Will Wright on Game Design
Torill writes "Celia Pearce interviews Will Wright in the article "Sims, Battle Bots, Cellular Automata Gods and Go", in Game Studies, volume 2. Wright talks about the philosophy behind his games, one of which is The Sims: 'What are you trying to do with this thing that you're creating? To really put the player in the design role. And the actual world is reactive to their design.'"
A good FPS may entertain for some time, but a simulation game is great. It ends when you want it to, you control how things happen, You can save, come back, do something different and have the game go an entirely different way (try that with Duke Nukem).
Don't get me wrong, a good multiplayer FPS is great now and then. But I still turn to sim games more often than not.
Maybe it's my God complex : )
That what was all this school was for... to teach us how to solve our own problems. -- janeowit
Good game design lets you slip in a role of an actor, not a designer, thats what all the arcade stuff was all about. Gaming is adrenaline (defender, robotron) not administration(warcraft, sim xx) and should be not to time-consuming indeed.
... mmm hmm
I see, thats why mod'ability is becoming more and more of a standard feature on games these days. I guess all this time I've been having a blast designing a Warcraft III map, I really just been proving how bad the game is
So Will is playing a game where he has to make sure that a million Sims players are happy playing their Sims game. I guess you could call him the only Sims player who is getting paid for playing. :)