Will Wright Quotes (37 Quotes)


    I think the idea of having a game based on reality is compelling right off the bat because everyone has some experience with the subject of the game.

    In some sense that fear of not dropping the ball can really hurt you, in terms of not stretching and kind of going off in interesting new directions.

    A lot of the interesting issues and dynamics within a city occur over things such as socio-economic issues or ethnic issues. But they require a much more elaborate model of human behavior.

    Everybody has a different definition of the good side.

    It's rewarding to be able to change people's perceptions of reality, ... They just see their environment in a different way. They have a kind of different-colored glasses that they can see their world in. To me, that's really cool -- when games can change you.


    It used to be that you knew your neighbors and maybe your coworkers - the people in your physical vicinity.

    The Sims is kind of an interesting case because we had all these expansion packs. We were able to incrementally add on and explore without invading the core dynamic or the core game play.

    The tools are the weak spot, That limits its appeal to a fairly hard-core group.

    The console games, as they come out with this new generation, will have a temporary advantage in price performance, but there are still many things you can do on a PC, more conveniently than you can do on a console machine.

    Players like to know that they've discovered things that even the designers didn't know were in the game.

    Computer and video games represent one of the most important new media developments of this generation. Unlike many other forms of entertainment they offer players the opportunity to explore, be creative, learn through interaction and express themselves to others. It is vitally important that we protect and nurture this new art form so that it can reach its full potential. Like most new forms of artistic expression that have come before (music, novels, movies), the primary critics of video games are the people that do not play them.

    Well, I think the camera freedom is something that we've resisted for a long time and feels like probably the biggest stretch. But it has some huge benefits.

    These games contain elements of all the other mediums before -- books, movies, television, theater, toys, and architecture.

    We're experimenting with new ideas we can put into it, which makes it hard for me to say exactly when we will be done with them.

    I think for most people, their kind of general aesthetic with games is that the more I control this experience, the better the game is.

    On vacation, I totally unplug. I don't bring a laptop with me.

    The new generation of consoles has as much power to do the kind of games that we do as the PC does.

    Most American cities began life around some basic means of production, like mining or manufacturing. People come in to work at the factory, ... and the goods from that factory are sent out to other cities or across the region. But over time, smaller services start building up within the city, like little grocery stores or gas stations, that are servicing needs within the community. The internal infrastructure gets larger and larger, and over time it becomes the biggest part of the city -- the city producing goods and services for itself.

    Yes... well, I used to have a pilot's license.

    There are a lot of issues that I hope we deal with at some point that we haven't up to now, for various reasons. Some technical, and some more political.

    I think by exploring the bad side you're really just mapping the envelope of the system... you're getting a sense of how far off you can go.

    I find it refreshing to unplug from it for a while. You kind of forget how deeply you get embedded in it.

    I definitely enjoy the research the most.

    I typically go overboard when I research new projects.

    We have spent quite a bit of time considering a good space game, and I can't really say anything at this point, but we are definitely still interested in that area.

    And every now and then people find the bugs, and they interpret those as cool failures in the Sims terms. For them it's like a treasure hunt, you know.

    In some ways I find the mouse to be a much more advanced device than your typical game controller, ... It is generally easier to learn because of the visual nature of its interface and has far more consistency across applications. The mouse is still rapidly changing (more buttons, mouse wheels), in a sense it represents the evolution of a new language based on micro-gestures of your hand and fingers. Whatever the device is, I think this new spatialgesture language represents the most probable future of input devices.

    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.

    The second thing for me, probably a few clicks down, is the idea that The Sims smoothly age and have different concerns and motivations and needs at different age ranges.

    It's gotten to the point now where I surf the fan sites everyday and download cool things the fans have created, which is really ironic in a way

    Actually, many years ago, we had a company-wide vote for our informal company-wide mascot, and the choices came down to the Boston tree fern, beef tape worm and a llama. And somehow the llama won the vote

    Because now it's the fans out there that are entertaining us, the developers, with their creations

    Also, after people play these Sim games, it tends to change their perception of the world around them, so they see their city, house or family in a slightly different way after playing.

    And so from that, I've always been fascinated with the idea that complexity can come out of such simplicity.

    For me, what's a more important question is how we get at least the option of more diverse experiences in this media.

    I'm not saying we purposely introduced bugs or anything, but this is kind of a natural result of any complexities of software... that you can't fully test it.

    We really want to have most of the failure in a game be based on things that the player did, as opposed to things outside of the player's control.


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