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5 aug 2004 - 23:30

Lucy Bradshaw explains what the development team has been working on, and she also gives us an introduction to some of the unique families that will ship with the game.

Go To GameSpot.com


The Sims 2 Designer Diary #9

As The Sims 2 nears completion, Maxis' Lucy Bradshaw tells us about some of the new families that will ship with the highly anticipated sequel.

As the September release date for The Sims 2 nears, the developers at Maxis are busy putting the finishing touches on what is undoubtedly one of the biggest game releases of the year. In The Sims 2, you'll once again have the opportunity to create your own sims, or virtual people, and manipulate their lives. However, the gameplay has been deepened, so you will also have to take into account your sims' desires and fears. Sims will want riches, fame, family, and more, and it'll be up to you to decide whether or not to give it to them. Your sims will also marry, have children, grow old, and eventually die, but you can still carry on playing the game with their children. In this edition of our designer diaries, Maxis vice president Lucy Bradshaw explains what the development team has been working on, and she also gives us an introduction to some of the unique families that will ship with the game.

The Sims 2Crunch Time

By Lucy Bradshaw
VP PC development

Here we are at the final phase of development on The Sims 2. Just to give you a sense of what things are like around the office these days, let me paint the picture. It is Tuesday at 1:30am. I just had a meeting with about six members of the team to review how we are tuning the popularity aspiration in the game. Yup, we are in crunch mode. We have a wall here at the office called the "Sticky Wall"--basically a huge wall with a high-level snapshot of the schedule reflecting the last four months of the project (the entire project would take a much bigger wall), completely covered with Post-it Notes. Each Post-it Note represents a specific high-level task that we need to complete. It is a very tall and very long wall. Each time we complete one of the tasks, we stamp a big "DONE" stamp on its Post-it Note. Well, I am very happy to say that we are awash with "DONE"-stamped Post-its!!!! Ah, but we are not done yet...

We are at that point where we are hammering away at bugs and tuning, tuning, tuning. Truth be told, it is a blast. It's like rounding that final curve and all of your adrenaline is pumping. Each day the gameplay gets tighter as we tune. We're also getting a lot of quality time with our teammates; this is a time we like to call "crunch time." One thing that keeps us laughing as we work is our group of favorite bugs. (Oops, that is a sneak preview of what I'll be writing about next month!)

Another thing we go into overdrive on, at this point, is getting play feedback. Throughout the course of development, we pull together play groups and what we call "Kleenex- testing" groups. (Kleenex tests are where we have first-time users play the game. The deal is, once we have "used" this player, that's it. We can't get first impressions again, so they are used up). We check on how well the user interface is delivering and if players are getting the key concepts of the gameplay. One thing that came clear through these tests is that The Sims 2 is an enormous game. It occurred to us, in such an open-ended game, it might be cool if we expose some of the possibilities in store for your sims by setting the stage, so to speak. So we've been having some fun with our own game.

The Sims 2When you enter The Sims 2, you can either choose from one of three neighborhoods that will ship with the game or you can create your own. You can create your own family in any of the shipping neighborhoods, or you can play as one of the existing families that we have created, just to get a sense of what can happen. Each family is very unique. One neighborhood that I like is Strangetown--this is where we decided to put all of our very "out there" sims. And the really fun thing is that you can set up relationships across families. Sims are more aware of their relationships than ever before, so the goings-on in the 'hood can get pretty funny.

Welcome to Strangetown
Without further delay, here's a sneak preview of a few of the families of Strangetown: the Curious brothers, the Smiths, and the Grunts.

The Sims 2The Curious brothers live in the coolest house in town; it's located near the satellite dishes, and it's a modern home with cantilevered decks. The three Curious brothers, Lazlo, Pascal, and Vidcund, are all knowledge sims, which may have been influenced by the fact that their dad was abducted by aliens and never returned (check out their family tree). Aliens play a big part in their lives. Always wanting to catch sight of a UFO, they invested early in a telescope, which they have stationed at the tip-top of their highest deck. Play this house and you'll have a real challenge in store very quickly. Raising sim kids--from babies through those awkward teenage years--is one of the new challenges in The Sims 2. But raising two little alien half-breeds--who would have thought of that? We did! One of the funniest moments is watching Pascal and Vidcund waddle about and eat like maniacs.

