New interview (aug 8th)

Discussion in 'The Sims 2' started by REDXIII, Aug 9, 2003.

  1. REDXIII

    REDXIII New Member

    New interview (aug 8th)

    Here's part of an article from Computer and Video Games from August 8, 2003.

    Destry Davison, associate producer on the title, tries to convince us that this is even better than the real thing...

    Okay, so what have you guys done with the sequel?
    Davison: First up, there's the face tool. This is what users will use to create the Sims that they want to have in their world. It's a customisation tool. You can create a huge variety of different types.

    In the Sims 2 you have genetics, so traits are passed on from one generation of Sims to another. So genetic factors are things like hair colour, eye colour. You can give people different hairstyles, or you can go deeper. We have different nationalities that you can blend, or you can just select an archetype Sim and not mess with it.
    But you can take it even further - maybe you don't like your model's nose, you can take that nose and change it. Or you can add more subtle changes, like the way someone's eyebrows arch. You can up them, tilt them down a little, you can lower lip thickness; you have a lot of control.

    So then you can pick a male and a female Sim, pair them together and see what their offspring will look like. You can see not only what they look like as kids, but as they grow up as teens, and as adults, and you can see the way the parents' features, skin tone etc. are reflected in the child. Plus there's some fun characters in there, some of these we've drawn up resemble Spock, Mr T, etc.

    Another thing we've done is added custom content. So other people can create characters and you can pull them in. So maybe someone's built an alien - you want to breed that alien with our demon figure, you're going to come up with some pretty strange offspring.
    So you can see there are all sorts of possibilities; you can build a Sim take on your family, Sim takes on celebrities - we might actually ship this tool early, so people can build their Sims ahead of release, so that when they get the game they're all ready to go.

    There's also going to be more customisation with what we're calling design mode, where you can select the couch that you have. Maybe you have a brown leather couch and you want a black leather one, so be it, you can change to a black leather, or maybe a corduroy. So instead of having a brand new object, you just reupholster it.
    It's a sandbox experience. We create some boundaries, but basically it's pretty much your game to play the way you want to play it.

    It seems like it's becoming so sophisticated that, in a way, it's almost disturbing. Sims get old - so presumably at some stage they're going to die. There's almost room for some kind of emotional attachment...
    Davison: Correct. That's a good reason to want to carry on your genes - when your Sims die you get their inheritants. We are talking about putting a mode in where you can turn that off, so that if you want to play it the old Sims way, you can.
    But do that and there will be a lot of the gameplay happenings that you'll miss, taking your Sims through their career and their life.

    So into the game and right off the bat you can see the new 3D engine; you have free camera, camera rotation, just a much more detailed landscape, three storeys to a house. You'll still go to downtown types of blocks to buy groceries, and other things.

    The other thing that we've introduced is the idea of life-score. Sims have different life-scores where you have Marty, say, and his brother Bernie who I really didn't pay that much attention to, so he has a low life-score, sits around a lot, not very active. Whereas Marty I paid more attention to when he was a child; I made sure he was able to walk, potty-trained him, worked him through the different life moments, so his life-score's much higher.
    So if I take Marty, he has a charm interaction 'cause he's a high life-score Sim. You can match them up with these two girls at a party who also both have high life-scores, so they're more attracted to Marty - he's kind of a player. So Marty's chatting to the girls, having a fine old time, while Bernie's over here on the couch, eating pizza.

    There's all kinds of options, obviously all kinds of things you can do - you can even sit in your bed eating potato chips, watching TV.

    Art imitating life. So when they kind of like... have sex, what is it, tastefully done?
    Davison: You know, we have to pass the ratings board because we have such a wide audience. So we can't get too steamy. Under the covers, tastefully done, that kind of thing.

    So we've seen the Sims at play there, but presumably work is also a factor?
    Davison: Yeah. The new parts are that having elders and teens, they both get jobs. So having an elder is a bonus actually, because they're bringing in a pension usually, so they can take care of house chores, watch the children, and still bring in money. There's advantages and disadvantages; it just adds that much more gameplay.

    So how long does the lifespan of a Sim go on for in a game?
    Davison: The lifespan will vary based upon age-range, and also on how you treat your Sims. We're still in the tuning stage of how long each life-span will be, so it'll take us playing it and playing it to really nail down what we think is the right amount of time.

    So you could have ancestors going back years...
    Davison: There are certain rules that we've set - we want grandparents to be able to meet their grandchildren, so there's certain things that we'll have to play with to make sure that it plays right. And motives will change too; they'll be based upon your age range. So toddlers won't have nearly as many motives as older Sims.

    So are we right in thinking you don't really control The Sims as such - you make a decision and then The Sims react accordingly?
    Davison: In a sense, but you do control them in that you guide them to do what you want them to. You can just let the game run and they will choose autonomously and do things, or you can actually take charge and direct your Sims.
    But with the life-scores, you can really tour the deviant low life-scoring Sims and live that lifestyle, or you can take the high road and be smart and arty and cultural.

    We've seen the high and low life-scores depicted in very broad strokes, but is there room to be more subtle than that?
    Davison: Sure, we bring the sandbox of tools, and it's up to you what you want to do with those tools. they'll push towards certain interactions, but it's really all about how you guide them...
     
  2. suitemichelle

    suitemichelle Gramma's here!

    Thanx, 13

    There quite a lot of info in this article that I hadn't seen before. Makes the game sound even more intriging. So to have a valid life score, no cheating? Looking forward to the new design tools.
     
  3. momerplay

    momerplay New Member

    Interesting.
     
  4. lilfaeriegirl078

    lilfaeriegirl078 New Member

    awesome, what was the site u got it from?
     
  5. simsamgrl16

    simsamgrl16 New Member

    very cool *thums up* i so cant wait for ts2 now lol
     
  6. FaeLuna

    FaeLuna The One and Only

    I'm glad it mentioned you can turn off the aging so you can play your sims like before and they won't die... I have some anxiety over how I'll feel about my sims dying of old age. :p

    Another thing I'm wondering about now is whether you can "tweak" the looks of your sim as it ages, or if you can tweak the looks of your offspring sims if, say, a nose didn't turn out looking quite right to you... in ohter words, can we sort of give facelifts to our sims while they're already created and IN the game? :D
     

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