|28 March 02 CNNmoney Article – nocturne|
|Hot on the heels of Vacation reaching the stores and The Sims displacing Myst as the Best-Selling Game of All Time, CNNmoney is reporting that The Sims 2 is currently being developed.|
Also in the works is a stand-alone single-player sequel to “The Sims,” which EA indicated will be announced later this year. Wright’s involvement in the game is limited at this time, but he promises a new player interface, new graphics and a new artificial intelligence powering the Sims.
|21 March 02 MSNBC Article – nocturne|
|Will Wright is featured in an article on MSNBC.|
“I first came up with the idea for The Sims in 1992 or 1993,” says Wright. “In 1993, I built a version of The Sims on the Mac in which I could have a guy walk around, build a house, and interact with objects. We did a focus group in 1993 in which we tested four game ideas; and of the ideas we tested, The Sims was the one that everybody universally hated.”
|08 March 02 GameSpy :: 30 Most Influential People in Gaming – nocturne|
|Will Wright comes in at fourth place in GameSpy’s 30 Most Influential People in Gaming.|
We’re not sure if it was some kind of forward-thinking vision – or if it was simply divine inspiration – but Will Wright made gaming history when he started to think of video games as “toys” rather than “win-or-lose” affairs.Other notables include Richard Garriott (The Ultima Collection) and Peter Molyneux (Black & White, Dungeon Keeper), with Shigeru Miyamoto topping the list.
|02 March 02 5th Annual Interactive Achievement Awards – Redeemer|
|The results are in! Specifically, the results of the 5th Annual Interactive Achievement Awards given out by the The Academy of Interactive Arts & Sciences. Top honours go to Bungie’ XBox game, Halo: Combat Evolved, with four Awards. Black & White took home two Awards, including Innovation in Computer Gaming and Computer Game of the Year. Tropico won an award for Outstanding Achievement in Musical Composition. Also at the Awards, Will Wright was inducted into the Academy Hall of Fame.|
|08 January 01 AIAS Hall of Fame|
|The Academy of Interactive Arts and Sciences (AIAS) has announced that it will induct Wright into the Academy’s Hall of Fame at the 5th Annual Interactive Achievement Awards to be held on 28th February in Las Vegas.
“Will Wright is a visionary in the truest sense of the word, and the natural choice for this year’s award,” said Academy president Paul Provenzano. “In creating gaming experiences that are constructive, socially responsible, truly original, and totally entertaining, the wide appeal of Wright’s games have introduced people of all ages to the interactive art form, redefining the popular perception of the audience for games.”Wright will also be taking part in the first annual D.I.C.E. Summit, which will be held in conjunction with the Awards. The pic is of Wright presenting the 2001 AIAS Game of the Year Award, which he had received in 2000 for The Sims.
|16 November 01 GDC 2002|
|The Game Developers Conference 2002 website has been opened. GDC02 will be held 19 thru 23 March, 2002 in San Jose, California (about the time Episode II will be released).|
Speakers include Dene and Simon Carter (Project Ego), Richard Evans (AI, B&W), Richard Garfield (M:tG), Raph Koster (UO, SWG), Dr.s Greg Zeschuk and Ray Muzyka (BioWare), Scott McCloud (Understanding Comics) and Will Wright, Peter Molyneux, Brian Reynolds, Jeremy Soule (Composer, Icewind Dale), Warren Spector, Phil Steinmeyer (Tropico), Rich Vogel (UO, SWG), and quite alot more.
|06 November 01 D.I.C.E.|
|The Academy of Interactive Arts and Sciences (AIAS), D.I.C.E. (Design, Innovate, Create & Entertain) Summit press release –
The D.I.C.E Summit, scheduled for February 28 – March 1, 2002, is intended to bring together the most celebrated leaders in the gaming industry to encourage discussion and cultivate innovation. It will be held at the Hard Rock Hotel in Las Vegas, in conjunction with the Fifth Annual Interactive Achievement Awards.Speakers include such luminaries as;
|28 September 01 Online Worlds FanFest|
|The Online Worlds FanFest has been pushed back to January 11th & 12th, 2002. For more info, check the Official Site. In addition to the Ultima Online team, speakers include Gordon Walton and Will Wright of The Sims Online and Brett Sperry of Earth and Beyond.|
|13 August 01 SimArt|
Mr. Haddock, an artist in Phoenix, Arizona, was intrigued by its ((The Sims’)) promotional material. He created his Screenshots series by using Photoshop to give a Sims-style isometric view of well-known and sometimes violent images or events. Mr. Haddock’s work has been shown in galleries in Seattle and at Arizona State University as well as in the “BitStreams” exhibition at the Whitney last spring.From this article in the International Herald Tribune. The “Screenshots” art-thing can be found here.
|04 August 01 Online Worlds Fanfest ’01|
|Last year’s UO-Fest has been expanded into an Online Worlds Fest, to be held in Austin, Texas on the last weekend of October. The scoop is here. Highlights are –|
|03 August 01 PC Gameplay Interviews|
|PC Gameplay has posted interviews for TSO and TS:Hot Date, with Wright dropping in for a few questions on the TSO interview. Since they have some strange arrangement for their site and the links may not work, we have mirrored copies here and here.|
|02 August 01 Wright vs. Molyneux|
|USA Today is running an article about Will Wright and Peter Molyneux. It’s a fairly uninspired piece that looks to be a compilation of quotes from elsewhere.|
|20 July 01 Exploring the Relationship Between Video Games and Art|
|Wright will be a panelist at the San Francisco Museum of Modern Art Media Arts Council symposium, along with Nolan Bushnell, the inventor of Pong and founder of Atari, according to this Wired news story.|
|18 June 01 IGN PC Interview|
|The dust has settled on E3, but news bits keep surfacing here and there, like this interview from IGN PC.
