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CT: My roommates and I have yet to kind of work out a system
for hooking up in the game. They are people I don’t know.
I’m playing mostly on Interhogan as Christopher Soprano. My
roommates don’t know that I’m female, and they’re
all male. I think they’re teenage guys. I’m sort of
undercover in this all-male household, and it’s unbelievably
cool. They act so differently when it’s just them then when
a female walks into a room. Then, every time she leaves they start
debriefing, “How do you think I did? Did I scare her off?”
It’s amazing.
G: How did you get involved with The Sims initially?
CT:
I came to Maxis – my background is in kids’ software.
I came here when they were still doing kids products and then it
was probably two months after I started that they cancelled the
kids’ line and said, ‘you’re going to go work
on The Sims.'
At the time, The Sims was a bastard product that nobody
(laughs) wanted to be on. Nobody really understood it and they thought
it was a game about going to the bathroom. It was kind of like this
secret project that Will was doing now and then… I fell in
love with it and I’ve been doing Sims stuff ever since.
G: So you’ve been working on the series since the
first Sims was released.
CT: Yeah, I was on the first Sims for a couple years
and then we did a quick expansion pack. Then we moved on to TSO
and have been here almost three years.
G: Wow. It’s hard as a reviewer… I can trash
a game, but at the same time I feel bad because I know people have
spent years working on it.
CT: Yeah. It’s such a different world—online
games--because the architecture and infrastructure is so much harder
that you don’t get, as a designer, the immediate progress
and the immediate turnaround. It takes a really large team,
too, so the progress is generally slower. So we’ve been working
on our patience and finding other side projects to occupy ourselves.
G: What kind of stuff do you do, specifically, with TSO?
CT:
We redesigned all of the navigation and getting around, the roommate
stuff and a lot of the objects – the job objects… we
did a ton of TSO-specific objects. A lot of the costume
trunks, a lot of the schematics -- some of the game-making objects,
which I have yet to see anyone really use in the way that we had
hoped. So I’m thinking of starting a few houses with sample
games to see if that will spark people’s creativity.
G: What game-making objects?
CT: There are a bunch of objects in TSO that allow
you to create your own games. There’s a little cupboard of
game pieces like dice, a deck of cards that you can customize, a
little ball that you can set up targets for.
G: Oh sure, I’ve seen those. I didn’t know what
they were so I just ignored them.
CT: Sure. I think that’s because there aren’t
a lot of examples out there yet. Like it someone was doing a life-sized
trivia game. So there’s, theoretically, a lot of creative
potential there. People just need to see some examples to spark
their interest.
G: I agree with that. I’d like to see some examples
because I have no idea how the game pieces are supposed to work.
CT: I’ll get right on that.
G: I found a ball around the other day and was thinking, “What
do I do with this? Just roll it around?”
CT: But you didn’t say, “I’m so empowered, I’m
going to go create my own game!”
G: No, I didn’t realize that was an option.
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