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4 Sep 2003 - 23:40

Straight from the BBS, here are the answers to your questions about Makin' Magic.

Show Me the Answers!


Your Makin' Magic Questions Have Been Answered!

Straight from the Maxis Thread Of The Day from the BBS, we have answered your questions about Makin' Magic. This is Part 1 of your questions and we will be presenting Part 2 next week.

thesiddog: Are there any magic spells regarding pets? If I have Unleashed can I do magic on my dog to punish it for pooping on the floor or anything like that?
If you have Unleashed, there is a secret spell for you, yes. Imagine "Spot" as a human…

lilpossy: In Makin' Magic will kids be able to do more then they do now? Will they be able to use potions and cast spells ?
We've added more things for kids to do than ever before. Kids have their own magic making objects, and half a dozen unique spells. They can also travel to Magic Town, ride the rides, and play with their new pet dragon.

funnykid: Why was dark navy blue as Makin' Magic's colour?
We wanted to pick a color that looked magical in a Sims way. We started by designing a bunch of different box ideas. We then showed 1,800 Sims players the different boxes using blue, black and other colors. Blue was the winner! And the color is actually midnight blue, with tones of electric blue in a magical spiral laid on top of it. =)

funnykid: Will players who already have The Sims receive a rebate or some sort if they do decide to also purchase Double Deluxe?
We're not offering any rebate on Double Deluxe. If you already have The Sims, but not the Livin' Large and House Party expansion packs, then it's a better deal for you to buy Double Deluxe instead of buying each of those expansion packs separately. If you already have The Sims and either Livin' Large or House Party, then buying the individual expansion pack you don't have is a better deal.
The new bonus content that will come with Double Deluxe (Asian and African Design design themes as well as cool downloadable Sims items made by Maxis over the years) will be made available in batches via download beginning sometime in September. They will become available in three waves and all will be available by the middle of October.

funnykid: Will we be to also download the extra content from Sims Deluxe Edition as well as the extra content from Double Deluxe? (Thanks, btw, for letting us download them).
We currently have no plans to re-release the Deluxe Edition extra content on the web. Unfortunately, it was never designed to be distributed in that manner.

chatangel1: After reading the announcement of the Sims Double Deluxe, I, too, would like to know that with those proferred downloads will the Sims Creator be included (for those of us "dumb" enough to buy each package separately)?
You weren't "dumb" to buy the packages separately! Double Deluxe is a really good way for someone who hasn't played The Sims much before to join the fun now. But if you've been playing for a long time, you've been enjoying the game that long as well. And probably some of the later expansion packs make more sense for you.
At this time, the only bonus content that won't be available for download is The Sims Creator, unless you already have Deluxe Edition. [see above]

chatangel1: The only other question I have is what the system requirements will be for Makin' Magic - especially important for those of us who do have ALL expansion packs (and plan on adding MM).
Here are the minimum system requirement for Makin' Magic, even if you have the other expansion packs.

  • Windows® XP, Windows 98, or Windows 2000 (Windows NT is not supported)
  • The Sims™ or The Sims™ Deluxe Edition for Windows installed
  • 450 MHz Intel® Pentium® II processor
  • 128 MB RAM
  • 4x CD-ROM/DVD-ROM drive
  • 1.3 GB free hard disk space plus space for saved games
  • High Color (800x600 resolution) capable 4 MB video card with DirectX™ 7.0 compatible driver
  • DirectX™ 7.0 compatible sound card
  • Keyboard, mouse

Check back next week for more answers to your Makin' Magic questions.

4 Sep 2003 - 23:30

Looking for a place to chat back and forth about The Sims with Maxis employees? Check out the “Maxis Thread of the Day.” Each day brings a new topic pertaining to The Sims, The Sims 2, The Expansion Packs or The Exchanges. Join in the discussion!

Go to BBS

4 Sep 2003 - 23:10

"Everything from the size of your Sim's feet to hair accessories will be customizable."

Go to Time.com


Will Wright
GENIUS AT PLAY: Wright clings to one of his Sims creations near his California offices
Reinventing the Sims

Will Wright hopes to erase some bad memories with a new version of the best-selling computer game

By Chris Taylor

In the beginning—that is, in 1989—Will Wright created Sim City. And it was good. Millions of PC owners got hooked on the game's godlike powers that let players create a town, fill it with enough parks and police stations to please an unseen population, and watch the town grow. Then in 2000 Wright said, "Let there be life." And he created The Sims, which let players micromanage the lives, loves and careers of adorable little people (called "Sims") who lived in homes reminiscent of the Cleavers' in the simpler era of black-and-white television. The Sims shipped 8 million copies, becoming the best-selling computer game of all time. For Wright, it was all very good.

