April 2002

A CHAT WITH WILL WRIGHT

GIGnews recruited Melanie Cambron, known by most in the industry as The Game Recruiting Goddess, to use her skills for the good of gamekind and recruit some of the big names in the industry to give us all valuable insight into what they do and how they do it.


In this interview, Melanie chats up Will Wright, a man The Wall Street Journal summed up as follows: "In an industry best known for blood and gore, computer-game designer Will Wright is an alternative thinker. Intellectual may be more like it." Co-founder of Maxis and the man behind SimCity and The Sims, Wright was recently inducted into the Academy of Arts and Science Hall of Fame, joining other industry luminaries such as Shigeru Miyamoto, Sid Meier, Hironobu Sakaguchi, and John Carmack. A recognized visionary, Wright has been included in Entertainment Weekly’s "It List" of the 100 most creative people in entertainment, as well as Time Digital’s "Digital 50," a listing of the most important people shaping technology today. Today, Wright is working on The Sims Online, an online version of the best-selling PC game and cultural phenomenon. The game is scheduled for release in the second half of 2002.

MC: As has been widely reported, your games are inspired by theories and ideas posed by some of the world’s great "thinkers." For example, SimCity, draws upon the urban planning theories of MIT’s Jay Forrester, TheSims embodies a philosophy based on the writings of architect Christopher W. Alexander, and SimEarth is based on the Gaia theory of atmospheric scientist James Lovelock. How does your research come about? Does the research beget the game idea or does the game idea beget the research?

WW: It usually starts with the research. I’ll find some subject that I’m reading about that fascinates me. It will pique my interest and then I’ll slowly become obsessed with it. About half of those subjects I’ll end up seriously pursuing as a game project. Some of them I’ll pursue for a while but then decide that they really don’t make sense as a game. I’ve always liked studying different things. That’s one reason why I really like doing game design. It gives me an excuse to go out and research these wildly different things for a year or two and then move onto the next thing later.

MC: What theories have you researched and contemplated for a game, but decided it just couldn’t work either from a design perspective or a marketing perspective?

WW: Some of these ideas don’t make sense to me initially but then incubate in my head for a long time. Some of the ideas I’ve worked on have actually been in the back of my mind for 5 or 6 years before I actually did anything about them. Other ones…well, I’m not sure that I’ll really give them up. One thing that I’ve always wanted to do is a tactical weather simulation and by tactical I mean really zoomed in on the intricate nature of a thundercloud, the way tornadoes form, gust fronts, etc. If you could visualize the whole thing in 3 dimensions, I think it would be a fascinating game. It’s very much an interface challenge though. I actually did some experiments for a while, pursuing this idea. How you would simulate a thunderstorm and how you would visualize the different layers inside it. That’s one of those ideas I just haven’t quite figured out yet.

MC: Speaking of Forrester, Alexander, and Lovelock? Do you know if any of them have ever played your games? I think Jay Forrester is 84 today, but he was 71 when SimCity came out. Alexander is 66 and Lovelock is at least 70. Your games are known for attracting people of all ages. Have you ever personally talked to any of them about your games?

WW: Actually, I know Lovelock and Alexander. I had lunch with Alexander last week, but I’ve never met Forrester. Generally, none of those guys are really game players. Although Lovelock was working pretty closely with us on SimEarth and so I would send him copies of the game every few weeks. His grandson would get it all working for him. They would play it together. I don’t think Alexander really plays computer games although he’s now getting interested in the computer side of things much more than he was. Forrester has done a lot of computer programming in his time. I don’t really know what his level of involvement is.

MC: With regard to The Sims, I’ve read that focus groups hated the game, and the product-selection committee at your company actually rejected it. It’s now the best-selling PC game of all time. Why, do you think, you can "see" things when, perhaps, other people might not quite get the picture?

WW: A focus group is a very difficult thing because you’re going up in front of these people and describing a concept, but not showing them the implementation. So you’re basically leaving it up to their imaginations as to how you would resolve all the design decisions. Even a designer has a hard time visualizing this internally. The same thing goes for product selection committees. If you don’t actually have something to put in front of them and show them, and you’re describing this game where you take out the trash and water the plants… Most people when they imagine that concept in their minds are not going to imagine something very compelling. So it’s the designer’s task to make that into a compelling activity with interactions, the way it’s visualized, etc. Play-testing groups are far more valuable than focus groups. With focus groups, you’re giving them a concept, but with play-testers you’re putting them in front of a product and observing the way they actually interact with it and deal with it. Frequently, you can describe an idea and it’s so hard to really imagine what the level of fun is going to be when you are working with a high level concept until you actually see what the granular interactions within the game are. What exactly are you doing? What exactly are you seeing? What are you hearing? It’s very hard to decide whether the concept adds up to fun or not.

MC: Your business partner Mike Winter has been quoted as saying "Will has more knowledge of human behavior than anyone I've ever come across." Do you believe that sort of knowledge is something that can be learned or is it simply more innate?

