The Sims 3 Facts

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10 April - Q & A (Yahoo!)

We speak to Sims 3's executive producer, Ben Bell, about the changes he has in mind for this all-time favorite game.

 

If you're a fan of EA's smash hit The Sims, you're in good company: over 98 million copies of Sims games have been sold to date, and EA isn't finished with the franchise yet. This week saw the unveiling of the next entry in the series, The Sims 3, and Yahoo! Games spoke to its executive producer, Ben Bell, about the changes he has in mind for this all-time favorite game.

Yahoo! Games: Why do you think The Sims has become such a tremendously big success?

BB: One reason is that the subject matter that we explore in The Sims is so relevant to everybody. Everybody can find something of themselves in the game, or they can make some kind of a fantasy in the game that's immediately relevant to them. There's this strong emotional connection between people and The Sims from the moment they start playing.

The other thing that makes The Sims so popular is that the game has no punishment. There's no risk of losing in the game: it's all about discovering, exploring and creativity. For any player, whether you're a hardcore gamer or casual and mainstream, the game's not going to punish you, but it's going to reward you for being creative and trying new things.

Y!: What changes are you working on for Sims 3?

BB: We're trying to deliver something that's been missing from past Sims experiences, something that changes what's possible for you as a player. The most significant change to the game is that now it has a completely seamless, living and breathing neighborhood that players can move around. It's truly alive - in past Sims games, you didn't have the sense that different lots were connected. In The Sims 3, you can move around the town and see life anywhere you look. The other Sims who live in your town are going to grow old with you. It's the most important, fundamental change that we're introducing in The Sims 3.

Y!: How big is the neighborhood going to be?

BB: It's going to be a good-sized, small town. It'll have a little downtown with shops and a park, and a bunch of different residential neighborhoods where you can live. But what's really cool, because the Sims is all about player creativity, is that we're giving the players the tools to change their town. They can replace anyone in their town with characters that they create, and change any home they like. We're also releasing our developer tools a couple of months after the game, so the community will be able to create their own towns.

Y!: Tell us about the changes you've made to the create-a-Sim feature

BB: There are two features that go hand in hand. We're completely redesigning the create-a-Sim process, so now it's possible to make a Sim who looks like anybody you can imagine. They look dramatically different from each other.

Then we have a system we call "Traits." We give you a list of dozens of personality traits - a word that you might use to describe your friends. When one is assigned to a Sim, it changes their personality and capabilities in the game. So you can make a Sim with the trait "Genius," and they'll be a really fast learner. You can make a Sim who's a "Schmoozer," and they'll have an easy time making connections in the game. A "Hopeless Romantic" is always falling in love with different people.

Y!: What about negative traits?

Traits are going to let you make the people and the place however you like. If you wanted to make Sims that are dysfunctional and make a town that's a total disaster, you can do that. "Kleptomaniac" Sims will steal from people's homes. "Inappropriate" ones will do gross things in front of other Sims. Paranoid means they don't trust anybody, and will be constantly fearful.

Not only do traits change your Sims' behavior, they change the kind of goals they get. So a Sim who's evil would have the goal of seeing the demise of their boss. If you can architect the death of their boss, you'll make that Sim really happy.

You can combine up to five traits in any way you like to create really distinctive people. Combine that with the ability to make unique appearances, and we're putting players in the position where they can literally create any person they can imagine, and guide their life through the game.

Y!: We hear you've taken away the motive bars this time. Is that true?

BB: Your Sims still have needs, but they tell you about them in very different ways, and they're less critical to the core game. We want to put you in the position where you're thinking about what you want to do with your Sims, as opposed to what you need to do.

When you're playing the game, the main piece of information about your Sim that you care about is their mood. So you have one bar that represents their total accumulated happiness. Different things in the game can influence their mood, like having a rude guest come over, or having your first kiss, or enjoying a great meal. The core needs of The Sims are still there, but we're using these "moodlets" to describe more of the details of your Sim's life, and to have those result in definite benefits for the player.

Y!: What career tracks do you have in mind?

BB: The specific careers are similar to ones we've had in The Sims 2, but the careers and skills are more character-defining. So playing a character who's aspiring to be a chef is very different to playing one who's following the military career. Depending on which career you choose, you'll have different opportunities that'll come up and give you short-term goals to perform for your career that are relevant to where your Sim is in their career. They'll give each career its own feel.

In the past Sims games, your character went off to work, and then they came home. You couldn't really influence what happened out there. Now you can get involved by fulfilling these opportunities for your Sim, and help them get ahead in their career. Those careers will lead them to be able to do things that other Sims can't - so the chef will be able to cook unique meals.

Y!: Do you have any specific online functionality planned at this point?

BB: Our online strategy focuses on the desire that fans have to share content with each other. We'll have an all-new web site that'll be the home for the new Sims Exchange, with an easier path for people to upload and download content. We have more tools in the game for people to make user-generated content, and people will be able to share more kinds of assets than ever before. That's really the heart of the online strategy - it's all about content sharing. You'll be seeing more about how that works in the coming months.