As the 21st century dawned, Wright reigned as the undisputed deity of the PC-game world. That is, until his next big thing: The Sims Online, in which players from all over the world let their little people roam and mingle in a vast virtual environment. It sounded like the Garden of Eden. And lo, it was a boring, poorly populated bomb. Gamers suddenly realized that Wright was not infallible after all.

So what's next for this unflappable 43-year-old geek whose brain seems to overflow with ideas? Since The Sims Online debacle, he has been back at his virtual drawing board, sketching out a new breed of Sims. They look cooler, sound clearer and inhabit homes that are less Leave It to Beaver and more Queer Eye for the Straight Guy. Most audacious of all, they have real lives: they are born, they grow up, give birth and die. Legions of fans await the result, The Sims 2, due for release in February. Will it be a return case of divine inspiration—or will Wright slip again? His reputation rests on the outcome—as does the computer-game industry's best hope for the mainstream recognition it craves.

Wright is a gaunt, wiry figure with large glasses and a perpetual ironic smirk. His wardrobe seems to consist pretty much of gray shirts and black jeans. He is soft-spoken and reserved, with a playfulness just beneath the surface. At this year's Electronic Entertainment Expo in Los Angeles, the biggest date on the computer-game industry's calendar, Wright casually slipped reporters near worthless Argentine banknotes as a surreal bribe. In his office at Maxis, his Walnut Creek, Calif., company, he is a nervy, perpetual-motion machine, methodically pulling apart glow-in-the-dark Silly Putty or constructing towers out of magnetic plastic toys.

Wright, in other words, is obsessed with creating things. As a child in Atlanta, that meant balsa-wood planes and train sets. When he discovered computers, it meant digital cities. These days it often means building battle robots with his 17-year-old daughter or inventing a special set of toy building blocks, which he calls Architex, that can be used to design houses. Indeed, it is his love for architecture that has led Wright to his greatest success. When the Sims germinated in his mind, it was like a virtual version of Architex. You built a home, then computer people called Sims moved in and told you whether they liked it or not. The original game was called Doll House, and teenage boys in a focus group rated it the worst idea they had ever heard.

But Wright persisted. Eventually The Sims became less of an afterthought to house building and more the focus of the game itself. Soon each Sim had a realistic set of needs represented by bars on the screen that turned from green to red. When a Sim registered as hungry, for example, it was time to point him toward the fridge (assuming you had bought him one).

The objective was to keep the Sims' needs fulfilled so they could get promotions and raises when they went to work or buy more stuff to meet their needs faster. Like a lot of Wright's work, it was all very tongue in cheek. The Sims were caricatures who never aged (neither did their children, who arrived as if by stork). The products you bought for them got ever more expensive and outrageous (like the Love-o-matic vibrating bed), and the chirpy 1950s movie music enhanced the Cleavers feel. Somehow it all worked.

Players found it easy to invest their imagination in the Sims' lives, with their carefully constructed needs, personalities and relationships. After the game was released, more than 1,000 fan websites sprang up in which players posted screen shots from their Sims' world. After the runaway success of the original, Wright supplied ever more storytelling tools. Six expansion sets—the Sims have pets! the Sims go on hot dates!—sold 6.8 million copies. (The seventh and final expansion, Makin' Magic, is to be released this Halloween.)

The stumble that was The Sims Online happened in late 2001. It was an Internet-based Sims world in which the storytelling was supposed to come from the interactions among players. It didn't gel. Fewer than 100,000 subscribers signed up to pay $10 a month for the service, far fewer than Maxis' hopes. Making your Sims mingle as if at a global cocktail party was, it turned out, not as addictive as trying to win them a promotion or building them a new bathroom. "The Sims Online was a wildly optimistic view of people providing their own entertainment," says Dan Morris, executive editor of PC Gamer magazine. "They needed a game with a well-defined narrative, not just a sandbox." Wright had effectively abdicated responsibility for the parameters of possible storytelling. The Sims is Wright's world; we just play in it.

