Exclusive Interview with Makin' Magic Producer, Jonathan Knight
Jonathan Knight answers some questions about Makin' Magic and includes a bunch of new screenshots.
Q: Spells seem like such a great way to help your Sim get through life. How are players granted magical powers and how do they cast spells? You also say that the spells can backfire. What can happen to your Sims?
A: Players are introduced to the world of Sims magic through a mysterious package that arrives on their doorstep. Using the contents of this package, players learn how to make their own spells by creating or collecting ingredients and then mixing them up in special magic-making objects. The family Spellbook contains recipes for every playful and deviant magical spells Sims can craft in the game. The fun comes from trying to find all the magical ingredients and combining them to see what the result is. Each spell has a unique backfire, therefore Sims will need to learn the ins and outs of spell-casting. If a spell goes haywire, players should be prepared for toad and snake plagues or misbehaving NPCs. One of my favorite backfires is the unwanted transformation of your Sims' head to a donkey head. Stay tuned for screenshots featuring backfired spells!
Q: What exactly do you mean by "suburban magic"?
A: Suburban magic means that most of the spells the Sims will learn are designed to help them with their everyday Sims' suburban way of life. That is, most of the magic that occurs will happen around the house. We wanted these spells to focus on things that are a part of a Sims' day-to-day life such as food, relationships, jobs, and gardening. Makin' Magic offers players a different, fun, and exciting way to live each day.
Q: Can you tell us more about the quirky characters in the game such as "gnomes" and "skeleton maids"?
A: The garden gnome is a beloved garden ornament introduced in Livin' Large. We just couldn't resist giving players a spell that brings him to life. The skeleton maid is the ideal servant for players trying to create a haunted house or gothic family. She is always there when players need her…they just have to knock. Additional fun characters include the Flamingo Hostess, who is there to entertain, the Spellchecker, who acts as a magic cop issuing citations for indiscriminate use of magic, and a wonderful collection of Magic Town vendors, many of whom hold secrets to elusive spell ingredients.
Q: What sort of tricks can you perform at Magic Town and how does that affect your Sims' skills?
A: The tricks in Magic Town help players earn valuable MagiCoins that are traded for crucial spell ingredients, which can't be obtained any other way. Tricks range from the cheesy "rabbit out of a hat" to the spectacular "ghost summoning." Sims with better magic skills will give better performances. (After all, if Sims have low charisma, they can't exactly charm a snake. The snake will more likely charm them.) If players are ready to move beyond parlor tricks, they can challenge other Sims at the Dueling Arena and match their spell-casting strategy against their opponent.
Q: Carnival rides for Sims! How do players create these crazy rides and what types of rides can players customize?
A: Two major themes for the rides in Magic Town are a Clown Fun House and a Haunted House. Each theme has three separate rides that can be connected in a variety of ways, either to each other or by using one of several track pieces. Players can build rides that fill entire lots. Sims will ride their way through the sequence, going from ride to ride. Additionally, multiple Sims can ride through the sequence simultaneously, one after the other.