Y!: Are you planning console versions, or just PC at the moment?

BB: Right now we're just focused on making this the best game we possibly can.

Y!: And the release date?

BB: 2009. We haven't firmed up our date yet.

 

 

08 April - Q & A (1UP)

We asked 1UP community members to come up with questions for the developers of The Sims 3 after reading the cover story on the game in the April/May issue of Games for Windows: The Official Magazine. We collected the best ones and presented them to EA's Sims Studio, where executive producer Ben Bell responded in kind. EA's still keeping lots of info close to its chest -- the game's still over a year away, and a lot's still not set in stone -- but here's what he had to say.

1UP Community: One of the most annoying issues I had with the previous Sims games was getting from point A to point B -- especially when other Sims were blocking the route. Can I expect to see something like Assassin's Creed's nudging system? Have you thought up something else?

Ben Bell, Executive Producer: The Sims 3 is set in a wide open neighborhood. This means that The Sims can traverse much longer distances than ever before. If you tell your Sim to go downtown, he'll walk outside, jump in a car, get out near the destination and then walk the rest of the way. At any point, your Sims can intelligently adjust their path to deal with obstacles that might appear as they travel. The A.I. system that we built to enable this kind of intelligent path finding is significantly advanced over our previous games. We're putting a lot of polish into The Sims 3 A.I. and I think you'll be impressed by their intelligence.


SCREENS: Click the image above to check out all The Sims 3 screens.

1UP Community: I've read that we will only be able to play one family. Does that mean that we can only play one family ever or one at a time? Will we have to choose between playing offspring or parents? Will the unchosen be turned into NPCs?

BB: When you play The Sims 3, you play as one household. However, you can choose to change the household that you are playing. What's different about The Sims 3 is that when you are playing one household, the other households in your town will develop intelligently: other Sims will age, get married, have children, go to work, et cetera. This means that the world is changing around you and no game will ever feel the same. If one of the Sims in your household moves out, you can choose to follow them and control a different household, or you can continue to play the same household.

1UP Community: Will there be changes to how maintaining friendships will work? I personally believe that keeping up relationships with your family, friends, and neighbors is one of the most grueling aspects of the Sims games. Will the game be more forgiving in how fast your relationships with other Sims deteriorate over time?

BB: This is great feedback. We definitely want you to feel like you are in control of your social game, and therefore all of your relationships.


SCREENS: Click the image above to check out all The Sims 3 screens.

1UP Community: Will the pool ladder still be removable after someone gets in?

BB: There will still be plenty of ways for devious fans to play in The Sims 3 -- including removing the pool ladder! Anything can happen in this new open neighborhood environment; we can't wait to see what players come up with. [Editor's Note: During GFW's visit to see the game earlier this year, design director Matt Brown dropped this detail: "Though if you do try to drown your Sim in a pool, he can realize what you're trying to do, because it's pretty clear that you've put him in a pool and then taken away the ladder... And now he can just crawl out of the pool, which he couldn't do before."]

1UP Community: The supernatural aspects of TS1 and TS2 have always been some of my favorite game features. Will you continue adding supernatural features in The Sims 3?

BB: The supernatural aspects in The Sims games have always been fan favorites, not to mention favorites within our studio! We're creating some fun surprises new and old fans are going to love in The Sims 3. [Editor's Note: Of course, love of the supernatural isn't unanimous. "I personally absolutely hate everything supernatural in The Sims 2," laughed Sims Studio head Rod Humble during GFW's cover story visit, "but the team loves putting it in by way of mocking. So the expansion pack team now designates, 'What supernatural thing do we put in to piss off Rod?' Because I really, really hate it."

30 March - PC Gameplay Interview

Part of an interview with head Sims 3 producer Lindsay Pearson from PC Gameplay:

(Thanks to Snootysims for the translation).

Which Sims 2 elements will find their way to Sims 3?
Some elements were selected from the start because they fit into the core experience of The Sims 3. Fishing for example is one of the expansionfeatures that made it to an important skill in Sims 3.
There's also a Creativity skill, only this time it's based on the guitar instead of the piano.

The Sims is concidered an interactive soap. How will you lift this to a higher level in The Sims 3?
The seamless Nhood is a huge step forward. The player will be able to go into the Nhood and adjust all inhabitants. For example, if you want to model your Nhood to The Sopranos or Desperate Housewives, then you can adjust all inhabitants til they are just like those people. And then the game takes over and you become part of that world. So it's actually much more then a TV-series since things happen out of your control.

Will The Sims 3 contain multiple Nhoods?
No, there's only 1 Nhood, but then it's extremely large - More then 90 houses, each inhabited by a Simfamily. But you can save the Nhood into different slots so that you can create multiple storylines.
Probably later, we will make tools available so you can create your own Nhood, but at release, your stuck with just one Nhood.

