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Field Researcher
Original Poster
#1 Old 16th Nov 2018 at 9:23 PM Last edited by Liza : 16th Nov 2018 at 10:13 PM.
Default What Were the Design Goals for The Sims 2? - Answer by Mike Sellers, one of game desingers of TS2
http://www.slate.com/blogs/quora/20...ners_goals.html

Sourse from:
https://www.quora.com/Video-Game-De...-for-The-Sims-2

I read this... And this Maxoids really wanted to surpass themselves and what will happen in the future. This zeal of the developers can really admire. But was one problem while developing TS2:
Quote:
The biggest problem we hit early on was that the first version of The Sims just kept on selling. It stayed in the top 10 far longer than anyone expected. And then the expansions came out, and it sold even more. That gave us a lot of time to work on different things but also made it difficult to sustain a big team on the project. We lost a few of our people, and I eventually went on to work on Ultima Online myself.


This is sound like not from life sim game, but from business simulation game ( Here some info about hospitals which were disappeared from release version of base game):

Quote:
Add more meaningful jobs and locations. This eventually came out, sort of, in later releases, but a ton of work we did for this was dropped. For example, we had game play for creating your own doctor's office with waiting room and treatment room. The more chairs, magazines, fish tanks, etc., the longer patients would wait. The worse the diagnoses or procedures, the faster they would leave. (If you made the patient scream because you chose the wrong procedure, the Sims in the waiting room would get upset and run out the door.) Unfortunately, we were also beset with frustrating technical issues involving the underlying scripting language (Edith), so making all this was incredibly difficult.
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Alchemist
#2 Old 16th Nov 2018 at 10:00 PM
Too bad those ideas didn't make it into the game. Thanks for the article.
Field Researcher
Original Poster
#3 Old 16th Nov 2018 at 10:07 PM Last edited by Liza : 16th Nov 2018 at 10:19 PM.
Quote: Originally posted by omglo
Too bad those ideas didn't make it into the game. Thanks for the article.



But the result was still great! It is very nice to know that the developers did not want to stop there.

About Edith I found some info there:
http://modthesims.info/t/491736
http://twvideo01.ubm-us.net/o1/vaul...ingAndSims2.ppt
Lab Assistant
#4 Old 16th Nov 2018 at 11:31 PM
Very interesting. Thank you for the links!
Field Researcher
#5 Old 19th Nov 2018 at 2:36 AM
I found this presentation made by a former Maxis employee: http://game-tech.com/Talks/Willmott.pdf

It talks about the development of TS2, how work was broken up, the staffing situation, etc. There's some really cool images from indev in there!
Theorist
#6 Old 19th Nov 2018 at 11:17 AM
I wish they would have done more on these two:

Quote:
Add situational awareness. Sims would be more responsive to what was happening to other Sims. As I recall, we did a lot less with this than I would have liked. That actually drove some of my own AI research later.
Add longer-term relationship values. A Sim could be angry with her spouse without "falling out of love."


But I can live very much without playable careers tbh. Always disliked the idea, personally, same with playable schools.

And the mood lighting/music/environmental sounds tied to objects sounds a bit restrictive and like something a lot of people would have modded out by now. But it would have been interesting to see it refined into something along the lines of being manually able to set atmospheric conditions for each neighbourhood.

Avatar by MasterRed
Taking an extended break from Sims stuff. Might be around, might not.
Instructor
#7 Old 19th Nov 2018 at 4:11 PM
I want that waiting room mini-game!

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