Desarrollo, ideas y dificultades del juego de juegos que también tendrá versión Wii.
RG: And the same for downloadable content?
CS: We are really just focussed on the PC game, the DLC for that right now. So hopefully that’ll be the way that when we figure out how to solve that, it’ll help us to solve some of the other problems.
RG: What do you think about the idea of sharing your creation made on the Wii… and using it on the DS, on the Creature game.
CS: That’d be cool! I don’t know that we can do that, but we love thinking about things like that. I really care of spending a bunch of time thinking at how can we make it, and the way that we make the content is like a recipe for the creatures. It’s a list of ingredients, so it’s like you’re making dinner, so you have all of the items you want to put in, and them how you mix them at the end is how you do that. In the Creature Editor, basically you have a body and a mouth and eyes, and whether you’re on the Wii, or on the PlayStation, or on the Xbox, or on the PC, you still just going to have a body, a mouth and the eyes. The idea is that any platform will be able to interpret that and understand it and make it happen in that platform, so that’s what we would like to do, but we haven’t started doing any of that, so I don’t know if that’ll work -so don’t print that I’m going to make that work!- (laughs). Because I don’t know if that will work, that’s just the idea. The idea of what we would like to be able to do.
RG: Ok, that’s a cool idea. Are you afraid of the game’s variety being not very appealing or kind of frightening for the public?
CS: I think that the way that we were doing it originally, where you had to go through every level to get to the Space game, like when we showed it last year, it was going to be a problem for that. But now you can really pick what you want to do. If one day I want to go to the editor, I just can go to the editor. Or for another day I want to just play the Space game, I can just do it. And I think that’s going to open it up and make the variety be more fun for people and not as hard to kind of have to get through everything, I think there’s still people who are going to do that getting through everything in order, but I think there’s another people who are going to do like “today, this, tomorrow, that”.
RG: This one is more personal. You’ve been working on The Sims and SimCity series. What do you think of My Sims’ approach on the Wii and how would you improve its experience?
CS: I’ve played a little bit of My Sims, I know a lot of the people that worked on it, but I didn’t work on that game, so I can’t really talk a lot about it. I love the art style and I thought that the way that you made friends felt a little bit like Animal Crossing to me, a game I really loved, so that was fun for me. I had a little problem moving to… like I was so used to playing the PC game and using the building editor in the PC games to make my neighbourhoods, so that was hard for me to transition to, how would I do this with that controller, I think those are big challenges in game development with different platforms. And I think the Wii team did, for a first time on a new platform to try and bring the Sims there, they did a really good job, and I think they’ll improve the building, the way that you build, to make more of that game.
RG: Just the building thing and not, maybe, also sharing or some kind of online community…
CS: Yes, I think that with Wii Sims it was really “the first time”, so I think it was really hard for them to kind of do everything they wanted. We’re still a business and we have to make things and release them and try to get them out. And I think that that team probably has a dozen more things they would’ve done if they could’ve. A lot of the people that worked on My Sims game worked on Sims 2 with me and we all like the way the people shared content and so there’s a lot of interest in the Maxis games about how you share content back and forward. So I think that in the future, if they decide to make another –I don’t know if they’re working on it, I DON’T know, I don’t have any idea- But if they did another one, I bet they’ll probably be able to do more of those types of interactions.
RG: “The only next-gen system I’ve seen is the Wii”…
RG: and, “I see the Wii as thee most significant thing that’s happened” are recent quotes from Will Wright. How difficult do you see a possible Maxis exclusive that takes advantage of the Wii hardware?
CS: I don’t know, I mean, again, we’re not at the point now where we understand what we can make on different platforms, and with Spore, I think that there’s a lot of opportunities to explore more broadly, so I don’t know that we would ever, you know, go down an exclusive path. I know that Will loves the Wii and that he plays with his Wii a lot… the whole team, actually, plays with the Wii on Firday afternoons, we play with the Wii a lot. So there’re a lot of people that want to do that, but I don’t know if there’s a rule yet about the exclusive development on any platform, and in the company we don’t do that a lot. But I don’t know, I mean, I’m not in system development , I make the game.
RG: Ok, that’s everything, thank you very much.
CS: Thank you very much.