For The Sims 2, Wright has learned his lesson—and then some. The narrative arc of the game has gone epic. Whereas the original Sims were as timeless as cartoon characters, their successors go through five distinct ages, from baby to senior—not quite the full Shakespearean seven but close enough. You used to have to try quite hard to kill Sims; now old age will get them in the end. The Sims 2 revolves around Big Life Moments that will positively or negatively affect each Sim's final score when he or she dies: successful potty training, the first kiss, the death of a parent, marriage, divorce. What was formerly a slice of family life becomes a tale of generations—or, as Wright puts it, more like a James Michener novel.

The richness of potential plot lines is matched by the Sims' sumptuous new look. The game's graphics, especially the lighting and the characters' facial features, are way ahead of what was possible in 2000. Everything from the size of your Sim's feet to hair accessories will be customizable. Wright found that a lot of players wanted to turn their Sims into virtual copies of their families and friends. Not only will that be possible, but also at the click of a button you will be able to see a random selection of children that any two Sims' genetic traits might produce.

All this is a long way from the virtual dollhouse Wright originally had in mind. What nobody in the industry can say for now is whether he has strayed too far. The casual gamers who fell in love with The Sims included many youngsters who became aware for the first time of what it was like to be in charge of little people who wouldn't stop watching TV and go to bed. Will those same players really care to see their Sims grow old and die? Will the enhanced realism of diaper changing gross them out?

The answers matter to the computer-game industry, which needs more hits of this kind if it is ever going to widen its appeal beyond the 3 million hard-core gamers (mostly men in their teens and 20s) who typically buy a game a month. As with The Sims Online, expectations are high: this is a business in which sequels often do better than the original. (Wright has one other game in the works—which he isn't able to talk about—tentatively titled SimEverything, in which players start out by bonding molecules and end up building galactic civilizations.) "The Sims is a dream franchise for people who want to see the medium grow," says Morris. We'll find out soon enough. And if it doesn't work out—well, Wright can always try releasing Architex.

4 Sep 2003 - 23:10

"Everything from the size of your Sim's feet to hair accessories will be customizable."

Go to Time.com


Will Wright
GENIUS AT PLAY: Wright clings to one of his Sims creations near his California offices
Reinventing the Sims

Will Wright hopes to erase some bad memories with a new version of the best-selling computer game

By Chris Taylor

In the beginning—that is, in 1989—Will Wright created Sim City. And it was good. Millions of PC owners got hooked on the game's godlike powers that let players create a town, fill it with enough parks and police stations to please an unseen population, and watch the town grow. Then in 2000 Wright said, "Let there be life." And he created The Sims, which let players micromanage the lives, loves and careers of adorable little people (called "Sims") who lived in homes reminiscent of the Cleavers' in the simpler era of black-and-white television. The Sims shipped 8 million copies, becoming the best-selling computer game of all time. For Wright, it was all very good.

As the 21st century dawned, Wright reigned as the undisputed deity of the PC-game world. That is, until his next big thing: The Sims Online, in which players from all over the world let their little people roam and mingle in a vast virtual environment. It sounded like the Garden of Eden. And lo, it was a boring, poorly populated bomb. Gamers suddenly realized that Wright was not infallible after all.

So what's next for this unflappable 43-year-old geek whose brain seems to overflow with ideas? Since The Sims Online debacle, he has been back at his virtual drawing board, sketching out a new breed of Sims. They look cooler, sound clearer and inhabit homes that are less Leave It to Beaver and more Queer Eye for the Straight Guy. Most audacious of all, they have real lives: they are born, they grow up, give birth and die. Legions of fans await the result, The Sims 2, due for release in February. Will it be a return case of divine inspiration—or will Wright slip again? His reputation rests on the outcome—as does the computer-game industry's best hope for the mainstream recognition it craves.

Wright is a gaunt, wiry figure with large glasses and a perpetual ironic smirk. His wardrobe seems to consist pretty much of gray shirts and black jeans. He is soft-spoken and reserved, with a playfulness just beneath the surface. At this year's Electronic Entertainment Expo in Los Angeles, the biggest date on the computer-game industry's calendar, Wright casually slipped reporters near worthless Argentine banknotes as a surreal bribe. In his office at Maxis, his Walnut Creek, Calif., company, he is a nervy, perpetual-motion machine, methodically pulling apart glow-in-the-dark Silly Putty or constructing towers out of magnetic plastic toys.

