GO: The Sims 3 is the first main Sims game not to include series creator Will Wright on the design team. Did that complicate the transition process?
BB: Since I've been working at EA, Will was focused on Spore, so there really wasn't a transition period, though I will say that because we still have a lot of the people who worked on The Sims and The Sims 2, we've retained a strong sense of the values that made The Sims such an interesting game. Celebration of player creativity, open-ended goals, you know, very limited punishment for failure. In fact failure is funny in The Sims 3. A lot of the same sensibilities were carried forward by virtue of the fact that the same creators who worked on The Sims and The Sims 2 were the designers and lead engineers on this project.
GO: You say that "failure is funny," which makes me think of Fable 2, where failure was off the table, and Lionhead used dramatic cues instead of making you go stand in the penalty box. Can you talk about how that works in The Sims 3?
BB: I think it's even more extreme than Fable 2. In The Sims 3, in fact in all The Sims games, I'd say because your identity, you as a player are outside of the game, you're not controlling the character, that when something bad happens to the characters, first of all you're an observer. It's kind of like it didn't really happen to you, it happened to them, and you probably made it happen to them. The game isn't particularly punishing.
Say something bad happens to the characters, like their house gets set on fire. They foolishly freak out, stand around, point at it, scream, shout, and just kind of make a big scene out of it. So in a way it kind of becomes funny that they were cooking at they set their kitchen on fire. And if you want to, you can create a Sim who's clumsy and more likely to cause accidents and experience them, so you get to see some of those humorous moments.
So it's funny because of the way characters move, the way they react to bad things that happen. When they're new to working out and they're running on the treadmill and they trip and fall, they're very funny, goofy characters to watch. Nothing terrible is going to happen to them, but more importantly, you probably have a bunch of other Sims in the household, so it's not like if you want to lock one of your Sims in a room and wait until they pass away, it's not like the game's over. You can keep playing. The town is alive. You could switch to another family, see what it's like to play from a different perspective in the same town. And in fact you actually maybe just made your game a little more interesting.
GO: A lot's changed about the market since The Sims 2 came out back in June 2005. Nintendo's Wii, the success of the DS, the rise of online sales and downloadable content, micro-transactions, and the PCGA thinks PC gaming's bigger than ever. Any of that inform your design choices this time around?
BB: I think that The Sims on PC is really well set up for the landscape that is the background for our business. Because the game is about creativity it really encourages people to share things that they've made with the game. And in the past, we've made it really easy to share things like, take your household and the family that lives in it and upload it to an online exchange so other players can download it.
We've already created this design that encourages you to share. We've created a setting in the form of The Sims Exchange where you can share things. In a way we're already there, we're pioneering all these changes in the business, where players are connecting to other players and expanding their experience through those connections.
With The Sims 3, we just wanted to make it easier and more natural, and to open it up to more people who play the game. With that in mind, there were a couple of things we did.
First of all, from TheSims2.com you can get to something called The Sims Exchange. TheSims2.com gets over five million unique visits a month, and most of the people coming to TheSims2.com are there to share content from their game, or to download content from other people. The Sims 2 was made so that it would be easy to modify things within the game, to create custom looks for chairs and characters and so on. We felt that was really cool, that it drove continued interest in the game and its enjoyment well past the purchase point. We wanted to make it so that every player could contribute interesting things, interesting unique content to that exchange, so we created a feature called Create a Style, where you can basically change the look of just about anything in the game.
You've got clothing on the characters if you decide that you don't like the pattern or the material on it, or the colors that are influencing the pattern, you can change that. If you want the patterns on their clothing to match their car, you can apply it to their car and their furniture and their toaster. Anything in their life can be customized in this really fundamental way. So you have a game where the average player, who may not have much artistic background, is customizing the world to look like their favorite football team, or creating some holiday theme. And you can just press a button and upload it to TheSims3.com and then other players can bring those things into their world, so it becomes really easy for players to become content creators with The Sims 3.
GO: The Sims Online shut down last August without transitioning to a new version. Do you think The Sims series works better offline, or like Will Wright said of Spore, that it's a "massively single-player" game?
BB: I think The Sims is massively shareable, where your game is your diary, or it's your painting. It's your private thing you're working on. Maybe you're doing something that you don't want anyone to know about, but then one day you create something. You create a cool family that looks like it'd be interesting for your friends, and you upload it online. All of a sudden you're able to contribute to that giant body of online content. Hopefully it should be as seamless and thoughtless as possible. It should feel really natural just to pass that stuff along.
But I do think that with The Sims, because you're creating something that is really a reflection of who you are, people don't necessarily want to share that experience. They might want to wait and share a piece of it, share it at the right moment when they've created something that they feel really good about.
GO: The privacy question really resonates, especially given what Raph Koster said a couple years ago about single-player games being doomed. He meant it much more subtle, of course, but the implication was that all these introverts were about to get dragged kicking and screaming online.
BB: It's a different cadence, and you know, there's so many gray areas when you're talking about online experiences. You talk about Facebook and it's the same way. You know, you don't change it until you want to. It's there for you to work with and play, and when you're ready to upload and share you can do that.
I just feel like there's this huge continuum of experiences now that can be classified as entertainment that range from chatting online to playing Fable 2, and what's kind of happening now is that the capabilities of one experience are getting spread across to the other and it's creating all kinds of new opportunities for people to connect and enjoy their games and share their games and expand their games. But it gets really confusing to talk about, because things are changing and it's not, one thing is not exactly like another in this new landscape.
GO: Thanks Ben.
Stay tuned for my review of The Sims 3 next Monday, check out our sneak peek at the game back in March, and if you like, you can monitor EA's The Sims 3 Twitter, Facebook, MySpace, and YouTube feeds, or bookmark EA's E3 Press Conference and watch it live on June 1 at 2pm PT for, per EA, "a [The Sims 3] trailer at the start of the press conference that no one's ever seen."
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