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![]() By the summer of 2002, the team behind The Sims Online had worked on the game for more than two years. But now, the project had to enter its most critical phase: the play test. Unlike single-player games, which are rarely tested on consumers before their release, a massively multiplayer game has to go through months of rigorous consumer testing. The decision to do a play test is for both technical and creative reasons. Technically, the development team has to stress-test the game's servers to see if they can handle tens of thousands of simultaneous users. On the creative end, the team needs to see if the design will meet with acceptance from consumers. That last point is especially important for an online game, since consumers are expected to pay a $10 monthly subscription fee to keep playing. This is not just a game; it's a service. Therefore, consumer feedback plays an important role in shaping the final few months of development. "We didn't want the game to look like Frankenstein's monster where we sewed 23 features in at the last minute and you see the stitch marks," explains Gordon Walton.
In early September the team was finally ready to start sending out CDs to Sims players. While many Maxis employees had played the game for a few weeks to get ready for the public test, Wright knew that he was only days away from finding out what consumers really thought of the game. Would players take to the idea of entertaining each other? Would hard-core players from games like EverQuest and Dark Ages of Camelot be upset that there was nothing to kill? In many ways, the release of the final boxed version of The Sims Online would be anticlimactic. The play test would be the real test of consumer acceptance. Everything was on the line.
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