Wright, in other words, is obsessed with creating things. As a child in Atlanta, that meant balsa-wood planes and train sets. When he discovered computers, it meant digital cities. These days it often means building battle robots with his 17-year-old daughter or inventing a special set of toy building blocks, which he calls Architex, that can be used to design houses. Indeed, it is his love for architecture that has led Wright to his greatest success. When the Sims germinated in his mind, it was like a virtual version of Architex. You built a home, then computer people called Sims moved in and told you whether they liked it or not. The original game was called Doll House, and teenage boys in a focus group rated it the worst idea they had ever heard.

But Wright persisted. Eventually The Sims became less of an afterthought to house building and more the focus of the game itself. Soon each Sim had a realistic set of needs represented by bars on the screen that turned from green to red. When a Sim registered as hungry, for example, it was time to point him toward the fridge (assuming you had bought him one).

The objective was to keep the Sims' needs fulfilled so they could get promotions and raises when they went to work or buy more stuff to meet their needs faster. Like a lot of Wright's work, it was all very tongue in cheek. The Sims were caricatures who never aged (neither did their children, who arrived as if by stork). The products you bought for them got ever more expensive and outrageous (like the Love-o-matic vibrating bed), and the chirpy 1950s movie music enhanced the Cleavers feel. Somehow it all worked.

Players found it easy to invest their imagination in the Sims' lives, with their carefully constructed needs, personalities and relationships. After the game was released, more than 1,000 fan websites sprang up in which players posted screen shots from their Sims' world. After the runaway success of the original, Wright supplied ever more storytelling tools. Six expansion sets—the Sims have pets! the Sims go on hot dates!—sold 6.8 million copies. (The seventh and final expansion, Makin' Magic, is to be released this Halloween.)

The stumble that was The Sims Online happened in late 2001. It was an Internet-based Sims world in which the storytelling was supposed to come from the interactions among players. It didn't gel. Fewer than 100,000 subscribers signed up to pay $10 a month for the service, far fewer than Maxis' hopes. Making your Sims mingle as if at a global cocktail party was, it turned out, not as addictive as trying to win them a promotion or building them a new bathroom. "The Sims Online was a wildly optimistic view of people providing their own entertainment," says Dan Morris, executive editor of PC Gamer magazine. "They needed a game with a well-defined narrative, not just a sandbox." Wright had effectively abdicated responsibility for the parameters of possible storytelling. The Sims is Wright's world; we just play in it.

For The Sims 2, Wright has learned his lesson—and then some. The narrative arc of the game has gone epic. Whereas the original Sims were as timeless as cartoon characters, their successors go through five distinct ages, from baby to senior—not quite the full Shakespearean seven but close enough. You used to have to try quite hard to kill Sims; now old age will get them in the end. The Sims 2 revolves around Big Life Moments that will positively or negatively affect each Sim's final score when he or she dies: successful potty training, the first kiss, the death of a parent, marriage, divorce. What was formerly a slice of family life becomes a tale of generations—or, as Wright puts it, more like a James Michener novel.

The richness of potential plot lines is matched by the Sims' sumptuous new look. The game's graphics, especially the lighting and the characters' facial features, are way ahead of what was possible in 2000. Everything from the size of your Sim's feet to hair accessories will be customizable. Wright found that a lot of players wanted to turn their Sims into virtual copies of their families and friends. Not only will that be possible, but also at the click of a button you will be able to see a random selection of children that any two Sims' genetic traits might produce.

All this is a long way from the virtual dollhouse Wright originally had in mind. What nobody in the industry can say for now is whether he has strayed too far. The casual gamers who fell in love with The Sims included many youngsters who became aware for the first time of what it was like to be in charge of little people who wouldn't stop watching TV and go to bed. Will those same players really care to see their Sims grow old and die? Will the enhanced realism of diaper changing gross them out?

The answers matter to the computer-game industry, which needs more hits of this kind if it is ever going to widen its appeal beyond the 3 million hard-core gamers (mostly men in their teens and 20s) who typically buy a game a month. As with The Sims Online, expectations are high: this is a business in which sequels often do better than the original. (Wright has one other game in the works—which he isn't able to talk about—tentatively titled SimEverything, in which players start out by bonding molecules and end up building galactic civilizations.) "The Sims is a dream franchise for people who want to see the medium grow," says Morris. We'll find out soon enough. And if it doesn't work out—well, Wright can always try releasing Architex.

