailgroup telling
them what we were doing that week on the game, and features
we were thinking about adding or cutting, and they would write
back and give their opinions of it. We got them very actively
involved before the game was finished, you know, while we
were still working on the game pretty heavily. At the same
time, they were building websites around the game very early
on. Eventually we started releasing tools for custom content
that they started using, again, many months before the game
shipped.
Basically,
we got those people very involved. They had as much investment
in it as we did because we were sitting here spending all
this time building the game, but they were spending all their
time out there building these websites and custom content
to the game. When the game came out, when there was piracy,
they felt like they were being pirated, not just us. They
were kind of like part of the development group. So by building
that into the community, I think we ended up with this very
strong community. A lot of times people would come onto our
bulletin boards after the game shipped, asking, "Who's
got a serial number I could use?" They would just get
blasted by the real fans out there.
How
important is the online community?
Oh,
it's vital! Absolutely vital. The Sims is not a multiplayer
game, but the online community is probably half the experience
of The Sims because we designed it around this heavy
customization, storytelling tools, and all these things. So,
really one of the most entertaining parts about The Sims
is sharing what you've done. Either you've created these cools
things, or this interesting family, or you've built a really
neat house, or you've told a neat story and put it on The
Sims website. A lot of people play the game, and for a while
they really get into it, they enjoy it, but at some point
they flip over into this community mode where they start talking
to other people about strategies or they start creating stuff
and putting it on the website. Other people download that
and create something even more out of it.
Really,
something like The Sims is much more like a hobby,
like a train set, than it is like a movie. Most games are
built under this movie metaphor, whereas The Sims is
really under this hobby metaphor. It's really a shared experience,
but each person can take their particular slant on it. If
you look at people that are seriously into train sets, a lot
of them are just into the train or the way the mountains are
sculpted. Other people are into the switching logic or the
little village. Yet, they all come together around this one
activity, and they have different talents too. This is the
type of thing where my talent can really leverage off your
talent; if you're really good at making mountains and stuff,
and I'm good at laying out the tracks, then we can work together
make something better than either one of us could on our own.
You see this a lot on our website where people upload these
stories, and there are very good writers, and some of the
stories are very interesting. A lot of times they're made
out of a lot of custom content that other users made and put
on their websites. It's kind of the users downloading the
other users' stuff, and combining it in other ways to make
new things.
Is
this why you constantly put upgrades on the website?
The
primary thing that sells games is word of mouth. Basically,
the longer somebody is playing a game, the longer they'll
be talking about a game, the longer they'll be showing it
to their friends and family, the longer somebody might just
trip over them playing the game and say, "What's that?"
Anything that we can do to increase the amount of time people
spend playing the games will, I think, increase sales.
I
was actually doing some simulations for the hell of it --
some epidemiological simulations. It's kind of interesting,
if you take a virus and you just double the period of time
that it's contagious
rather than you being contagious
for one week, you're contagious for two weeks, its spread
into the eventual population is totally non-linear. So, in
fact the eventual spread of the virus could end up hitting
five times more of the population than if it were half as
contagious. There's a tremendous leverage that you've got
there. I think that games are somewhat like that, where if
I play a game for one week, I'm going to spread it to so many
friends; if I play it for two weeks, I'm going to spread it
to a few more. That means that each of those people is going
to spread it to a few more, and a few more, and so it's compound.
I
think that it's one of the best things that you can do, especially
if you're doing a game that is targeted towards a more casual
group. With The Sims, I think a lot of our players
were first time computer gamers. If you think back about it,
you know, how excited you were when you first started playing
computer games, and imagine someone experiencing that for
the first time -- they're probably going to be much more vocal
about what they're doing. They're going to be much more excited
about, "Wow! Look at this game! I never thought I'd play
a game before! I've got this game that's really cool because
you can do x, y, and z." So, they're just going to talk
about it more. That's another degree of compound leverage.
What
is it about The Sims that appeals to the first time
and casual players?
Probably
a lot of things. The most obvious thing is that it's about
an environment that they understand. It's not about magic,
or purple dragons, or esoteric military hardware, or some
hardcore sports thing; just about anybody can relate to this.
Secondly, we designed this thing to be very projectable: it's
really easy to project yourself into the game. There are a
lot of things that we leave unstated, or that we deal with
a fairly abstract manner, such as the way that the Sims speak
or the way they look. You can't actually see their faces that
clearly, which makes it pretty easy to grab one that looks
relatively like you, and then imagine it's you. Whereas if
you could zoom in very close, you could clearly see that it
wasn't you, and it would be hard to maintain that illusion.
I
think these things add up to somebody being able to project
themselves into the game very heavily. They can imagine themselves
being there, and it's also a situation that they can imagine.
They can put their house, their life, their family into the
game. Because of that, it drives a lot more empathy with the
characters and the situations. Also, it's a familiar environment,
but yet they can be very creative with it. They play with
the game for a while, but later they shift into more of a
director mode, or a storyteller mode. At first, I think that
people are just kind of reacting to the simulation, and trying
to make money or get a job or whatever. After they get a little
more familiar with the game, then they shift more into a storytelling
mode: "Oh, I'm going to see if I can do Gilligan's Island,
or I'm going to do Mary Tyler Moore living next to the Bunkers."
I think to a lot people it feels kind of like interactive
television.
What
sorts of skills do your games develop in your players?
The
one thing that all the Sim games really emphasize more than
anything else is the shape of chaos. You can have what seems
like a fairly simple system, but even a few simple things
interacting can lead to wildly unpredictable behaviour. Sometimes,
it just takes one little nudge in a different direction to
make the whole system flip states. In SimCity for instance,
there's kind of an old saying in urban planning that roads
don't solve traffic, they breed it. That's due to strange,
chaotic nature of ways that cities develop that doesn't seem
apparent at first, but when you start playing the game, you
start getting a sense of how a lot of these issues just aren't
as simple as they seem.
Life
is similar in another way. Every day is different, but it's
the same in certain regards. But just one phone call, or one
little thing changes, and all of a sudden the course of your
day can change dramatically. We tried to push that to extremes
in The Sims; we didn't want every day to be the same,
so we always had little things that nudged the system out
of it's current state.
Where
did the idea for The Sims originate?
The
original inspiration for the game was on the architectural
side: it was inspired by the work of Christopher Alexander
who wrote several books on architecture. Probably his most
well known one was called The Pattern Language. He's an interesting
guy because he was fed up with the way architecture was being
practiced, which was more about form, and colour, and art.
He was trying to return back to the roots of architecture,
which is how environmental design can change our behavior
-- behavioral based architecture as opposed to aesthetic based
architecture.
I
was really interested in how a game could possible show how
the design of something could impact the way people behave
and live within it. I think that's a deeper lesson that I
would hope that a lot of people take away from The Sims.
Even so, it's not necessarily that a building that would work
well in The Sims would work well in real life, but
just the fact that there is a real link there between behavior
and environment.
One
of the biggest things that I wanted to show was how, basically,
the real resource everybody has in life is time. You can convert
time to a lot of other things -- you can convert it into money,
objects, and friends -- but how you choose to spend your time
is how you're playing the game of life. That's the one thing
that you don't get more of, really. So, time management was
a big thing I wanted to at least make people more aware of.
It's not so much preaching, "Here's how you should spend
your time." It's just interesting when you sit back and
think about how you choose to spend every minute of your day.