Master of the Universe
Meet the man who proved
videogames don't have
to be about sex and gore.
By NICK WINGFIELD
May 27,
2006; Page A1
EMERYVILLE,
Mr. Wright,
creator of "The Sims," the best-selling computer videogame of all
time, is now at work on "Spore." In his playful new game that
resembles a Pixar cartoon, players start as
single-cell blobs that can be transformed into whimsical or even threatening
creatures. As they move up the evolutionary scale, the organisms eventually
become members of space-dwelling societies, complete with weapons, spaceships
and entire civilizations.
"It
would take you 79 years if you never slept" to fully explore the
"Spore" universe, Mr. Wright says, based on his own calculations.
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"Spore" lets
players grow their own creatures. |
"Spore"
is likely to be one of the biggest videogame launches of 2007 and potentially a
big boost for its publisher, Electronic
Arts Inc., the world's biggest videogame publisher. Electronic Arts has
already sold more than 60 million copies of "The Sims" for a total of
more than $1 billion. "The Sims" is the gaming equivalent of a
dollhouse in which players tend to the romantic, recreational and even hygienic
needs of virtual characters.
In his
office, overlooking San Francisco Bay, one leg draped over his chair, Mr.
Wright showed how "Spore" was influenced by "Powers of
Ten," a short film made in 1968 by Charles and Ray Eames,
a couple better known for their modern furniture designs. In one of the movie's
scenes, a camera zooms from the edge of outer space into the hand of a man as
he lies napping in a
Using his
mouse to perform a similar, rapid zoom, Mr. Wright pulled a spacecraft from the
skies over a planet, all the way to the edge of a galaxy, and then back again.
Mr. Wright's
influence might help the industry broaden its appeal still further. Consumers
spent about $7 billion buying games last year. To the chagrin of the television
industry, games are beginning to cut into the time younger players spend
watching TV. In part due to Mr. Wright, the average age of gamers has climbed
to 33 and now increasing numbers of women have been drawn into gaming's orbit.
Cynthia Vigni, a freelance graphic artist in
Many
hard-core gamers -- mostly male players who are among the most prolific buyers
of games -- turn up their noses at what they see as "The Sims's"
tediousness. Critics have also charged that the game wrongly equates happiness
with consumerism, since much of it revolves around buying clothing, furniture
and other goods.
Mr. Wright
has said the game actually parodies such habits. "The Sims's" more
conspicuous consumers spend a lot of time fixing broken refrigerators, tending
to malfunctioning cars and otherwise being controlled by their property.
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Will Wright |
With his large, unfashionable glasses, wrinkled clothing and wispy
beard, Mr. Wright looks like a scruffy graduate student, despite earning
millions from the sale of his first videogame company. In his office, a Mountain Dew
soda dispenser sits next to his desk. A balcony allows Mr. Wright, who chain
smokes, to sneak out for cigarette breaks. He has a complete interior of a
Soyuz spacecraft housed at his home in
Mr. Wright's
office also contains a toy that administers electric shocks, one example of the
designer's eccentric brand of humor, which sometimes bleeds into his games. He
has given Geiger counters as gifts and often changes the title on his business
card, giving himself job descriptions including Future Has-Been and Llama
Repair Specialist. During a business trip to
One recent
day, he stared at a computer screen, using his mouse to pilot a
"Spore" spacecraft as it hovered over a grunting tribe of creatures
that seemed agitated by his presence. He clicked his computer mouse, sending a
shower of fireworks from his spacecraft over the heads of the creatures. The
tribe began genuflecting. "Now they worship me," Mr. Wright said.
"I've duly impressed them."
"Spore"
is peppered with references to the great space operas of the silver screen,
including "The Day the Earth Stood Still," "War of the
Worlds" and "Star Trek." In homage to Stanley Kubrick's "2001: A Space Odyssey," one of Mr.
Wright's favorite movies, players can deposit a mysterious monolith on a planet
to befuddle its inhabitants.
