You're in charge of the second most popular videogames franchise in the
western world in recent years. Your studio produces a game so big -
both in terms of sales and in terms of cachet - that it's actually
become a label in its own right within the world's biggest third-party
publisher. In total, it's sold 95 million pieces of software in
twenty-two languages since its inception, and come to think of it, it's
the only PC gaming property that's actually bigger than Blizzard's
Warcraft juggernaut.
Nobody is denying that Rod Humble, the man in charge of EA's
Sims studio in sunny Redwood Shores, is in a rather enviable position.
The veteran developer, who moved into EA - and the Sims unit - after a
long stint working on the EverQuest franchise for Sony Online
Entertainment, is at the helm of a franchise whose success runs so deep
as to defy description.
No game whose audience is 62 per cent female and only 21 per cent under
17 - with a heavy bias for the over-45s - could comfortably be called
"hardcore". Yet equally, can a game for which hundreds of thousands of
pieces of user-created content have been uploaded, with four million
active online users on the community site every month, really be called
"casual"?
The Sims, then, is a phenomenon - one which defies conventional
analysis as a videogame. Which means that for all that Humble's
position is enviable, it's also challenging - because when it came to
creating the next instalment in the series, he and the team at Redwood
Shores were facing questions about game design that no other game had
ever posed.
Clean Slate
Two different approaches were taken to feed
into the final solution. On one hand, the Sims business unit - under
the watchful eye of label boss Nancy Smith - set about discovering
everything it could about its user base. Who are they? Why do they play
The Sims? What do they get out of it? What frustrates them? What
excites them?
All of this information was fed back to Humble and his team - who used
it as fodder for an enormously extensive brainstorming session. Over
the course of months, the design team would tear apart the very essence
of The Sims and put it back together again. Along the way, they would
discover what makes the game tick, where the elusive element of "fun"
lies - and how it can be improved.
It all started, as these things do, with a single meeting - the
very first design meeting for The Sims 3. It was, according to Humble,
"a very quick meeting, actually."
"The one thing that I walked into the room with as a mandate
was 'No More Hamster Cage'," he says rather cryptically. "That came
from a phrase Matt [Brown, design lead] used - during The Sims 2, they
referred to the Sims as hamsters with jobs. There's a little hamster
cage, and they have a little job..."
"I always thought that was incredibly limiting," Humble
continues. "We needed an open world. You're not going to get where this
game can go unless you can literally walk across the street and see the
neighbour's kids playing in the opposite yard. You're not going to get
to the next place you want to be unless you can buy a house at the top
of a mountain and look down on a town. That's incredibly important, and
that was job one."
So, at least one aspect of The Sims 3's design was firm from
the very first meeting. As for everything else... Well, not so much.
"The next step was to ask what was wrong with the Sims themselves, and
how that could be improved," Humble says. "That was the initial thought
- and then, frankly, our thoughts just wandered. We deliberately went
blue-sky."
Over the course of an hour or so, Humble and Sims 3 lead
designer Matt Brown show off some of the weird and wonderful prototypes
and proof-of-concept pieces that resulted from that blue sky thinking.
With an extremely broad brief to explore the principles that underpin
The Sims - everything from the sociological concepts of simulating a
town through to the engineering challenges of how the player interacts
with game characters - the team allowed their imaginations to run free.
Under Pressure
In the bizarre menagerie of prototypes,
several different types stand out. There are prototypes which seek
solutions to specific problems in the world of The Sims - like a screen
full of blobs which represent groups pedestrians walking along a
pavement, and changing formation to continue their conversations while
passing other groups walking the other direction. Another similar
experiment sought to create realistic conversation dynamics, exploring
the way that groups form and dissipate at a party - and even how some
people have different "talking distances", which can make others
uncomfortable.
Another group of prototypes is rather more abstract - and in
some cases, it can be hard to see how they relate to the game at all.
Humble explains that for some time, the designers worked on "one-day
prototypes" - coming up with a concept to explore on Friday afternoon,
thinking about it over the weekend, and then building a demonstration
to explore their thinking on Monday.