In an online community, there’s this kind of social economy between the community members. Some people have status because they make cool skins or that’s a good website that’s visited a lot, but there’s no real gameplay there. There is a lot of the same dynamics that we’re trying to take from the website into the game, but in a little more structured format.
|12 June 01 Wright to Speak at IGDA San Fran|
|The International Game Developers Association ((IGDA)) has announced a new chapter in the San Francisco Bay Area, with the first gathering of the new Chapter featuring a lecture on game design by Will Wright. You can read the entire press release here.|
|14 May 01 MSNBC Article|
|MSNBC has a new article highlighting TSO.|
Electronic Arts officials point out that it isn’t really possible to identify in advance players who will turn into bad seeds. “I would prefer to come out of the gate giving players the benefit of the doubt… than come out of the gate assuming that everyone has a dark side,” Mr. Wright says.Gosh, you would imagine EA has learned something from running that other online game for the past four years.
|01 May 01 Gamasutra Interview|
|An interview about the Sims has been posted by Gamasutra. It’s rather interesting, if you don’t mind the technicalities of game-design ((Gamasutra is, after all, a developer-centric site)). Lots of stuff about players of the Sims ((that means you)).
I was actually doing some simulations for the hell of it – some epidemiological simulations. It’s kind of interesting, if you take a virus and you just double the period of time that it’s contagious_rather than you being contagious for one week, you’re contagious for two weeks, its spread into the eventual population is totally non-linear. So, in fact the eventual spread of the virus could end up hitting five times more of the population than if it were half as contagious. There’s a tremendous leverage that you’ve got there. I think that games are somewhat like that, where if I play a game for one week, I’m going to spread it to so many friends; if I play it for two weeks, I’m going to spread it to a few more. That means that each of those people is going to spread it to a few more, and a few more, and so it’s compound.
|05 April 01 PC Gameplay Interview|
|PC Gameplay did an interview to coincide with the launch of House Party. If it’s still on their site, I can’t seem to find it. This is a cached copy.|
|28 March 01 GameSpot UK :: The Godfathers of Gaming|
|The Godfathers of Gaming, a new feature at GameSpot UK, credits Wright for turning us all into control freaks.
It wasn’t until the late 1980s that Wright found true fame as a game designer, however. After becoming interested in the urban planning theories of an MIT professor named Jay Forrester, Wright decided to try and create a city-building game. At first, Wright didn’t get a lot of encouragement, but he persevered and ended up creating on of the best-loved and most influential games ever seen: SimCity. Working on his own, he published a Commodore version of the game in 1987, but he had a hard time convincing publishers to take SimCity seriously, and was unable to make the transition to the more popular games platforms. Then, later that year, he met Jeff Braun at a party, and Braun was so taken with Wright’s game that they decided to start their own company in order to get the game out there. And so Maxis was born. In 1989, SimCity arrived on PC, and though sales were slow at first, an article about the game in Time magazine caused interest to rocket.
|24 March 01 Wright Awarded IGDA Lifetime Achievement Award|
Wright has been awarded the Lifetime Achievement Award by the International Game Developers Association, for “a career in game development that has made an indelible impact on the interactive entertainment industry.”|
Read the Press Release. The winners of the Game Developers Choice Awards Winners 2001.
|16 March 01 CNet News.Com Interview|
“Internally, ‘The Sims’ was a huge struggle getting it released, much more than ‘SimCity,’” Wright says. “We had an official product-selection committee, and I gave my spiel to the committee, and they actually rejected it; they thought we couldn’t do it. At which point I kind of took the whole thing underground. It became my black box project.”CNet News.Com interviews Will Wright, Gaming God.
What’s next for “The Sims?” – Well, we’re doing an online version. That’s the big focus right now… It’s going to be a persistent online world.
|29 Jan 01 Top 10 Designers You’d Buy Games From|
|GameSpy’s feature, “Top 10 Designers You’d Buy Games From”, lists Wright at #6.|
If you have ever played any type of city simulation, then you can probably thank Will Wright, the creator of the decade-old SimCity franchise. Just about every incarnation of his Sim games have been popular, but perhaps his crowning achievement came this year in the form of The Sims, Which was named our Strategy Game of the Year for 2000. The games have developed quite a following, and even garnered him recongition in Time magazine’s top 50 people in the digital age in 1999.
|22 Oct 2k GameSpot Feature :: The 15 Most Influential Games of All Time|
|The 15 Most Influential Games of All Time, as listed by GameSpot, credits the original 1987 SimCity for creating an entirely new genre. Rightfully so, I might add.|
|14 Sep 2k RE: Will Wright|
|Feed has posted an interview. Is this the first ever mention of TSO?|
Well, the main project right now is a version of The Sims that’s online. It’s going to come out some time next year. It’s going to be kind of a massive persistent world, you know, fifty to one hundred thousand people in a city – kind of like Sim City from the top down except there’ll be houses, real houses made by real people who are logged into the game.
|28 July 2k GameSpot Interview|
|GameSpot has a four-page interview with Wright about The Sims, Livin’ Large and what’s new at Maxis.
GS: The premise behind a game like The Sims is relatively simple. Why do you think nobody has endeavored to make a “life simulator” before?
|17 Feb 2K Salon.com Interview|
|Salon.com has posted a rather indepth interview with Wright about The Sims.|
I can predict that the Americans are going to be much more fixated on the sex aspects than the Europeans [laughs]. And you know, in Germany, oddly enough, they felt the violence should be more than what we had in the game. Basically, we wanted to stay as morally or ethically neutral as possible. But there were some things we didn’t want to touch, like pedophilia.