Mr. Wright's
games are shaped by a lifelong fascination with building things. He was born
into an affluent family in
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Dweeble, a prototype creature from Will Wright's new game,
"Spore." |
Mr. Wright
started building plastic models of ships and other objects, later moving on to
elaborate custom models made of balsa wood. When a friend's uncle sold an
office building, Mr. Wright was allowed to strip the place of electrical
outlets, wires and other materials, which he used to cobble together home-made
robots.
"He was
thrilled to pieces," his mother says. "I could never have bought him
anything he would enjoy so much."
College
didn't suit Mr. Wright. He attended three schools --
Instead, he
learned the value of tacking against conventional wisdom. Planning for a
cross-country auto race in 1980, Mr. Wright plotted a route through the
southern states that was hundreds of miles longer than the more popular path.
It avoided the northern roads likely to attract more contestants and, as a
result, police.
He and a
partner, the race organizer, zoomed across the country in a Mazda RX-7
outfitted with a souped-up engine, a roll cage, an
extra fuel tank, a night-vision scope, two police radar detectors and a
prototype of a radar jammer. The team got one
speeding ticket near
The duo
crossed the finish line in 34 hours and 9 minutes for first place, minutes
before the second-place car.
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"Spore" prototype
L'il Hero |
In 1986, Jeff
Braun, a high-tech entrepreneur in the
Mr. Braun visited
Mr. Wright at his home, where he saw an early version of a game Mr. Wright
created on a Commodore 64 PC, which simulated the buildings and landscape of a
city like
The new game
gave users the tools to design buildings and cityscapes. There was only one
problem: Mr. Wright couldn't find a publisher to sell what was essentially an
urban-planning tool.
Mr. Wright
complained at the time: "No one else likes it -- you can't win. The
definition of a game is you have to win," recalls Mr. Braun. That's not a
problem, Mr. Braun says he replied.
Messrs. Braun
and Wright founded Maxis Software in
"SimCity"
gradually became a hit. Players could pave roads, build subways and establish
other civic infrastructure. They could set tax rates to pay for public-works
projects. Players who cultivated a good quality of life attracted happier citizens
with a lower propensity to commit crime.
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Tash, another prototype |
The game's
simulation of real-world processes was so novel that Maxis started getting
calls from government bodies, including the Central Intelligence Agency, though
Mr. Wright won't reveal what it wanted. "SimCity" helped establish a
genre known in the industry as "God games," in which players
manipulate virtual microcosms of the real world as they see fit.
"The
audience I envisioned was a megalomaniac who wanted to control the world,"
says Mr. Braun.
Over the next
eight years, Maxis released a string of games based on "SimCity,"
inspired by whatever was preoccupying Mr. Wright at the time. "SimEarth," which allows players to control conditions
on the planet, was based on the Gaia theory of chemist James Lovelock, which
views earth as a single, giant organism. Mr. Wright came up with "SimAnt," which replicates life in an ant colony, after
reading E.O. Wilson's Pulitzer Prize-winning book, "The Ants."
Eventually,
Mr. Wright decided to create a game focused on people. The business executives
running Maxis at the time had little faith in the idea and recommended the
project be killed. Mr. Wright responded by moving his development team to
Silicon Valley, about 40 miles away from Maxis's
headquarters.
Don Mattrick, a former top Electronic Arts executive who was
involved in the company's 1997 acquisition of Maxis, said the company's
then-management didn't know how to deal with Mr. Wright. "They had a hard
time communicating with Will," Mr. Mattrick
recalls.
Electronic
Arts, an increasingly powerful developer and publisher of games, acquired Maxis
for $125 million. At the time, Mr. Wright's stake in the company was valued at
about $17 million, according to regulatory filings. The company declines to
discuss Mr. Wright's compensation.
Even though
Mr. Mattrick encouraged Mr. Wright to continue the
project, there remained considerable skepticism among sales and marketing
types. In the past, "people games" had bombed because players were
unforgiving of the graphical flaws in human characters imposed by computers'
limitations.
