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Maxis' Will Wright Interview

PC DS Interview by Johnny Minkley

11 August, 2008

Page 2 of 3. <- Page 1Page 3 ->

Eurogamer: This project is unusually long compared with the standard videogame gestation period. You've been personally involved with it for seven or eight years - how do you yourself stay focused and motivated over such a long period of time?

Will Wright: I think that's more a property of me picking a topic I'm deeply, deeply interested in. If I had picked a topic I thought maybe would sell, but that I wasn't personally interested in, it would have been excruciating, but I'm just as enthusiastic about the topic and themes as I was when I started. At that point it's more just a matter of enjoying the process - really I've spent a similar amount of time on Spore as I did on The Sims.

Eurogamer: Is it difficult to adapt your concept to the technological changes that happen over time? There have been developments in this time, like social networking, that have had a big impact on Spore...

Will Wright: I'd say that the social networking thing was one of the larger changes that happened during design. The technology stuff wasn't really that much of an impact. If we were designing a game that was going to be a bleeding edge first-person shooter on the PlayStation 3, then the time-to-market issues would have been much more critical.

Instead we were trying to design a game that would work on a number of different platforms, would look nice... the underlying problems we were dealing with were simulation level of detail, procedural animation and stuff like that, that were kind of more platform-agnostic, so the march of technology helped us a lot, mainly in terms of us being able to hit a lower minimum-spec platform.

Eurogamer: You've talked previously about how you see games ultimately as toys, and the importance of play as an end in itself. I'd say that puts you in a similar ideological space as Shigeru Miyamoto. He recently described Wii Music as a toy, saying it was "more interesting" to him than a traditional videogame, which provoked an incredible backlash from hardcore gamers and sections of the specialist press. Do you still see the industry as quite "inbred", as you've said before: the same games, for the same people, by the same people?

Will Wright: Gamers kind of liked being this renegade group, and games were so complex that nobody would touch them, and that their parents hated them and all of that stuff. There's definitely this hardcore mentality from players when they see games, maybe the Wii or whatever, and they feel it's diluted what a game should be - it should be this hardcore experience where you're wearing your headphones and fragging your friends online.

But I think that's a good sign. It's great that games are breaking out of that niche, small, insular group.

'Maxis' Will Wright' Screenshot 2

The Hollywood focus is partly stifling, says Wright, but it's also part of the lifecycle of a growing artistic medium. Sort of thing.

Eurogamer: There's still this obsession with 'Hollywood' in gaming, being taking seriously and creating products that are 'movie-like'. Do you think this has in some way stunted the creative growth of the industry?

Will Wright: In a couple of directions, yeah. On the game design side, we've put way too much emphasis on linear storytelling, embedding that in our games - when people talk about, 'what's the story in this game, and who are the characters?' - when inherently I think games should be a much more user-driven experience where the user is unfolding the story and we give them more creative opportunities. That's not to say that games shouldn't have stories, I just think the story should be the player's story, and find more ways to celebrate and promote that, rather than the game designer's story that you're imposing upon them.

I think the Hollywood thing is kind of natural, in that most new forms of creative media look back to what was their predecessor. So with radio, people were there performing live theatre into a microphone in early radio, but then eventually it went off and became its own thing: traffic reports, talk radio, whatever. Television, the same thing - with early TV people were doing radio plays into mics in front of the camera, until they eventually realised there was a lot more power in the visuals.

[With] games, the real power is in the interactivity, the player driving the experience. But initially, early games, once they had the graphics, were trying to be movie experiences: here's the beginning, here's the back story, and then you rescue the princess at the end. So I think games creatively are now getting enough surefootedness, and enough technology underneath them, to give the player that freedom.

Eurogamer: You attempted an MMO with The Sims Online, which didn't prove a success; and you've described Spore as a 'massively single-player online experience'. Are you more interested in pursuing this course now, or have you learnt enough so that you would go back and look again and look at a more multiplayer-oriented title?

Will Wright: I think the reason I was driven to what Spore ended up becoming is that there are a lot of games out there that were single-player experiences, unconnected. There were a lot of games that were massively-multiplayer experiences, and there was nothing between the two. Yet there's a really interesting space of hybrids between the two that Spore became, where you have a lot of players connected through content, but it's not synchronous: it's asynchronous interactions.

When you design a massively-multiplayer online game you have to bite off a lot of major design limitations, like nobody can pause the game, nobody can cheat, you usually have to pay a subscription. But the biggest benefit I saw from that was the possibility of having a collaboratively built world, that's huge and always surprising. So for Spore we tried to figure out, how do we get the best aspects of a massively-multiplayer game without all these huge design limitations?

I think a lot of these limitations were what sank The Sims Online: we didn't have enough user-created content; to a lot of the people that were playing The Sims, the idea of paying a subscription was a really big filter - a lot didn't even have credit cards. So really I think it's interesting that nobody's explored this hybrid space between the two, and that's the reason we ended up there with Spore. That's not to say that one day we might not do a massively-multiplayer online version of it, but it's just not the most interesting initial unveiling of it for me.

'Maxis' Will Wright' Screenshot 3

Wright admits he's a product of his environment, to some extent, but he defines his environment in broad terms. Also, his game has these guys in it.

