So *why* was I looking for a team-wide YOU ROCK picture on Google yesterday? Because we had a big hands-on event, and in preparing for it they all rocked so that it could too. Each month the team gets better and better – clearly communicating about goals, quickly reaching consensus about plans of action, and getting things into the build. It is beautiful to behold.
Of course, the biggest reward for all that hard work is seeing people play the game, smiling and laughing. As Miyamoto said in his keynote, it’s about the giggles. For us especially – it’s about creating a special combination of exploration, expression, and joy in everyone who plays the game.
- – -
Sadly, there was a price to pay for seeing so many smiles at the event. Post-demo, I was hanging out with a bunch of folks at the Ha-Ra Club – a totally divey dive Tenderloin bar. While it was fantastic, at some point, my wallet disappeared. ID, credit cards… you name it. So I had a day of phone hold muzak, bank lines, and DMV benches. Woo hoo.
More annoying: I found myself at a mental standstill about where to put the money I got from the bank. There I am, just past the teller, looking into my bag. “I’ll just put this in my… D’OH!!!” The lost wallet *as container* was actually bothering me more than the missing (now worthless) cards and the (not so worthless) cash I’d had in it. So after the DMV I stopped off for a replacement.
I don’t like shopping in big malls… nor did I cherish the idea of paying a ton for a fancy new wallet at some boutique in the city. My last wallet was super – a bright green LODIS beauty that I got for a bargain at Marshall’s in LA, when shopping for an impromptu pair of beach-going flip-flops. Since it worked so well (I’ve had the wallet for over 3 years and it still looked brand new!), I decided to see if the one near my house would bear similar fruit.
As it turns out – the Marshall’s didn’t have anything reasonable (there is a trend in women’s accessories that involves huge, bulky fasteners, buckles and studs which seems to get worse with the presence of plastic. That just doesn’t seem right in a wallet-sized item)… but the Nordstrom Rack just down the street had lots of choices. Lots.
In fact, and I kid you not – I spent about an hour looking at all the wallets they had crammed into these 2 rounder displays. Short wallets, fat wallets, ones with coin purses, ones without. Each new option introduced a bunch of questions, doubts and anxieties.
Should I get something that held coins? I usually just dump them in the piggy (ok it’s a Froggie) bank when I get home. Should I consider a larger-format wallet which would include my checkbook – or perhaps one of the nice square types that are perfect for European bills? The more I looked, the harder it became to choose. I considered, reconsidered… and then just decided on the simplest, smallest thing I could find. Lo and behold – it was another LODIS (only this time, it’s red!). Would a quick trip to their website (foregoing the 50% discount) have been a better use of my time?
- – -
Waiting in line (there were a lot of folks there – it is a large store chain), I began to think about all the crap that was on sale in the Nordstrom Rack. From my vantage point I could see piles of Juicy Couture clothing (Logo: “Only 10 Calories! Won’t make you fat! Original Couture Pie ! Juicy!”) , designer sunglasses (Diesel! Dior! Kate Spade! Armani!), jewelry (racks and racks of it), handbags, perfume, oversized “fashion” watches (spilling out of chunky plastic containers on a table alongside the queue)… it was a sea of choices. None of which I was particularly thrilled to make.
We have so much crap now, it’s as if it spills out of every corner. At my local grocery store – balloons tied to magazine and candy racks that also sell batteries and cure-alls. Flowers, lawn chairs, everything you need for Easter including plush bunnies! Does this stuff ever get bought? What happens to the leftovers? Is there a Nordstrom Rack in the sky, where all warmed-over trends and 3rd-rate markdowns go to die? It’s just depressing.
And then back in the car, on the radio – Vandana Shiva spoke about the environmental costs of globalization, the human costs (in terms of positive life experiences), and choice. The interviewer sounded incredulous at times. Hostile.
Choices. Do we need so many? Are the ones we make leading to results we want, can justify… or believe in?
- – -
I have always been curious about the core loop of the Sims base game, and its ties to the consumer mentality mentioned in the articles above. “The formula for human well-being used to be simple: Make money, get happy. So why is the old axiom suddenly turning on us?” we now ask. In a way – that’s exactly what the Sims is about, if you look at it in the meta.
Having more objects, bigger homes and even more Sims means having more to deal with – and that doesn’t always make the Sims (or you) “happy”. The grind is compelling, on some level – because it is a familiar one. I for one cannot help but self reflect after playing.
In some key ways, MySims moves away from the jobs/money/happiness cycle.. attempting to focus more on notions of community and economy, individual and group expression. By encouraging people to build up little villages of interlocking parts, can it help them explore issues on par with those touched upon by the base game? Can it lead to discussions about our society, how it is – and how it might be?
- – -
When I got home from shopping, there was a note in my inbox from one of the team’s engineers – about choice and UI. At first it might seem snarky – but if you read all the way through, you find yourself nodding vigorously. At least, I did.
In trying to create a new kind of Sims game, have we focused on keeping it simple? Absolutely. Is there room to improve? Definitely! Wii seems to be making a strong show with both the younger and older – people who will see (and use) the controller differently than the devteam. This cannot be overlooked – even if it means that less gets into the game, in the short run. A focus on usability is key for titles on the platform, period.
More importantly, how much content do we really need to get into the game? Last night several people asked me “How many different Sims is it possible with the current set of options in this mode? How many buildings can you build with the pieces in the design? Objects?” When I look at those numbers (which are … substantial, to put it mildly) – is it a good thing? Will new (and potentially inexperienced) players really want to know on the front end how many choices they have? Perhaps not.
In an industry where those numbers are usually listed directly on the back of the box – it takes a little time to adjust to the notion that less… just might be more.