WW: I think Mike was being charitable. I wouldn’t think of it so much as knowledge of human behavior as it is being willing to sit back and observe with an empty mind. I think of it as contemporary anthropology. You sit and watch people and what they do, trying to imagine what’s motivating them or why they are doing that. It’s really just a matter of stopping and opening your senses up to perceive what’s going on in their heads. The same goes for your self. When I’m sitting there playing a game, I always wonder why I am I really doing this? What is the hook here? What is my compulsion to continue this activity? It’s usually not the most obvious thing. Usually there is some underlying mechanism -- some reason I’m finding a game satisfying or compelling. That’s the thing that frequently gets lost in our cognitive processing. We tend to filter out a lot of the world around us. We’re making decisions all the time, almost instinctually. We think we know the overt reason but there’s usually a deeper underlying reason that’s hard to verbalize sometimes. It’s almost below the verbal conscious level. In many games in which you enter the zone of real enjoyment, it’s below the conscious level but yet there’s some activity there that you’re finding satisfying or interesting.

MC: An increasing number of schools are offering degrees in game design. But when I read about the sources of inspiration for your games I think there is just no way that sort of research initiative and insight can be taught. Nevertheless, Richard Garriott, among others, has mentioned Joseph Campbell’s The Power of Myth as a source of inspiration. Garriott also mentioned Kahlil Gibran’s The Prophet and Being Good by Simon Blackburn as examples of research material. Are there any books, in particular, that you believe are "must reads" for game inspiration?

WW: Our field has not been around long enough to generate much in the way of critical theory or language. I think that every designer needs to find their own center, their own inspirations. My inspirations wouldn’t necessarily translate well to other people. There have been a lot of books that I’ve used over the years that seem to have a more general application such as Alexander’s book A Pattern of Language or his earlier book, Notes on the Synthesis of Form. Scott McCloud’s Understanding Comics has always been a big inspiration. I tend to find the most interesting stuff in the cracks, between fields. Usually, it’s fairly controversial work like James Lovelock’s work, or that of Stuart Kaufman or Edward Wilson. These are all people that have done some of their most significant work between established fields. Kaufman was between computer science and biology. Wilson was between biology and sociology. Alexander was roughly between psychology and architecture. Those areas that tend to be controversial because they become interdisciplinary and cross these arbitrary academic boundaries, I have found to be some of the richest sources of inspiration for the game ideas themselves.

MC: I want to chat a bit about The Sims Online. The last I heard it’s on track for release in the second half of 2002. What’s the strategy for marketing The Sims Online? Do you think the current user base will buy into the monthly subscription model?

WW: That’s probably the biggest challenge we face because we are definitely not going for a hard core gaming audience. We’re really interested in trying to translate the online experience to a much more casual crowd. It’s interesting if you look at our expansion packs. A lot of our players are buying all of our expansion packs. We’re getting a huge tie-rate (the percentage of original players who buy the add-ons) on these expansion packs. If you look at how often the packs come out and what they cost, the players are already subscribing to The Sims. That is, they are already paying over $10 per month to play The Sims continuously. What we need to do is give them whatever they’re getting now in a more compelling online experience. I think that for a lot of these people it is going to be intimidating going into an online game, but at the same time very rewarding. It’s going to bring the social interaction of The Sims to a whole new level when you are dealing with real people. The accessibility of the thing is foremost in my mind. No matter how easy we make an online game it’s going to be a much trickier deal than a stand-alone. At the same time it’s going to be a far, far richer environment. Our players have proven that they have these huge reservoirs of creativity. That’s really what we are trying to harness in The Sims Online. We’re trying to take this dynamic that we’re getting in the fan community of all these people making cool things and then everybody else being able to reap those rewards. We’re trying to bring that to the online space. So if only 5% of our online players are as creative as they our in our online fan community, then we’ll be able to generate a lot of interesting stuff in the game for the other players. We’re shooting for The Sims player as opposed to the current online game player.

MC: I recently interviewed Richard Garriott and talked about Lineage, the Korean online game he has brought to the U.S. One of the issues we discussed was broadband. Games like Lineage are huge in countries such as Korea because of the wide availability of broadband connections and internet cafes. The argument also goes that broadband became so widespread because of the popularity of online games. Do you think that TSO could be the game that finally makes widely available broadband a reality in the US?

WW: No. I don’t think so. First of all, we are going out of our way to ensure that The Sims plays very well on a 56K modem because we think that our fan base, the casual Sims player, is going to have a lower end platform than most gamers. The structure of The Sims where we’re sending these high level events actually makes The Sims work very well already at low bandwidth. I would contend that the success of Lineage and what’s going on in Korea isn’t just based upon the broadband effect. I think there are more factors at play there, especially cultural factors. In South Korea, most of the people who play Lineage live within 50 miles of each other. Someone you meet in that game you can go out and meet in the real world, they’re not that far away. There’s a critical density that would be much more difficult to attain in the US due to proximity of the players. There was also a generational jump into the internet cafes and game rooms. The cultural factors at work over there around Lineage are very different than the dynamics here in the US. So I don’t really see The Sims as having a real big impact on broadband connections.

