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Nieuws

Kleine opmerking: Ik ben op het moment druk aan het werk aan de nieuwe site. Ik wil de site echter niet helemaal offline halen, dus je kunt alles nog gewoon bekijken. Maar de werkzaamheden kunnen er wel voor zorgen dat sommige pagina's er een beetje raar uitzien. Het zal niet heel lang meer duren. Happy
24 jul 2003 - 23:20

"With skeleton maids, garden gnomes, and vast spells, what's not to love about an expansion that is shaping up to be something magical?"

Go To GameSpy.com

24 jul 2003 - 23:10

Tim LeTourneau, Senior Producer for The Sims 2 spills the beans about creating the sequal to the number one game of all time.

Go To GameSpot.com


The Sims 2 Designer Diary #1

Senior producer Tim LeTourneau begins this new series of designer diaries on the sequel to the best-selling PC game of all time.

The Sims--a seemingly simple strategy game in which you control the lives of little computerized people known as "sims"--is reportedly the best-selling computer game ever, and the game has been supplemented with a series of substantial expansion packs. Though the final expansion pack for the original game, Makin' Magic, is now in development, the series' creators at Maxis concede that the original game has had a good run and that it's time to work on a full-fledged sequel. The Sims 2 will improve on plenty of different aspects of the original game--for instance, it will include the intriguing ability for sims to grow, change, and develop over time. The developers at Maxis have graciously agreed to chronicle their progress in this series of designer diaries. First up is senior producer Tim LeTourneau, who discusses the overall planning and design of this highly anticipated sequel.

The Big Picture

By Tim LeTourneau
Senior Producer

How do you create the sequel for the number one game of all time? Well, you start by understanding what it took to make it number one in the first place. Players love their sims, players love to build and decorate, and players love telling stories about what they've created in the game. That was where we began with The Sims 2.

The Sims 2First, we needed a little of the Wright stuff. Will Wright, that is. Will had some definite ideas about where we should be taking The Sims 2. We then put together a team of veteran designers, producers, engineers, and artists--people who came from the original Sims and expansion pack teams. We needed people with an in-depth knowledge of the Sims simulator and behavior systems. Those people needed to have an intimate knowledge and understanding of the history of the franchise--a real grasp of what has historically worked and what hasn't. Most importantly, they needed to have the ability to put together and interpret all of gameplay feedback from everyone around them. Everybody considers themselves an expert on human behavior and, naturally, projects their own sensibilities onto the lives of their sims.

After assembling this crack team, we felt it was important to tap into the different stories that people tell about their life experiences. We had to determine how to deliver them in the game, since this is the essence of what gives us a game with universal appeal. In The Sims 2, everyone can find some part of it that they can completely relate to and emotionally connect with.

Then we tackled the sims themselves. We knew we wanted them to be more dynamic--to move and act more believably. We wanted players to experience a greater emotional connection to them. We wanted to get closer, and we needed a new game engine to accomplish that. As those systems progressed, the power that 3D graphics provided to the world of The Sims became clear. We now had the opportunity to truly evolve The Sims to the next generation with state-of-the-art graphics, animation, and artificial intelligence. The Sims 2 engine was born.

Now that we had the ability to deliver on our vision, we needed to innovate on the gameplay. Players had been asking us to let the sims grow up for a long time. It was clear that now we had the opportunity to explore that space. The term "next generation" took on a whole new meaning when we started to think about sims' generations. It radically expanded the playspace of the game and the scope and depth of the storytelling. We knew it would let players experience all of life's ups and downs with their sim families.

So what does a sim's lifetime look like? We decided on six distinct age ranges that make up the classic periods of life: babies, toddlers, children, teenagers, adults, and seniors. Each stage is punctuated by "big life moments," rites of passage we all equate with growing up: a toddler's first steps, a teen's first kiss, getting married, and kicking the bucket. Players will have to navigate through each of these stages and face the strategic challenges that each age presents. In this dynamic playspace, the best opportunities come when different age groups interact: the moody teen who torments her younger sibling, the crotchety grandpa who complains incessantly to his children, or the baby who throws up when played with a little too exuberantly by the baby-sitter. What happens to these sims as they grow through each of those stages deeply affects how they develop and the way they behave. To keep track of that development, we have given players a measurement called "life score." A sim's "life score" directly reflects the kind of life the player has helped the sim lead. Players will be rewarded for exploring both the positive and negative sides of life.

The Sims 2Once we decided on generations as a theme, the rest of the pieces began falling into place. It became obvious that we needed smarter sims. They had to be more aware of and responsive to their surroundings, reacting when things happened in their world. They had to be able to better express their moods and feelings and form complex relationships. They had to have memory to distinguish between friends, family, and romantic interests. We wanted the sims in The Sims 2 to look and behave like their ancestors. We had to crack the Sims genome to let them pass traits from one generation to the next. When we got right down to it, we realized they just had to feel more alive and real so players could tell the story of their sims and their families across their lifetimes.