"Every couple of weeks we'd do this, almost like an improv warm-up,"
explains Brown. "It was designed to get people thinking about the
different topics that are relevant to The Sims."
Some of the resulting prototypes are simply weird, like a
procedural tree that grows new shoots and branches as you watch - but
allows you to prune various branches, which "stains" further branches
down that offshoot with the colour of your shears. "I'm not really sure
how it applies to the game," Brown admits - but that applies to many of
the applications developed in the "one-day" brainstorming. The idea
wasn't always to be directly relevant; many of the weirdest prototypes,
Humble insists, provoked really good discussions about fun interactions
or interesting systems, and how to apply new concepts to the game.
Another prototype that resulted from taking a rather askew
glance at game design was one which Humble describes as being like
Pandora's box - "taking all of the evils in the world, putting them in
a box and telling everybody not to open it." With the team already set
upon removing large swathes of micro-management from the game, what
better way to crystallise the design than to distil that very
micro-management into a prototype of its own?
This was, the designers say, tedium distilled. A simple 2D
representation of a house and stick-figure Sim, it called on you to
click on the various rooms in order to keep your Sim's associated
meters in the green, dividing up your time as best you could to keep
his mood high before he went off to work. Later stages added objects
that reduced the need to spend quite so much time in each room, new
rooms for learning skills, and even passers-by to befriend - but
remained, essentially, a frantic exercise in clicking furiously to try
and keep all the plates spinning.
Perversely, it turned out to be great fun - so much so that the
team spent some time building a multiplayer version. Despite this, the
prototype reinforced their decisions on the overall design. "We
realised from distilling it down that this sort of play is really
frenetic," says Humble, "and that was explicitly what we were trying to
get out of. We didn't want you to feel this crazy kind of stress when
you were playing. We wanted people to feel that they were growing and
nurturing their characters, rather than constantly meeting this kind of
pressure."
Genesis Zoo
Such distillations of the Sims' core
gameplay concepts provided the team with superb insight into the real
appeal of the game - and allowed them to make some slightly surprising
design decisions for The Sims 3.
"One of the [things we learned] that was very powerful was that
it felt right to be able to go into the world and tidy up for your
Sims," says Humble. "This was a huge deal. Before the prototypes, I
don't think that anybody would have agreed that that was a good idea -
but after doing a prototype, we realised that when your Sim is at work,
and there's a book lying on the floor, it bugs players. They just want
to move it. That felt right."
"We would never have put it in the game because it sounded
tedious and awful. Imagine it as a feature - now, in Sims 3, you get to
clean up your Sims' trash yourself! But what it means is that if your
Sim is sloppy and leaves stuff lying around, you can fix it. People did
it reflexively. We didn't even mean for it to be in the prototype, we
just forgot to turn it off - and then we watched people do it. If you
don't want to, it doesn't matter, but there's a weird side-band
nurturing motive that makes people want to do that."
Yet another category of prototype experiments was designed not
just to pick apart The Sims' core concepts - but also to experiment, in
an engineering-led way, with some of the sociological ideas that
informed the game design. Some were simple, like a program that created
procedural "paintings" using a random set of parameters - but could
create similar-looking paintings consistently, as a way for a Sim to
express their artistic side. Others were more complex.
One of the team's favourite prototypes certainly falls into
that category. Designed to explore ideas about socialisation, it
created a sea of 2D faces with distinctive features - and showed you
both your own face in the game, and that of your nemesis. By singling
out other people with similar features to your nemesis, but different
features to yourself, and declaring them to be a witch, you could
gradually influence the crowd into declaring your nemesis a witch and
burning him - complete with mandatory Monty Python sound effects.
Silly? Yes, but also an intriguing exploration of communal
social knowledge. "It led us to have interesting and meaningful
conversations about things like your town's social trends," explains
Brown. "There might be one person in your town that everyone hates, or
one person that everyone likes - we looked into how to find value in
those kinds of macro trends, and in whether players pick up on them or
not."
Even emotional response was explored with simple prototypes.
