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SimGaming.net - Interviews -

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Interviews: Sean Baity

[Jason] For how long have you been working at Maxis?

[SMB] I have been at Maxis for a little over a year now, but previously I worked at Electronic Arts for three years as a game tester.

[Jason] What do you get to do at Maxis?

[SMB] Well I don't program, I don't market games, I don't make strategic sales plans, I don't keep all the computers running, I don't hire all the employees, I don't create the data pathways, I don't manage or create the websites and I don't make art or sound but I do everything else. Ha ha ha just kidding. Some days it feels that way though. My official title is Assistant Producer. Along with Roxy Wolosenko, I wrote most of the text in The Sims and Livin' Large and am responsible for sound production. That means I figure out what sounds and music is needed, how long it needs to be, and how many variations there should be, but I also have to leave room for creative improvisation from the sound programmers and musicians. I also answer a lot of email from the web site and try and get into the chat room and on the BBS to answer questions and help people. But in between all that there are a gazillion little things I have to all the time. Like test downloadable objects, put together readme's and FAQ's and of course, lots and lots of game testing.

[Jason] What do you like most about working at Maxis?

[SMB] Well aside from the obvious, getting to work on cool video games, I would have to say the thing I like the most are the people I get to work with...the environment. It is as close to pure games research and development as I have experienced. Everyone is a perfectionist and everyone loves their work. People are thrilled to be working here. Plus the people running the show have been in the business for years and really know what they are doing. That gives the creative teams a lot of confidence and let's us concentrate on making killer games. Plus I like that fact that 30%-40% of my coworkers are female. And NO it's not just because I like girls...it's because it is more representative of the population as a whole. Another thing is the freak factor. While I would not say we are encouraged to be lunatics...it is expected, appreciated and accepted that some of us are lunatics. Lunatics are fun...if sometimes...difficult to work with. And I still really enjoy testing the games.

[Jason] How much are you involved with the production of Livin' Large?

[SMB] Well are basically three producers on it: Melissa Bachman-Wood, Chris Baena and myself, along with Chris Trottier and Will Wright as designers. I got to write all the text and design the look of many of the new objects. Plus I was the main contact and leader of the testing effort. So I was quite involved. But it was huge team effort as usual. I was very excited to help make Livin Large...it's crazy!!!

[Jason] In Livin' Large, is the gameplay essentially the same as in The Sims?

[SMB] Heh heh heh...you could say that.....we did not modify how the motives decay or how mood is improved or how the finances work. It is essentially the same game. However, there are certain new objects that will DRAMATICALLY alter reality for your Sims. I don't want to give it all away, but people who have been torturing their Sims may find they get a visit from an unwanted guest this time around. By the same token, players that have been taking care of and tending happy Sims will have some uh ..*looks over shoulder* some uh...new "interactions" available on the bed we included.

[Jason] How will player-created characters be able to interact with Non-Player Characters?

[SMB] There are several new NPC's in Livin' Large: the Tragic Clown, the Genie, the Grim Reaper, the Madame Blahbatfry crystal ball, the Aliens and the robot Servo. I'm not giving anything away besides their names!!! But you can interact with them.

[Jason] Do you plan to have a "skin" exchange on TheSims.com where users can exchange skins?

[SMB] We originally wanted to do this but after the release of our SimShow tool, we saw that players were posting hundreds of skins on their own sites within weeks. In addition, we already support the Sims Exchange, and skins are uploaded along with the houses so it already operates as a sort of skins exchange now. Simply upload a custom skin in your house and anyone else will get it when they download your house! I just got some very cool science fictions skins this way today. I truly love the extents that fans go to in making their skins and floors and wallpapers. It really amazes us. Our next step will be to make the whole customizing process even easier, so that even my mom could make a skin of herself if she wanted.

[Jason] How many different neighborhoods will there be?

[SMB] There will be five neighborhoods. The first one is reserved for the neighborhood that people already have on their computers. Neighborhood two will have a few houses we made to highlight Livin' Large. 3,4 and 5 are empty, but super-gamers can read our instructions and make up to 99 neighborhoods...that's 990 houses! I hope we don't hear any complaints about a lack of lots! But seriously, this was one of the most requested features. Now if your brother or sister wants to play too, they can just switch to neighborhood number 4 instead of playing in YOUR neighborhood. In fact, unless you have 98 people in your immediate family, everyone can have their own neighborhood!

[Jason] Will families from a different neighborhood be able to interact with another neighborhood?

[SMB] Sorry but no. That is limitation of the neighborhood switching system. BUT, you can download a family off the exchange to any neighborhood you specify. So technically, you could upload your family from neighborhood one and download them to neighborhood two and have them show up there. Super-gamers can figure out how to copy families from neighborhood one to neighborhood two as well.

[Jason] What about user created objects? There's already The Sims Transmogrifier,
which allows you to change only the color, price, and description. Are there plans where users can actually make real time objects?

[SMB] Maxis would love to let people do that. Our goal is to enable the players to be the designers in the long run. Transmogrifier is just another little step on that journey. But all these tools take a long time to make, a long time to document and a long time to test. Eventually there will be a way to make and program your own objects, but this may have to wait until the next Maxis game. This is still under heavy discussion and debate. There are as many pros as there are cons.

[Jason] Ok, we just for fun, what's your favorite ice cream flavor?

[SMB] Oh why did you have to ask that? This question always makes me sound so boring. Ok, my favorite ice cream flavor is Vanilla. French Vanilla. That's right...plain old vanilla. But it has to be the right kind of vanilla. It has to have the little black specs of the ground up vanilla beans in it...not the air-injected, cheap vanilla flavored kind. There is a big difference. My favorite used to be coffee ice cream...but I haven't been able to find a good one recently...so I sort of always get vanilla. Plus you
know what? Vanilla is also extremely versatile. You can just eat it as ice cream...but what are you going to put in a root beer float? Strawberry? Yuck! You know where else it is good? Stick some vanilla ice cream on your pancakes or on crepes. That is delicious! Would you do that with mint chocolate chip? No...it would overpower the natural goodness of the crepe or pancake. Plus what about milkshakes? Bubble gum flavored? Toffee-cheery crunch? Hmm actually those sound pretty good so I guess that doesn't count. I also really LOVE chocolate ice cream. But for some reason, when I'm at the store at 3 am for my ice-cream fix, I always grab a can of Ben and Jerry's French Vanilla. Does that answer your question? Unless of course you mean
gelato ice cream. In that case I would have to go with Espresso gelato. Man...too bad we didn't have deserts in The Sims...I'll go add ice cream to our next game!! Hey thanks for the ideas!!!


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