Are there certain scenerios you can choose?
Well, you can choose from very diverse families which will all create a seperate storyline. If you want to play with a family that has 2 children at the start, it will be an entirely different experience then if you choose a single adolescent who's at the start of his career.

Can you tell some more about the Customization options?
With an integrated editor, you can adjust every object, from walls to furniture to fashion and hairstyles. You can create colors and patterns and then use it on all objects. If you want a sofa with zebra motif with purple stripes, then that's perfectly possible. Then you can also use that pattern on your bed or reading lamp.
Also in CAS, you have more control about the looks, clothes, hair, etc. and you can share these creations easily with other players. If you can design cars? Well you can change the colorpattern but if you want to add silly things on your car, get Spore.

Do you use Sims 2 technology?
No, we created a completely new engine with new animation and rendering technology because that was the only way to realize the lively Nhood and extensive designtools. The engine for Sims 2 was good for what it was meant for, but to implement the Sims 3 features, it was insufficient.
The biggest work was done in the last year. About system requirements, we can't give those yet ofcourse but we do want to make the game available for a very wide audience.

The visual leap between Sims 2 and Sims 3 seems smaller then between Sims 1 and 2. Does this have anything to do with the - probably demanding - Nhood element?
Partly yes. However the screenshots give a somewhat distorted image, because when you see the Sims 3 live at work, you immediately notice the high detail in the world and its characters. But yes, the Nhood element with its hundreds of inhabitants who all live out a life simultaneously, forced us to make a trade-off between speed and graphical detail. Because of this, we can't make the huge leap forward as with the Sims 2. However a leap from 2D to 3D is always hard to surpass.

Various Magazine Scans

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Games For Windows Magazine: 
 
 
UK Gamer Magazine:
 
 Micromania Magazine:
 
 
 

08 July (2007) - Richard Evans Talks Sims 3

By popular demand (well, one request), I’m writing up my notes on Richard Evans’ talk from AIIDE. Richard Evans is currently working at EA/Maxis on the Sims 3. He talked about how the work they’re doing to make each Sim unique and distinct. They’re goal is to make them more individual and more social at the same time.

They have a large pool of discrete traits. Each Sim gets a selection of about five from the pool of traits. Some traits are mutually exclusive, for example, a Sim can be modest or have a big ego. A Sim can hate TV or love TV.

They’re doing their work on the game mechanics in a 2D prototype. It’s a simple sprite world with box graphics, but the simulation it’s running is complete. Richard showed us several demos of the topics he was discussing in action. He had a Sim that hated TV and one that loved TV. It resulted in a funny setup where one Sim would turn on the TV and the other would promptly turn it off.

Besides individual traits, another big addition is that the Sims actually do long term planning. He created a Sim and gave it the workaholic trait. Then he got the Sim a job as a waiter, which is on the restaurant track. The Sim then independently went off to try to level his cooking skill. It bought a cookbook and read it, it bought ingredients and started cooking. It called his boss and invited him over because becoming friends with your boss will get you promoted.

Their second main goal is to make the Sims more socially aware. Richard previously worked at Lionhead Studios on the creature AI for Black & White. A problem in both Black & White and the Sims that Richard found was where the creature/the Sim will interrupt a social situation, for example, attending to a bodily function in the middle of a conversation. This is because they had no awareness that doing so was interrupting something.

The Sims 3 adds social situations. Some examples he gave were visiting (what to do while over at another Sims), mealtime, bedtime and dates. He showed a demo where the Sims recognized the situation and knew what was appropriate or inappropriate. For example, it’s inappropriate for a visiting Sim to watch TV, take food, or sit on the bed of the host. This actually allows for more interesting interactions where you can force you Sims to violate social norms and the other Sims will recognize this and react. It is fun to be naughty but you can only be naught if people know what’s appropriate.

Richard then talked about Garfinkel’s breaching experiments where students were instructed to purposefully break social norms.

He showed how the actions available to the Sim depend on context. At any moment there are many competing contexts scored and sorted by saliency. There is also some amount of memory of past events. If a Sim violates a social norm, they’ll later have the option to apologize for it.

In addition to the larger prototype, they make a lot of smaller standalone prototypes. If they find one of them successful, they’ll roll it into the larger prototype. He showed a couple of these prototypes. One was a diary generator which takes a given set of events and then spits out a journal of it. They had knobs to tune how formal or informal it was, and how truthful as well. It was neat, though not sure how much gameplay there is in something like that.

The talk was about a month ago now, so unfortunately I’ve forgotten some of the details of the talk. It was quite interesting and I love seeing how other companies do things. The prototype was a great tool. While it was in no way something you could give to the public to have fun with it had everything the game designers needed to figure out how to make the mechanics of social interaction work.

I’m looking forward to seeing how they continue to add to the franchise.


See the original article here: Richard Evans Talks Sims 3