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![]() By September of 2001, the Sims team inside of Maxis had worked past many design hurdles. In fact, the design progressed faster than usual because the online game took the core technology used in The Sims and added online functionality to it. "At first, we really just took the original Sims code and connected it where necessary to let Will and Chris test out their design ideas," explains development director Eric Todd. The advantage to this methodology was a chance for the team to see the game up and running at an early date. But there was also a disadvantage: The engineering team was modifying the code in an ad hoc fashion. "We were working off game technology that had been written over five to seven years ago for the original Sims," says Todd. "It was never designed to be used online." And now, the team was beginning to pay the price.
The bottleneck wasn't in the design. The problem was the engineering and the architecture. "The code was like a big bowl of spaghetti that was all tangled up," Barthelet explains. "I looked at the way this game was going and said, 'Listen, we have to stop this right away. We have to cut all the code apart and figure out how to connect all the parts of the game again.'" While everyone on the team realized that the core game technology wasn't stable, Barthelet's insistence on completely reengineering the game's infrastructure was a devastating decision. "It was a difficult decision to make," he admits. "I had to look people in the eyes and say, 'Listen, we're going to stop development and begin a process called refactoring.'"
On September 20, 2001, the refactoring of The Sims Online began. While the design for the game built by Wright and Trottier would survive the technical retrofit, the underlying guts of the game had to be completely reorganized. And with the game due to ship in 2002, Barthelet knew the 50-person engineering team had only a matter of months to get the game in fighting shape. Therefore, a milestone was set: The first phase of refactoring needed to be done by Thanksgiving. "And I have to tell you, most of the time refactoring doesn't work," Barthelet warns. The odds weren't in the team's favor.
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