The Sims 2 Designer Diary #3
Maxis' vice president of PC development Lucy Bradshaw and creative director Charles London discuss the many moods of the sims.
The Sims was a surprise hit when it was released in 2000. No one thought a strategy game that lets you control the lives of little computer people, also known as "sims," could possibly be as addictive or as popular as it has proven to be--except maybe the game's developer, Maxis. Now, Maxis is hard at work on the sequel, The Sims 2. The game will not only let you control your sims' lives, but it will also let you follow their development from birth to adulthood to senescence. In this edition of The Sims 2 designer diaries, Lucy Bradshaw, vice president of PC development, and Charles London, creative director, explain exactly how moods and emotions will affect the way sims live, act, and feel in the sequel.
Putting Sims in the Mood
By Lucy Bradshaw and Charles LondonVP PC Development/Creative Director
Visit GameSpot's media page for The Sims 2 and see a happy sim in motion. |
Let's face it: Mood is everything. Think about your own life. Do you remember feeling like everything in the world was an exciting adventure, even taking out the trash, just because you finally kissed that person you had a crush on forever? Have you ever been in a terrible mood because you were hungry? Or so tired that everything around you seems drab and irritating? Moods color all of our perceptions. It's the thing that makes us unique as a species.
Bringing that same dimension to The Sims 2 is the goal of the design team. Before The Sims 2, mood was just a bar on an interface. It was hard to tell, just by looking at a sim, what mood he or she was in. A sim could get slapped or kissed and walk away as if nothing had happened. That's not an accurate illustration of mood. Mood is indicated by such things as bouncing when you're happy or sagging a little when you're sad.
But why is mood so important? Anyone who plays The Sims knows that, in their world, mood is everything. It's what determines whether your sims will go to work, chat with other sims, build skills and interests, or fall in love. Whether you're a human or a sim, your mood encompasses much more than just how thirsty you are or how much fun you've had. It's a reflection of your personality, memories of the past, and hopes and dreams for the future. We're bringing a realistic representation of all these factors to your sims in The Sims 2.
Visit GameSpot's media page for The Sims 2 and see a depressed sim in motion. |
Until now, sims have lived "in the moment." They had no real sense of context because they had no recollection of what had come before in their lives. Giving the sims memories--and the impact they have on their moods--is key to the new game. Memories are, in essence, a collection of life moments that shape how we respond to new experiences and how we view the world. And this will also be the case in The Sims 2. A sim who has accumulated a lot of happy memories is going to be in a better mood. By contrast, a sim who is carrying around a lot of emotional baggage will be in a bad mood. Players have direct control over both scenarios and can work to change them. As we design the game, we're trying to form a landscape of events that players can explore to gain insight as to what makes their sims tick. This gives sims personal histories that really matter.
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