MC: I’ve read where you said you think we're going to see more games with a social focus where you do something besides kill the other person. And that you would like to think that because The Sims is just a little outside the box that game companies might be willing to give more time to get unusual projects off the ground, but you doubt that that's the case. As the game industry grows and become more "corporate" in nature, it seems increasingly less likely that unusual projects will fostered. How can developers of unique games get a break?

WW: One of the big advantages of a large company is the fact that you can afford to take more risks. A company like Electronic Arts has a stable of franchises that produce for them year after year. The Sims is going to become one of those. SimCity has been one and they’ve also got all those sports games, Madden, etc. Because of those predictable successes it buys you the option to roll the dice on a few unpredictable projects like Majestic. If it fails, you haven’t lost your company. With a small developer you get one chance to roll the dice and if it comes up six you win, otherwise you lose. You’re going to always have people willing to take that bet but financially it’s very difficult. Also, it’s also very hard to get the appropriate resources at that scale. So unfortunately, a lot of the creative ideas that you’ll see or have seen are things that probably might have worked had they had more time and money to develop. I see a lot of very creative ideas that are just implemented badly. Usually it’s not the designer’s fault, it’s that the resources weren’t available. They couldn’t pull together enough time and money to do the idea justice. Also, as the industry has become more mature and consolidated, the existing genres have solidified to some degree. In the early industry, there weren’t these well-established genres. Every single game was different, unique and interesting. Over time these games have clumped together, real-time strategy, adventure, flight sim. Getting outside those boxes is always a struggle in any environment. Where you’re trying to explain to people that you’re making this new game and they are always wanting to put it into this pigeon hole box. Is it a real time strategy or is it turn-based strategy or what? That, I think, is more of a conceptual challenge, when you come up with a new idea that doesn’t fit into any existing genre. How do you invent a new genre or discover new genre?

MC: If you could narrow your success down to three key elements, what would they be?

WW: 1) People I work with. It’s unfair that as the game designer I get so much of the credit for these products. These products are actually built by large teams of very dedicated people. I’m just one gear in that machine. I’m not just trying to be modest, that’s really the way it is. There are so many places where you can drop the ball on one of these projects. The weakest link can destroy the whole thing. You’ve got this large group of people and each one is pulling their own weight in the project. Most of them are making creative contributions, too. So game design is really a synthesis. The game designer is more of a traffic cop than anything. I have people coming to me all time with ideas and then it’s up to me to judge those ideas. A lot of the cool ideas that go into the games are coming from all members of the team.

2) Pathological persistence. When you look at how long these projects take -- The Sims over 5 years, SimCity 4 or 5 years -- to stick with an idea that long takes quite a bit persistence. If you stick with it long enough, in my experience, I’ve been rewarded. It’s very satisfying when you’ve done something for that long and it actually sees the light of day and people enjoy it and it does well.

3) Curiosity about the world. That’s what draws me into these other fields. I’m always trying to figure out the way the world works. That has led me to so many interesting ideas that have later become games.

MC: Finally, if the idea behind The Sims was a game where players would try to make virtual people happy by designing the perfect house for them, what is your idea of the perfect house? Is there a real, live Wright dream house and what is your favorite thing about your house?

WW: I know several people who have built their dream house. After seeing them go through that process, it’s something that I’m in no hurry to go through. I think one day I might decide to design my dream house but I much prefer it as an abstract mental thing in my head as opposed to actually making blueprints of it. I love the idea of design and I love designing homes. That’s one of the things that brought me into The Sims. The idea of the perfect design seems to be a fallacy, a fleeting concept that can never be realized. Even people that I’ve seen who have built their "dream house", have said that they wished they had done things differently, it’s always a learning experience. The dream house is always a target you’re chasing, never something you’ll actually realize. Because no matter what you build, it just becomes another point of reference.

BIO
Melanie Cambron is a recruiter for game industry leaders such as EA, Sony, and Infogrames. Featured in Game Design: Secrets of the Sages for her game industry knowledge, she also wrote the foreword to the successful book, Game Programming with Direct X 7.0 and its follow-up. Melanie speaks each semester at the University of Texas at Austin and the University of North Texas on the game development industry, and is frequently interviewed by major media such as the Dallas Morning News for her industry expertise. She also serves as a consultant to the City of Austin's Interactive Industry Development Committee. Learn more about the "Game Recruiting Goddess" at www.melaniecambron.com or contact her directly at melanie@melaniecambron.com

Past Interviews:
Interview With Stevie Case and John Romero
(March 2002)
Interview With Richard Garriott
(February 2002)
Interview With George Sanger
(January 2002)
Interview With Josh Resnick
(December 2001)
Interview With Paul Steed
(November 2001)
Interview With Marc Saltzman
(October 2001)
Interview With Rick Hall, Senior Producer, Ultima Online
(September 2001)

<<Back to GIG Spotlight home

GIGnews is a publication of GIGnews.com, Inc.
"Get In the Game" is a registered trademark used with permission.

© 1
999- 2005 GIGnews.com, Inc.
Legal