The Smith Family has a nice little Cape Cod house with a well-manicured lawn and white picket fence--the picture of suburban normalcy. Take a closer look. The dad's name is Pollination Technical #9. What is that? Take a look at his profile; despite the Hawaiian shirt, it looks like he's going to have an interesting time passing himself off as the typical suburban patriarch. But he just loves his lawn and can't get enough of barbequing. After a long and fruitful career of abducting hapless sims, he decided Earth was a pretty good place to settle down. Now he's just trying to fit in. Those unfortunate genetic traits have been passed down to his son, Johnny, who's trying to make it as a popularity sim, but it's a tough road to haul with his green skin.

The Sims 2The Grunts live in a barracks-style house at 51 Road to Nowhere. General Grunt runs a very tight military household; a true domesticated boot camp, complete with one of the new career reward objects, the obstacle course. He can be found drilling his three sons, Tank, Ripp, and Buck, in the art of boot camp basics. They are not all that thrilled. Tank is a bit on the immature side, and will take any chance he can to pick a fight, give a noogie to his little brother, and just be outrageously annoying. Ripp, the lazy one, wants to chat on the computer, and little Buck is happy just swinging on the swing set. The general is a bit suspicious of the Smiths. He just can't stand the sight of them. But PT9 is so oblivious; he thinks the Grunts are a nice, typical Earth family.

The sparks fly in this neighborhood with all of the alien abductions, the other neighbors butting in, and lots of interesting family connections. Like I said, you can move your own family in and make Strangetown your own, or play one of ours for a bit. You'll have fun with the extreme situations your sims can get into.

5 aug 2004 - 23:20

Pools, alien babies, thieves and more happenings from Strangetown. Check out the latest selection of screenshots.

Go To GameSpot.com

5 aug 2004 - 23:10

Electronic Arts will be conducting focus groups that will discuss The Sims video games on the evening of Thursday, August 19, in Encino, California.

Find Out More


We Need Your Opinion About The Sims!

Electronic Arts will be conducting focus groups that will discuss The Sims video games on the evening of Thursday, August 19, in Encino, California. If you own The Sims Bustin' Out and/or The Sims Get A Life and are interested in participating, we invite you to come to our facility for a two-hour group to talk about your experiences with The Sims.

If you qualify, the discussion will last approximately two hours and participants will be paid $75.

We have hired an independent research company, Adept Research, to conduct these discussions. If you would like more information or would like to participate in the focus group, please call (818) 905-9666 and ask for Alex at Ext. 433.

IF YOU WOULD LIKE TO RESPOND, please call (818) 905-9666 and ask for Alex at Ext. 433.
Thanks,

Electronic Arts

5 aug 2004 - 23:00

1_and_1_is_2 Interviews thesiddog about his most well known album, Wasteland. Today we feature his album as a Maxis Pick.

31 jul 2004 - 23:20
The Sims 2 The Sims 2

Johnny Smith's life aspiration is popularity, but he is faced with one of his fears when rejected by his heartthrob Ophelia. See if Johnny Smith is able to overcome his fear and unlock love- so long as his desire to play videogames doesn't get in the way. Will Johnny ultimately get what he wants?

31 jul 2004 - 23:10
De Sims 2

Nieuwe screenshot van de officiële Deense site.

31 jul 2004 - 23:00

Hi Everyone!

This week, rather than extol another of the fun new features in The Sims 2 (which I could do at length!), I wanted to discuss the topic of integrity of custom content creations. Our goal, upon kicking off The Sims 2, was to further integrate the accessibility and ease of use of custom content so that it positively impacts more players of The Sims 2 than we were able to reach in the original The Sims. We are very keen on keeping The Sims and The Sims 2 community as vibrant as it can possibly be. We have, however, heard your concerns about how to better promote strong ethical standards within the community and to help the creators maintain their identity in connection with the assets they create. We've also taken in some really good feedback about The Sims 2 Body Shop that we have been able to act on to make it more usable as well. So, based on some of your direct feedback as well as via the forums you host on your sites, I wanted to give you some insights into steps we are taking to address some of your concerns.

Here's some of the features that we plan for the full Exchange site which ties with our launch date...

  1. The shipping version of The Sims 2 Body Shop will support longer tool tips and we'll expose that information on The Sims 2 website. The tool tip character limit will be 40 characters (instead of the current 16 character limit) and will be associated with the custom part. It can include URLs that will appear as hot links on the website. So a player browsing the site could click on your tool tip and open a window to your website to see more. We hope that this addresses creator credit as well as leveraging the Exchange as a means to bring traffic to the community sites as well.
  2. We will indicate the parts of a Sim that are original to that uploaded Sim. For instance, if you create new eye shadow for your Sim and are the first to upload it to TheSims2.com, that new eye shadow will be acknowledged as the original eye shadow. Many of the complaints have been about users who just pull down a Sim and re-upload it as their own, so this should automatically credit the original part's creator, as long as the part is not modified.
  3. The creator's user name will appear next to any customized parts of the Sim. Please see the attached mock-up of a Sim detail page to get a basic idea of how this might look.
  4. We are also planning on offering the ability to upload screenshots which will allow the creator's to highlight their creations better. This may not be ready at launch, but is a planned feature that should roll out shortly after launch.