As we added all the simulator support we needed for generational play, we also set out to revolutionize sim creation. In The Sims 2, create-a-sim has been taken to a whole new level of power. Players can now completely customize the facial features of their sims, making a truly unique person with just a few clicks. In addition to cosmetic choices like hairstyle and makeup, they can make genetic choices like hair color, eye color, and skin tone. But it doesn't stop there. In The Sims 2, players can now actually sculpt the faces of their sims without having to be artists. The control is nearly limitless; every aspect of the face can be customized according to the players' vision of who they want that sim to be. And on top of all that, the physical traits the player selects are passed down to the offspring. The sims have DNA!

We didn't want to leave any aspect of the game untouched. We knew that we needed to enhance and expand the build and buy modes beyond the scope of the original game. This is where many of the hard-core fans have spent literally hundreds of hours designing, building, and customizing homes for their sims. One of the first things that The Sims 2 players will notice is that they can now build houses with multiple stories. We have added the ability to construct decks and foundations. Players can now design and personalize their homes with all-new wall treatments and lighting options and can customize furniture with a variety of colors and fabrics.

So how do you create the sequel to the number one game of all time? You do it by having a deep understanding of your customer and your product. What I have tried to give you here is a quick overview of where we are headed with The Sims 2. In the coming months, we look forward to sharing with you the intimate details of the development process of The Sims 2, and believe me, some of them are going to be really intimate. From conception to delivery, we will allow you to experience, firsthand, the crazy, unpredictable ride of a lifetime that is the development of The Sims 2.

24 jul 2003 - 23:00

We would like to welcome 3 new SimMasters to our online community. SimMasterSherry, SimMasterMaaBear, and SimMasterBurpie have been doing a great job helping the community so we decided to make them official. If you see them on the BBS please welcome them and show them your support!

Go To BBS

17 jul 2003 - 23:10

We have posted the next 4 songs for the Superstar Soundtrack. Glabe Glarn!

Go To Superstar Music CD

17 jul 2003 - 23:00

Last week was Camp EA and Press from all over the world were invited to EA to preview our latest games. Here are some previews of The Sims GBA, Makin' Magic, and Rush Hour.

Makin' Magic
PC

The Sims - Bustin' Out
PlayStation - GameCube - XBox

The Sims - Bustin' Out
Game Boy Advanced

11 jul 2003 - 23:00

Although not officially announced, Maxis gave a select group of North America and International press a sneak peek of the next expansion pack for The Sims, Makin' Magic*. Look for an official announcement in the coming weeks.
*This is a working title.

Learn More Here


The Sims Makin' Magic The Sims Makin' Magic
Details About Makin' Magic*

* working title.

Brace Yourselves! Your Sims have Magic! In The Sims™ Makin' Magic Expansion Pack*, Sims are granted magical powers with the ability to cast spells that are playful or deviant. Players can venture to an all-new magical, carnival-themed destination, experience exciting new gameplay, gain over 150 new items, and encounter a whole new cast of quirky characters in this powerful pack of magical high jinx. See what happens when you challenge the fate of your Sims as you concoct and cast magic spells with good or bad intentions. In The Sims Makin' Magic, expect the unexpected.
*Requires The Sims™ or The Sims Deluxe Edition to play.

Key Features

New Gameplay

  • Unlock spell recipes one by one in the family Spellbook, and mix individual ingredients to create dozens of original spells.
  • Cast Spells to take care of your Sims' needs, keep up the house and cook meals, meddle with relationships, bring objects to life, or turn your neighbor into a frog.
  • Every spell has a unique Backfire, including toad plagues, snakes, and lightning strikes.
  • Interact with new Questing NPC's, and earn the most difficult and powerful spells by performing tasks and solving puzzles.

New Location and Objects

  • Travel via the Magic Portal to the all-new Magic Town location where Sims perform magic and duel to earn access to spell ingredients.
  • Perform at the Side Show, Spook Show, Magic Dueling Arena, and Magic Trick Table. Tricks and routines include everything from rabbit out of a hat and levitation to summoning ghosts.
  • Build custom carnival rides, such as the Fun House and Haunted House.
  • Satisfy hunger needs with the Popcorn Maker, Cotton Candy Stand, and the Ghoul-ash Cart.
  • Magic items for the home include: the Wand Charger and Charm Maker, Faerie Toy Box, Magic Crystals, and a Dragon Nest that hatches a Pet Dragon.
  • Create basic ingredients with new skill objects, including the Bee Hive, Spinning Wheel, Butter Churn, and Nectar Press.

New Cooking and Kitchen Features

  • New Vine Plots let Sims grow and harvest grapes and berries in their yard and make and serve nectar.
  • New Baker's Oven lets Sims bake breads, pies, and cakes.
  • Revamp your kitchen with an all-new Mediterranean Kitchen Set, featuring a new fridge, sink, stove, dishwasher, and a brand new Tea Set.
  • New Characters

    • Get your first taste of magic from the MagiCo Traveling Salesman, who brings you the Magic Starter Kit.
    • Perform magic with the Side Show Assistant and Snake Charmer. Summon Ghosts and Mummies at the Spook Show.
    • Trade, quest, and shop with Gypsy Vendors, the Vampiress, the local Apothecary, and the Faerie Queen.
    • New domestic minions help keep your house going. Purchase a Skeleton Closet that houses a maid. Cast spells to turn the Flamingo into a sexy hostess or the Garden Gnome into a gardener.

