What do you think of the middleware approach to solving
problems?
RK: Middleware is like defining your orchestra. Here are
your limits; this is what your middleware does. You picked it, now run with it.
I think that middleware solutions are absolutely necessary. You as a small
developer are never going to be able to develop a PS3 title, if you have to
write all that code, debug and fix, all of those solutions. If you're spending
your cycles doing that...we don't do that in EA. For Sims 3, I'm taking the
best of what Spore offered audio-wise, and reapplying it to Sims 3, very little
changes.
SimCity 4 took the best of what SimCity3000 had to offer.
Because it was five years old, they refactored it, made it better, made it
smarter, and added a lot of really cool stuff to it, so they could do their
game. It's a continual cycle of growth. Actually The Sims 2 took from SimCity
4. So it's a constant cycle of development. I don't reinvent the wheel; I steal
more tech from the Need for Speed team, or the ideas from Medal of Honor, or
the Harry Potter recording chain, versus the Sims recording chain. They're
different tools, but the ideas are similar to each other.
How did you take advantage of some of the technology
that Spore was using?
RK: Going back all the way to SimCity 4 -- actually going back
to SimCity 3000 -- we started working with data driven models for how sound
worked. Spore has made tremendous use of that. From their music, to their sound
effects, to the voices, to the way their creatures interact with the world.
Their data-driven model of "this is what's happening in the world that needs to
be translated into what's happening in the game" is not the interactive math
model where something happens and it triggers something. It's these ten
conditions that are happening and then these ten other conditions...
EA/Maxis' SimCity 3000
Is that an aesthetic choice or are there practical
reasons?
RK: It's practical because there's really no other way to
make it interesting. We could play a big loop, and the ambience would go [hums]
all the time. That's lovely and it works for some types of games, but for our
games that are user-developed, we have to vary the world constantly. With Spore
and The Sims, you don't know what the world looks like beforehand. You don't
know what's going to be in the world beforehand. The only thing you know is
that there is a world! That makes it different by the very nature.
Going after those models, or the constant stream of
information and tapping into it in an effective way is where Spore is, where
The Sims is. Philosophically, it's where we've been. Kent Jolly, who is down at
Spore, and I going back to our very beginning together on SimCity 3000, have
been fighting that continual execution.
Letting the world tell us what it
sounds like. We'll make bird chirps for these trees, and we'll make bird chirps
for ten different types of trees. If you drop these ten trees in, it sounds
this way. If you drop all of one type of tree in, it sounds a different way.
Time of day, water, context, beaches...
Music concepts, where things are going well for you or
things are going badly for you, have always kind of been there. It's actually
the hardest thing. Spore, I think, is the first game that starts to represent
it well.
Some great insight! This interview answers a question I have always had in reference to vst type plug-ins in game development. I come from a strong electronic music composition/engineering background and often ask why more of the audio is not coming from the game engine itself, as oppossed to pre-processed samples and loops, especially with the outstanding plug-in technology we have today. It's nice to know that at least max/msp plug-ins can be utilized.
It's also nice to hear from someone in the industry who recognizes exparamental electronic music. I prefer that to orchestrated soundtracks, or soundtracks that "sound like Danny Elfman".
Great article. He's released a CD as Critical Monkey, didn't know what to expect but the samples on the record label site are totally nuts.
http://resipiscent.com/artist/view/7
It's also nice to hear from someone in the industry who recognizes exparamental electronic music. I prefer that to orchestrated soundtracks, or soundtracks that "sound like Danny Elfman".
http://resipiscent.com/artist/view/7