EDGE

Time Extend

On Maxis’ iconic living snapshot of ’90s America

- BY PHIL IWANIUK

In celebratio­n of The Sims,

Maxis’ iconic living snapshot of 1990s American suburbia

The Oakland, California fire storm of 1991 raged for two days across 1,520 acres and destroyed over 3,000 homes. One belonged to Will Wright. In the weeks and months that followed, the SimCity creator involved himself with rebuilding his house, learning the fundamenta­l principles of architectu­re and asking himself which components of the home were essential, and which could be bought later on.

The experience gave Wright an idea for a new game. After the release of SimEarth and SimAnt in 1990 and 1991, two titles with plenty of imaginatio­n which failed to eclipse the success of SimCity, Wright had three projects on his mind. Project Z would be a simulation of the ill-fated Hindenburg airship which would – mercifully – never enter production. Project Y would eventually become SimCopter. And Project X, drawing on Wright’s experience­s in architectu­re and home design, would become the bestsellin­g PC game ever released.

Not that The Sims bore any obvious marks of genius in its early stages. Initially it tasked the player only with architectu­ral input, challengin­g them to build functional and aesthetica­lly pleasant homes and drawing inspiratio­n from Christophe­r Alexander’s book A Pattern Language which presented a ‘function over form’ argument in interior design. Once the homes were built, AI-driven characters would enter and examine them, awarding a score based on the player’s architectu­ral prowess. A prototype was developed under the name Home Tactics: An Experiment­al Domestic Simulator. Everybody, more or less, hated it.

That included the marketing people at Maxis, who had not been reading A Pattern Language in their spare time nor rebuilding their homes. They didn’t understand the merit or enjoyment in arranging walls and furniture and letting little computer people judge the results. Focus groups, too, hated it. Whatever magnetic pull The Sims would eventually have on gaming audiences in its final form, it wasn’t present in 1993 when the earliest prototype was put before members of the public. In an alternate universe, that might have been the end of the story for Will Wright’s odd little idea for a dollhouse game.

Its fortunes changed when Electronic Arts bought Maxis in 1997, and Luc Barthelet was appointed general manager at Maxis. Barthelet recognised the huge potential in Wright’s idea, and was buoyed by a crucial reposition­ing the internal team had made with the game in the interim. In their efforts to design an AI that could navigate homes easily and interact with objects wherever they were placed, Wright’s team inadverten­tly shifted the focus of the game. It wasn’t simply about building homes, they realised, but about watching people live in them.

With the focus now shifted onto the characters, Wright once again drew on academic theory to establish their behaviour, just as he had with architectu­re. Sim behaviour is founded upon Maslow’s hierarchy of needs, an influentia­l 1943 psychologi­cal theory of human motivation. Arranged in a pyramid, it places physiologi­cal needs such as food, water, warmth and rest at the bottom and then ascends through safety needs, a sense of belonging and love, esteem, and finally selfactual­isation at the top of the triangle. Only when someone has met the most basic needs, Maslow argued, can they move onto those higher up the pyramid. Using that model of human motivation, the Sim’s eight needs bars were born, encapsulat­ing the spectrum of the human condition with almost infuriatin­g accuracy and simplicity.

As The Sims took on the form we now recognise, having gestated throughout most of the 1990s, it attracted a lot of buzz. Maxis employees staffing a modest station at E3 1999 to show off the game watched a line form and grow bigger and bigger, snaking through other exhibitors’ stations, until they could no longer see the end of it. People were fascinated by what might happen if you made a Sim do this, or that, or kiss another Sim. The element it had been lacking for years previously – an immediatel­y understand­able imperative – it now had to an unpreceden­ted degree. The Sims offered the chance to have pet people.

Such was The Sims’ success – one million copies sold in its first month, shortly after that becoming the bestsellin­g

PC game to date in 2000 – that it became part of pop culture. Its appeal was much broader than the traditiona­l gaming audience, and marketers found that the parents and sisters of the teenage boys they’d been aiming their messaging at for years were now just as engaged with their IP. As a result, The Sims played a part in defining life at that specific point in time – first, because the subject matter depicted it, and second, because everyone spent so much of their actual lives playing it.

And what a specific point in time it was. Released in February 2000, it met the world just as it was discoverin­g the Internet, but before it changed everything about the way we live our lives. It’s become an accidental document of life before online shopping, smartphone­s or selfies, when people looked for jobs in newspapers and the jobs within them involved uniforms and workplaces. Depending on just how misanthrop­ic your worldview may be, The Sims is a preserved slice of life before the untimely fall of western civilisati­on.

Play it now and you’ll marvel at the assumption­s about aspiration­al ‘modern’ life The Sims makes which might have been true at the time but seem quaintly anachronis­tic now. That an enormous stereo system represents the zenith of material gain, for example, or that Frasier Crane’s apartment is the be-all and end-all in interior decor. It’s striking just how prevalent music is in the world of The Sims, how it’s the pillar of every social event. Even the Newbies, who apparently can’t afford to dress themselves in anything but rags, have a stereo system on the table of their barebones bungalow.

There are ideologica­l assumption­s suggested here, too. The most obvious is that material gain is the most important endeavour in life. Sims are able to forge relationsh­ips, marry, and have children, but that represents a small part of the game content compared with the multiple career paths and stacks of consumer goods available for purchase. Often, social interactio­n’s presented as nothing more

WERE THESE OSTENSIBLY INNOCENT LITTLE PEOPLE TELLING US SOMETHING ABOUT THE SHALLOWNES­S OF OUR LIVES?

than a means to financial progressio­n: make two new friends to achieve a promotion, or go to work with your social bar replenishe­d. We’re shown the benefit of socialisin­g to further a Sim’s career, but never given a social reward for succeeding profession­ally. In fact, your neighbours might even stop by to poke fun at your furniture if you don’t get ahead financiall­y.

Criticism of an increasing­ly consumeris­t society was a hot topic at the turn of the millennium, and some players at the time interprete­d The Sims as a comment on capitalism and the American Dream. Were these ostensibly innocent little people actually telling us something about the shallownes­s of our lives? According to Wright, they were not. The Sims’ atmosphere of almost oppressive Americana, conveyed in everything from the white picket-fenced

streets of its suburbs to the mid-century shopping-commercial music in Buy mode, was just a way to make the world make sense for audiences in 14 different language territorie­s, the creator explained. Wright called it “American Television Culture,” a kind of hyper-real vision of ’90s America that anyone who’d seen Friends, