Using Technology and Innovation to Simulate Daily Life
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The Sims and the Need for Fantasy Roxanne Daniels History of Computer Game Design Prof
The Sims and the Need for Fantasy Roxanne Daniels History of Computer Game Design Prof. Henry Lowood The Sims, which has become one of the most popular games on the planet, will soon see its sixth expansion pack, and has already been converted into both a console game and a massively multiplayer online experience. What was significant about the original game that it generated such a large and committed fan base? We will look first at reasons for the game’s popularity, and try to elucidate why it appeals to such a broad range of individuals, then move into the history of the game’s conception and the path of its development, from the original Sims to the Sims Online. Since its release in February of 2000, over 8 million copies of The Sims have been sold, making it “the biggest-selling computer game of all time.”1 In a chart complied by the NPD Group of the 2002 top ten best-selling PC games in North America, five of the ten slots are occupied by The Sims or one of its various expansion packs. The original game comes in at number five, almost three years after its initial release.2 Much of The Sims’ success is due to its wide appeal; it attracts women and men, committed and casual gamers, adults and children.3 This popularity can be contributed to a variety of factors. Serious gamers may appreciate the uniqueness of the game’s concept4, while casual gamers may appreciate the lack of violence5. These qualities alone, however, would not be sufficient to generate the obsessive devotion that can be observed on any number of Sims fan sites, nor would they probably sustain the sales of the expansion packs, which, as we noted above, are topping sales lists every year. -
Simcity's Success Has Been Phenomenal
Note to grader: This paper is late because I received an extension from Dr. Lowood. I would also like to mention that I was unable to find many solid, concrete sources, except for Geoff Keighley’s “Simply Divine.” Though this made for harder research, perhaps this case history is actually something new! Either way, enjoy reading it! Manu Lakkur Maxis’s Metropolis The Evolution of the SimCity Series Manu Lakkur | STS 145 | Prof. Lowood imCity’s success has been phenomenal. A brainchild of videogame designer Will S Wright, the original SimCity, released in 1987, sold over a million copies worldwide and attracted a widespread audience among adults, children, hardcore gamers, and even teachers. Lucy Bradshaw, the current manager of Maxis, the company that produces SimCity, once discovered with surprise that even her New York taxi cab driver had played the game. SimCity’s popularity transcends not only age, but also gender. Bradshaw’s statistics indicate that over one-fourth of its players are women, an impressive figure considering the overwhelmingly male clientele of most computer games. Given its success, SimCity inevitably spawned sequels. SimCity 2000, SimCity 3000, and this year’s SimCity 4 are each blockbuster videogames in their own right, and they expand on the original title with more complex simulation, engaging game play, and impressive graphics. But another trend in the evolution of SimCity is apparent: the new installments have proven less fixated on numeric data and the raw power of simulation and more focused on pleasing players with entertaining visuals. In the most general sense, the story of the development of SimCity is about balancing accurate city simulation with easy and enjoyable game play in a quest to create realistic cities. -
Interviews with Bing Gordon, Brendan Boyle, Brenda Laurel, and Will Wright
5 Play Interviews with Bing Gordon, Brendan Boyle, Brenda Laurel, and Will Wright I think one of the reasons why games have led the way in interaction design in some respects is because the objective is to have fun. There’s not a productive outcome, so all of the seriousness that we bring to work is not present in the design of these things. Brenda Laurel, 20011 People play to learn as well as to have fun, but they stop playing immediately if the toy or game gets boring. Toys and games are designed for enjoyment, to give rewards of pleasure and entertainment from the moment that they are first encountered to the day they are discarded.That presents a rigorous discipline for the designers and implies that we have a lot to learn from understanding how to design interactive play.There is no need for patient tolerance while the design creeps gradually through the professional2 phase. For toys and games, the design leaps • Child’s play immediately from a short enthusiast phase to the consumer phase, Photo and if it fails to please, it dies a swift and certain death. Author This chapter looks at the attributes that make the design of interactive play succeed. Bing Gordon, a founder of Electronic Arts, communicates his mastery of the video and computer game industry,explaining a taxonomy of games and interactive formats. Brendan Boyle of IDEO leads a team of designers who are dedicated to inventing toys and games, and he helps us see the design of play in physical products, most of which include embedded technology.