Eurogamer: Looking at your own creative development as a designer - you talked a little at Comic-Con about growing up in the '60s, a time of great social upheaval, of the space race and a time when individuals and small groups could effect big change - to borrow a phrase of yours you've applied to videogames, "change the world a little bit". Is your design philosophy a direct product of growing up in that era?

Will Wright: That era and the eras afterwards - I think that the internet basically gave a whole new dynamic to social change. Even in the '60s you basically had broadcasters and consumers, whether it be games, movies, news, whatever. When the internet came around and all of sudden you had this idea of peer-to-peer narrowcasting - everybody could be a producer, everybody could make their own blog, their own YouTube video. There's a huge shift in the dynamics of the way culture plays out and ideas. Mimetic warfare - the idea of memes competing for mindshare.

I think games as a similar technology alongside the internet bring in this idea of empowering the player to create things, and explore new experiences and craft imaginary models they can share with other people. I think those two things, taken together, give something like games their power - to actually go in and get people actively engaged in something that might actually transfer into an interest or a change in the perception of the world around them after they walk away from the game. But also become and avenue for them to craft messages, experiences, narratives, content, that now get freely shared with other players.

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Comments: 1-19 of 19 in total

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mischief
11/08/08 @ 13:27
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you'd think with all those sales in the bag, he could at least afford a decent haircut.
mischief
11/08/08 @ 13:27
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and a decent pair of designer specs
mischief
11/08/08 @ 13:40
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and that facial hair makes him like he has just been tipped out of one of those old Open University science lectures.
UncleLou
11/08/08 @ 13:56
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Wasn't that sold on Spore until I saw that Comic Con video that's linked to on page 1. Technically poor (the video, not the game), but completely brilliant.

And everyone who's seen that or any other WW video knows he's the world's nicest nerd. That video immediately made me want to hug him, in a purely platonic way. While I just want to give mischief a slap.
Norfolk'n'Clue
11/08/08 @ 13:57
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He's a bit more of an ideas man than a metrosexual, mischief. I suspect you are the latter.
Edited 1 times, most recently on 11/08/08 @ 14:57
mischief
11/08/08 @ 14:01
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male personal grooming is nothing to be ashamed of
Stardusty
11/08/08 @ 14:43
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Brian Eno on the soundtrack? One word: WIN.
YourMessageHere
11/08/08 @ 14:52
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I too am much more into Spore after that ComicCon video. The sheer scale and potential involved is quite amazing. I may be able to fight my way past that horrible art style and play it. Maybe I too can have my own Culture, albeit chibi-fied.

Love to hear more about what these 'militant atheists' had a problem with. Also, what goes in the [...] in the last paragraph on the first page? Strange place to chop something out, sounds almost like he said something he regretted and had to retract it.

Cleanliness and hygiene is fine, and Wright doesn't look dirty. But "Grooming" is for horses and inherently pretty people (and paedophiles =P ) which he's clearly not. The guy simply looks like someone who knows their appearance is not their strong point and sees no point in paying much attention to it. That is nothing to be ashamed of.
stoopidgreg
11/08/08 @ 16:18
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those pesky atheists! seriously though, why call dawkins a "militant atheist"? i think you mean staunch.

"to a lot of the people that were playing The Sims, the idea of paying a subscription was a really big filter - a lot didn't even have credit cards."

excuses excuses... somehow 10 million people have credit cards and are willing to pay for WoW.
Scimarad
12/08/08 @ 06:39
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Oh, I think militant covers it; He definitely likes to go on the attack...
AphoticCosmos
12/08/08 @ 09:33
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Will's a really nice guy, and based on Comic-con I reckon Spore is going to steal the show across all platforms this year, even from SW: The Force Unleashed, Fallout 3 and Fable 2. When he scrolled back to reveal the scope of the galaxy . . . I was instantly sold.
KreyAtiv
12/08/08 @ 16:33
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Liked in the video how you seen the big greenish creature standing about and then later on you see him fenced in like livestock. :)
beedyG
12/08/08 @ 19:50
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Funny, after watching Dawkins' latest TV programme and then looking at the Spore videos I can't help but think that Dawkins would be better off just giving the kids Spore to play than taking them to the beach to look at fossils.
drxym
12/08/08 @ 22:38
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I doubt most atheists give a damn about a "religious" aspect to the the game. The player has to control the world somehow meaning in effect they are god. The same could be levelled at every so called god game from Populous onwards. Being a god in a game says nothing about there being a god in real life any more than being Harry Potter in a game says about there being wizards in reallife.

Having said that, I'm sure scientists (who may or may not be atheists) would be irked if any religious group tried to equate this game's mechanics to real evolution, such as the manner in which creatures appear designed or what have you.
BillyBrush
15/08/08 @ 13:26
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i don't think the militant aetheists will get that up in arms, the game's just not exciting anough to generate that kind of response....
yunsky
24/07/09 @ 12:36
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cicicocuk
12/11/09 @ 16:30
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I'm really very useful to follow a long-time see this as a blog here Thank you for your valuable information

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film-indir
25/11/09 @ 01:42
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ı dont like this game. graphics are bad. thnaks for article

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Comments: 1-19 of 19 in total

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