4 Sep 2003 - 23:00

On September 8th, 2003 we will be removing chat from the “The Sims” site. Unfortunately, the chat client we were using is no longer supported by the manufacturer. On the bright side many fabulous fan sites offer round the clock chat. These sites are not controlled or moderated by Maxis but may suit the needs of our more loquacious fans: The Sims Resource, Sim Gateway, Sims Extreme, World Sims and SimsZone (German), or feel free to use the “Off Topic” portion of “The Sims” bulletin board as a way to catch up with your chat buddies. However do not despair; we will be hosting Maxis moderated chat events with the game developers in the future.

29 Aug 2003 - 23:00

Hello everyone:Let me start off by saying that I was thrilled by all of your responses to my first email. It was great to hear from all of you on an individual basis and realize that you are all as excited about The Sims 2 as we are here at Maxis.

As I promised, I want to share with you as much information about the game as possible leading up to launch. It is also important to me that we provide you, our community leaders, with exclusive information whenever possible. So in that spirit, have I got something for you!

Here are new and exclusive screenshots only available to you:

The Sims 2 The Sims 2 The Sims 2 The Sims 2

These screens illustrate various aspects of The Sims 2. In the new game your Sims are more believable in every way—in how they look and act, in how they respond to the world around them and how they interact with each other. You can post this screens on your websites.

As before, please feel free to email with any comments, questions or suggestions. I appreciate hearing from all of you.

That's all for now. Again, I am excited about our upcoming challenges and believe that, as a combined team, we can make The Sims 2 bigger and better than ever.

Cheers,

Luc Barthelet

General Manager, Maxis

28 Aug 2003 - 23:20

Maxis wants Bay Area fans of The Sims for a top-secret project. We'll divulge what we can, but if we told you any more we'd have to kill you.

For Your Eyes Only


Outsize San Francisco Bay Area Personalities Wanted

Do you live in or around the San Francisco Bay Area? Do you have great stories to tell about your Sims? Can you be succinct and ever-so-witty in front of a live camera? If you answered yes to these questions, then Maxis wants to hear from you.

We’re working on a super-secret project for The Sims 2 in the very near future, and we may need your help. Please send an email to explain, in 100 words or less, why you love The Sims, or recount your favorite moments from playing The Sims.

Please be sure to include your user-name, real name (optional), e-mail address, day-time location and a phone number where you can be reached during weekday business hours. In addition, please let us know if you speak a foreign language.

People will be selected as we receive their submissions, so if you live in the Bay Area and have the inclination, please be sure to submit your stories absolutely no later than 12AM PST Sunday, August 31th.

Please send an email to topsecret@maxis.com.

28 Aug 2003 - 23:20

Maxis wants Bay Area fans of The Sims for a top-secret project. We'll divulge what we can, but if we told you any more we'd have to kill you.

For Your Eyes Only


Outsize San Francisco Bay Area Personalities Wanted

Do you live in or around the San Francisco Bay Area? Do you have great stories to tell about your Sims? Can you be succinct and ever-so-witty in front of a live camera? If you answered yes to these questions, then Maxis wants to hear from you.

We’re working on a super-secret project for The Sims 2 in the very near future, and we may need your help. Please send an email to explain, in 100 words or less, why you love The Sims, or recount your favorite moments from playing The Sims.

Please be sure to include your user-name, real name (optional), e-mail address, day-time location and a phone number where you can be reached during weekday business hours. In addition, please let us know if you speak a foreign language.

People will be selected as we receive their submissions, so if you live in the Bay Area and have the inclination, please be sure to submit your stories absolutely no later than 12AM PST Sunday, August 31th.

Please send an email to topsecret@maxis.com.

28 Aug 2003 - 23:10

Be the first to see these new Makin' Magic characters and objects! Marvel at the flamingo who becomes a sexy hostess! Experience new kids-only magical items! See if you can spot the invisible friend!

Abracadabra!

The Sims Makin' Magic The Sims Makin' Magic
28 Aug 2003 - 23:10

Be the first to see these new Makin' Magic characters and objects! Marvel at the flamingo who becomes a sexy hostess! Experience new kids-only magical items! See if you can spot the invisible friend!

Abracadabra!

The Sims Makin' Magic The Sims Makin' Magic

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