    Over 150 New Items

    • New decorator set, including moving paintings, creaking stairs, and twisted trees.
    • All new Walls, Floors, and Roofs.
    • Brand new food items and dozens of new character skins.
10 jul 2003 - 23:00

Creator Will Wright Attributes Franchise Success to Fan Support.

Read Press Release


Fans Celebrate The Sims with Over 100,000 Family Album Postings on The Sims Exchange

Creator Will Wright Attributes Franchise Success to Fan Support

REDWOOD CITY, Calif., (July 7, 2003)- Electronic Arts (Nasdaq: ERTS) today announced that over 100,000 family albums have been posted online at www.thesims.com by fans of The Sims™ around the world. Fans of The Sims, the best selling PC game of all time, continue to share the hi-jinks of their Sim lives online by posting photo albums, setting up hot dates, and exchanging lots from the various Sims expansion packs.

"The success of The Sims is due in no small part to the on-going support of our fans. They continue to amaze and astound me with the various ways they are able to customize the content and evolve the overall game experience of The Sims," said Will Wright, Chief Game Designer at Maxis™, a division of Electronic Arts. "With The Sims 2 on the horizon, I can't wait to see what the fans will create. There will be an even greater potential for creative storytelling and content."

The albums include photos of Sim family members, their house, or pictures that tell the story of experiences not only from the game, but what is happening in their real lives. The photo album is a great way for fans to connect and share the details of their experiences with other fans. Plans are already in place to greatly expand these capabilities in The Sims 2 for PC.

About The Sims™
The Sims computer game allows players to create a neighborhood of simulated people (Sims) and control their lives. The Sims has inspired six add-on packs that have all been top sellers; The Sims™ Livin' Large, which allows players to put their simulated families from The Sims into new extreme situations and settings; The Sims™ House Party, which gives players the chance to host outrageous parties for their Sims; The Sims™ Hot Date, which gets Sims off the couch, to an all-new downtown area and into the dating game; The Sims™ Vacation, which allows Sims to get some rest and relaxation with their families and friends on a fun-filled vacation island; The Sims™ Unleashed, which allows Sims to adopt pets; and The Sims™ Superstar, where players can pursue fame and fortune. The Sims has also made an appearance online with The Sims Online™ and in the console market with the launch of The Sims on the PlayStation® 2 computer entertainment system, Xbox™ video game system from Microsoft and the Nintendo GameCube™.

Electronic Arts Inc.(EA), headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, Electronic Arts posted revenues of $2.5 billion for fiscal 2003. The company develops, publishes and distributes interactive software worldwide for video game systems, personal computers and the Internet. Electronic Arts markets its products under three brand names: EA SPORTS™, EA GAMES™, and EA SPORTS BIG™. EA's homepage and online game site is EA.COMSM. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.

Electronic Arts, EA SPORTS, EA GAMES, EA SPORTS BIG, Maxis, The Sims and The Sims Online are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. EA.COM is a service mark of EA.com Inc. PlayStation is a registered trademark of Sony Computer Entertainment Inc. Microsoft and Xbox are either trademarks or registered trademarks of Microsoft Corporation in the U.S. and/or other countries and are used under license from Microsoft. Nintendo GameCube is a trademark of Nintendo. All other trademarks are the property of their respective owners.

9 jul 2003 - 23:00

Er staat een nieuw uitbreidingspakket voor The Sims aan te komen, en wat voor een!

In dit uitbreidingspakket kunnen the Sims magische spreuken gebruiken om hun liefdesleven te verbeteren, chaos te bezorgen bij boze buren of een einde maken aan al hun zorgen!

Een geheel nieuw magisch carnaval-achtige bestemming, spannende nieuwe gameplay en een hele hoop nieuwe karakters staan je op te wachten in dit magische juweeltje!

Stuur the Sims naar Magie Stad om hersenkrakende tricks uit te voeren en geheime recepten te ontdekken voor snode spreuken.

Verander vervolgens thuis je dagelijkse objecten in persoonlijke hulpjes, hypnotiseer je zogenaamde vrienden of verander die saaie buurvrouw in een pad!

Zorg er wel voor dat je Sims goed genoeg zijn in hun toverkunsten want voordat je het weet gaat er van alles mis, verwacht het onverwachte in The Sims Makin' Magic!

The Sims Makin' Magic zal 30 oktober in de winkel liggen, voor Belgie en Nederland zal het spel een aangepaste naam krijgen.

The Sims Makin' Magic The Sims Makin' Magic
3 jul 2003 - 23:30

We have posted the next 4 songs for the Superstar Soundtrack. Download yours today to get your party started.

Go To Superstar Music CD

3 jul 2003 - 23:20

Each week we will be presenting 4 new tracks for your Superstar Music CD. Download and print the liner notes and burn your own CD of music from Superstar!

Go To Superstar Music CD

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