And some specific enhancements to The Sims 2 Body Shop...

We've added a "free camera" mode to The Body Shop which allows skinners to view their Sims from every angle and at every level of detail. This new functionality, combined with functions like the "bind pose" F6 key, or the F7/F8 zoom keys (all of which are already available in the current version of The Body Shop) makes The Body Shop the powerful customization tool that you, the user community, demanded it be. Also, just in case you've managed get tired of it, you'll be able to drop in your own images and replace The Body Shop backdrop with any picture you'd like.

Check out these links to some fun new screens and the details page mentioned above...

The Sims 2 The Sims 2 The Sims 2 The Sims 2

Thanks for all of your feedback...keep it coming! Have a great weekend.

Lucy B

P.S. Thanks for all of your submissions in the Create A Lucy, Tim or Jonathan challenge. We'll be sharing the highlights with you next week.

29 jul 2004 - 23:30

Winners from his contest are reposted in the categories of Best Writer, Best Male/Female Character, Best Heros / Villains and more!

See Winners On The BBS!

29 jul 2004 - 23:20

Claire Curtin, one of our super-talented Game Designers, and Robi Kauker, our Audio Lead shed a little light on your favorite language, Simlish.

Hear Some Simlish!


A Quick Bit Of Simlish History

A certain species of geek may be quick to point out that Klingon is the fastest growing new language on the planet, but those of us involved in the making or playing of The Sims games know what the real score is – Simlish is enjoyed everyday by hundreds of thousands, if not millions of people! Will Wright knew how to keep the bar low on getting people fluent in the language of The Sims – give it emotion! Even though the language may lack formal structure, that doesn’t mean that recording all the vocal parts of the game was a slapdash, haphazard affair. No way! In fact, a tremendous amount of care and planning was required to get your Sims spouting the language we all know (sorta) and love. Here to shed a little light on the process is Claire Curtin, one of our super-talented Game Designers, and Robi Kauker, our Audio Lead. Take it away, Claire & Robi:

Claire Curtin Robi Kauker

With all the new updates and gameplay options in The Sims 2, there are several features that players of the original The Sims will recognize. One of the cornerstones of the Sims identity is the gibberish language we call Simlish. This time Simlish is back, with new voices representing each of the age ranges. We’ve included a few samples to give you a sneak preview.

A quick bit of Simlish history: when The Sims was originally designed Will Wright wanted the language the Sims spoke to be unrecognizable but full of emotion. That way, every player could construct their own story without being confined to a Maxis-written script (to say nothing of the mind-numbing repetition). We experimented with fractured Ukrainian (one of the original The Sims designers was a native speaker), and the Tagalog language of The Philippines. Will even suggested that perhaps we base the sound on Navajo, inspired by the code talkers of WWII. None of those languages allowed us the sound we were looking for – so we opted for complete improvisation, originated and performed by some SF Bay Area professional actors whose specialty was improv; Stephen Kearin and Gerri Lawlor.

So now it is five years since Simlish was born, and the tradition is carried on by an additional nine actors performing all the age range voices: baby, toddler, child, teen, adult and elder. The auditions were held January through May 2003 with over 100 actors from SF and LA trying out. We selected a highly talented cast and quickly got them to work recording many full 8 hour days, recording voice to over a hundred animations a day, resulting in thousands of takes a day.

With such a huge amount of voice data -- 40,620 samples at the moment -- our pre- and post- production processes have been streamlined to get the voice into the game so it can be listened to, assessed and either re-recorded (in rare cases) or hacked (constructed out of similar-sounding files) . Currently there are at least six Maxoids dedicated to getting the sound effects and voice in the game.

And even though I said Simlish is not a language per se, there are some common words that we directed all the actors to perform. If you listen closely, you’ll hear a word that means baby (nooboo), another for pizza (chumcha), and another phrase said during the Dirty Joke interaction that isn’t exactly defined, but just seemed to fit. That one was invented by Liz Mamorsky, our elder female voice.

Check out these samples!

Maishuno!
(You’ll see what that means when he game comes out on Sept 17th)

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