As the virtual dollhouse turns 25, the game designer Will Wright explains how The Sims was a sandbox for the American dream.
According to The Sims mastermind Will Wright, the original life sim had to be dumbed down as Sims' autonomy was simply "too ...
Wright wondered: Could human intelligence be distributed in a similar way? Instead of pheromones, The Sims uses objects as behavioral markers (a hungry Sim might be automatically drawn to the fridge).
As part of the 25th anniversary of The Sims, the New York Times spoke to the original game's lead designer Will Wright, who ...
the autonomy was too good," Wright said. "Almost anything the player did was worse than the Sims running on autopilot." Maxis had to dial it back, and instead let each Sim choose randomly from a ...
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