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Previewed by Atari
on 12/9/02
Article
Discussion Forum
Screenshots
Developer Q & A
One of the
Online Community Representatives was able to hog-tie Executive
Producer and Vice President Gordon Walton for a quick Q&A
session with WomenGamers. (Thanks Tigger!)
1. Who
is your target audience? Why do you think this game will appeal
to them?
Gordon
Walton: Our primary target audience is Sims fans who
would like to play with other Sims fans. In addition, we believe
this game has the potential to appeal to a wider audience of people
that use the internet for online socializing. We have a world
familiar to Sims players that is populated with tens of thousands
of other players who are socializing and entertaining each other
in all kinds of ways. Just like the original Sims, this game is
open-ended, and very easy to learn. Our game is non-violent and
quite social. Over half our Sims customers are women and we expect
The Sims Online to have a similar majority of female players.
If you want
to join our test you should order the free disks (no shipping
charges in the USA and Canada) at this link: https://secure.dotcomdist.com/maxemail.htm.
Interested people should order these immediately since our test
ends soon. Or if you have broadband you can download it free at
these links:
http://www.fileplanet.com/files/110000/114584.shtml
http://www.fileshack.com/file.x?fid=1640
http://gamespot.com/gamespot/misc/dlx/sims/index.html
2. The
game depends on players to create and mold the world, but the
objects used to build the cities are currently static merchandise
that anyone can buy with enough money. Is there any plans for
crafting to be introduced to the game?
Gordon
Walton: We don't plan to add crafting at this time.
We are adding many other economic features, such as dynamic availability
and pricing of objects, secure trading, asynchronous sales (stores)
and much more. On the creativity question, soon we will add custom
content, where players will be able to introduce content into
the game similar to what we allowed in The Sims 1.0. Many of these
design elements are already laid out in some detail on our player
website.
3. Will
seasonal products be made available (such as Christmas trees or
Easter baskets) for home decoration?
Gordon
Walton: We do have a New Year's Eve object coming
that should be fun. Next year we will begin to do this for various
holidays. Right now we just want to make the game as solid as
possible for launch, which then allows us to add new content much
more aggressively.
4. How
often do you plan to introduce new content into the game?
Gordon
Walton: As quickly as possible! We have hundreds of
objects that just need some additional testing and tuning before
being added into the game for a start. For details on this and
other designs, our player website message
boards in an area called "Backstage" has current
and future designs laid out. You have to be a play tester (and
later a subscriber) to get to these boards though.
5. Will
you continue to have a beta server online to test the new content
before it goes live to production? If so, will it be an internal
beta server or can the public participate in it as well?
Gordon
Walton: We have a test server available to our subscribers
where we will test new features and changes.
6. One
of the differences between the single player Sims games and the
MMORPG is that in the single player version, you had less control
over your character. With the additional control comes certain
responsibilities (such as telling your Sim to eat and sleep when
he or she is hungry or tired). Are there plans to allow an "auto-pilot"
command in the future so that your Sim can attend to his/her needs
when they get too low?
Gordon
Walton: The
most basic and unique benefit of this game is that The Sims are
Real. We don't see adding an autopilot to our Sims in The Sims
Online. We want the people behind each Sim present to interact
with the other people in the world after all.
7. I hear
that some players are trying to make in-game political statements
against the McDonalds advertising campaign. How are you responding
to these players? How do you see this affecting future endorsements?
Gordon
Walton: Actually, we haven't really seen this happen
in the game. The players all have a choice on whether they will
own or frequent a McDonalds food object or one of the other ones
in the game. Personally I don't know if people object to the in-game
advertising or the sponsor, but I think this is something that
is perfect for The Sims Online virtual environment and good for
the future development of the online gaming medium.
8. What
steps are you taking to help foster the community? Will there
be special in-game events or contests?
Gordon
Walton:
We will be adding larger groupings of players within the game
through clubs and neighborhoods after launch. We have already
seen a huge percentage of our players participating on our website
forums. One of our future additions is something we call "eye
in the sky," which is a big events capability. Our goal is
to let over 1,000 players tune into a single property and participate
as an audience (including a clapping and booing). This will allow
us to do unprecedented events in a virtual world, while also letting
the most creative players entertain hundreds of their fellow Sims
Online players.
9. Characters
make money by using certain tools (such as a typewriter) to write
a story and then sell it. The selling price is currently based
on your skill alone. Are there any plans to make the economy more
dynamic to reflect supply and demand? If not, is this something
you may consider in the future?
Gordon
Walton:
Actually the selling price is based upon your skill and how many
other people are working on a similar object on the same property.
There are also many other ways to make money, including the visitor
bonus, which pays lot owners and roommates according to how many
visitors they have over the course of the day. We have lots of
plans to make the economy more dynamic, varied and interesting.
It is a major focus for our team during our first year after launch.
10. What
steps can a player take if they are being harassed in the game?
Gordon
Walton: The first thing to do is use the tools available
to you as a player, which are more powerful in TSO than in other
online games. In many ways, you are the moderator of your own
game experience. You can ignore a player permanently, you can
kick them off your own property and you can permanently ban them
from your property. This way you never have to deal with people
who behave inappropriately more than once. We also have a way
to report players that continue to harass you or who have an inappropriate
name, property description, etc... Our customer service representatives
have records of the things you saw and heard available to them
when a report occurs and can ensure proper action is taken. Truthfully
though, statistically this type of activity is really small, though
we do appreciate other players helping us identify and remove
antisocial elements from TSO.
11. What
percentage of the beta testers were female?
Gordon
Walton: Over half our Sims customers are female and
we expect that to be true for TSO after launch. Currently in our
test over 43% of testers are female.
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