"Bring out the one I hate," Humble says with a groan, prompting grins
from the other designers. This prototype explored how to make players
feel genuinely bad for a Sim, and how to create emotional displays in
the game. With a simple stick figure, Brown shows how it can develop an
affinity for a ball if you play with it - or can develop a fear of the
same ball if you throw it repeatedly at the Sim's head. Moving the ball
in and out of the scene then changes the Sim's emotions; which can be
mixed up by moving around other environments, even drowning the poor
chap by depriving him of oxygen underwater.
Your World In 2D
The studio's focus on prototyping
didn't stop once The Sims 3 got off the design drawing board, however.
All of those simple "exploration" prototypes pale by comparison to the
complexity of later prototypes - which the team used to implement and
try out the entire design of the game before committing to developing
it in a complex, expensive, 3D form.
In fact, by the time the 3D engine was created, the studio
already had The Sims 3 up and running in its entirety - as a fully
playable 2D game. Every piece of the design was implemented in this
prototype, from character personalities to object interactions, careers
and so on. It may only have been made of labelled squares and circles,
but the 2D version includes the entire town - and was so advanced that
the team even used it to try out some user interface ideas.
The advantages of building this prototype rather than going
straight to the 3D version are obvious; by the time the world was being
implemented in 3D, the team already knew that they had a working game
on their hands. Moreover, they knew that they had something fun - and
The Sims 3 was already capable of surprising its creators with the
emergent behaviour that came out of its complex, trait-based character
creation system. Some of those traits rapidly turned out to be both
anti-social - and hugely entertaining.
Humble, who played the 2D version of the game for some time,
spent much of his time trying to collect every book possible for his
Sim's bookshelves - "I'm easily entertained," he says with a grin,
although Brown rather sheepishly interjects that the team had never
actually told Humble that books didn't do anything useful in that
version of the prototype.
Brown picks up the story. "Suddenly, one day, from Rod's office we hear
a more obscene version of 'where the hell are all my books!' - and
someone else asks him if he's met Bob in the game. Well, it turns out
that Bob steals stuff... And in his living room, he's got all of Rod's
books. Getting to know individuals in the community has turned into a
really fun part of the game - finding out that your neighbour is really
flirty, but she's 80 years old, or that the two kids across the street
are total opposites and hate each other's guts. It's great fun to
explore the characters around you."
Those characters are kept consistent by another system we see
in a more complex simulation. Here, an entire neighbourhood is
represented by 60 boxes on screen, each a house, each each holding a
Sim - or a household of Sims. In this high-level simulation, rather
than running around going to the toilet or making spaghetti, they do
the big life things - meeting people, falling in love, getting married,
moving to new homes, getting jobs, getting promoted, having kids, and
even dying.
As we watch, the whole town moves around in a fluid way. People get
married and have children, the children grow up, the parents die. Icons
indicate objects and furniture people buy; dollar amounts show how
wealthy they are. They start dating, move in together, and new families
move into the vacant lots. It's all consistent, and it runs all the
time. In the game, of course, you see only glimpses of this; most of it
happens in houses with their roof firmly on. In the prototype, however,
you can see the life stories of every Sim, and understand how the team
has ensured that stories in the game match together - helping to make
the whole town feel real.
That, in the end, is the whole objective of the exercise.
Described variously as a game, a creative tool and simply an escapist
outlet, The Sims 3 is - from an engineering and design standpoint - an
attempt to create a community of people that's believable, consistent,
and realistic - without ever sacrificing the principles of being fun
and entertaining.
The blue-sky approach used by Humble and his team may seem decadent to
other developers working to shorter schedules and tighter budgets, but
the principles at work here remain fascinating. It's not just about
exploring concepts for the design, after all; the studio's prototypes
also allowed mistakes to be made in simple, cheap 2D models, rather
than in an expensive, artwork-filled 3D world. So while some aspects of
the process may sound more pie-in-the-sky than blue-sky - in some
regards, taking lessons from how The Sims 3 has been built could be a
decision that's as sound financially as it is creatively.