In December
1999, just months before "The Sims" was scheduled to ship to
retailers, the sales and marketing department at Electronic Arts forecast it
would reap only 400,000 sales over its entire life.
Two months
after the game was released, Electronic Arts had shipped more than a million
copies. The game allowed players to create nearly any character, or Sim, their
imagination would allow, whether a glamorous beauty queen or a shy child.
Players could send Sims out hunting for a job to buy furniture and other
possessions, or they could turn them into criminals who steal from other
people. Most importantly, to keep their characters happy, players could
exercise or strike up romantic relationships with other Sims.
Mr. Braun,
the Maxis co-founder, who is now working on an entertainment-technology
startup, believes the game's appeal to teenage girls and women reflects Mr.
Wright's relationship with his daughter, Cassidy, now a college student.
"I know he's really interested and watches her closely and creates things
that stimulate her," says Mr. Braun. In "The Sims,"
"there's a lot of Cassidy in there."
At the same
time, Mr. Braun recalls his own daughter becoming upset playing an early test
version when a character caught fire in a kitchen. Mr. Wright wanted people to
suffer the consequences if they used a stove without first learning to cook.
Mr. Braun pleaded with Mr. Wright to take the scene out of the game. He
refused.
Mr. Wright
couldn't see how the scene would be upsetting, his partner recalls. "He
had a demented sense of humor."
For
"Spore," Mr. Wright went into an intense research mode common to his
new projects. He was fascinated with the Drake equation, a formula devised in
the 1960s by the astrophysicist Frank Drake to help scientists quantify the
probability of extraterrestrial life in the Milky Way galaxy.
Sitting in
his office, Mr. Wright plucked from a shelf books that have influenced the
game, including "The Life of the Cosmos," by theoretical physicist
Lee Smolin and "The Anthropic
Cosmological Principle," by cosmologists John Barrow and Frank Tipler. Out of those and other influences came
"Spore." At one point, Mr. Wright made a quickie label and glued it
to a cardboard box with a working title for his new game: "Sim
Everything." Mr. Wright easily sold the idea to Electronic Arts.
Electronic
Arts won't discuss "Spore's" developments cost, but analysts estimate
it could be in the range of $20 million. As games get more sophisticated,
they're also getting more expensive to make, upping the ante for publishers
trying to turn a profit.
One of
"Spore's" features allows individual players to populate the game
with content they -- and not professional game designers -- have created. The
most interesting creatures, planets and civilizations built by users with
"Spore's" design tools will automatically show up, through the
Internet, inside other players' games.
In the Spore
offices, located in an industrial neighborhood across the bay from San
Francisco, there's a wall featuring huge posters of the anatomical units --
toes, legs, fins, eyes, noses -- that "Spore" players will be able to
customize to compose their creatures. Players will also be able to "terraform" their planets, setting up volcanoes, for
example, to cultivate atmospheres. A team of 72 people is working feverishly to
finish the game by next year.
"It's
Mr. Potato Head plus Play-Doh plus an erector
set," says Lucy Bradshaw, the executive producer of "Spore." The
game could cost around $50. Electronic Arts says it hasn't finalized its
pricing.
It's possible
"Spore" could be Mr. Wright's last big videogame. His wife, Joell Jones, an artist, suspects that's the case because of
the grueling length of such projects, which can take years to complete.
Mr. Wright
hopes to make a docudrama about the Russian space program and has consulted
with Peter Guber, the chairman of Mandalay
Entertainment, about the project. He also founded a laboratory dubbed the
Stupid Fun Club to develop robots, most of which have electronic approximations
of bad tempers. One machine controls access to a refrigerator with a clamp.
"If she's mad, she'll keep your food in there," says Mike Winter, Mr.
Wright's partner in the venture.
Mr. Wright's
Write to Nick Wingfield
at nick.wingfield@wsj.com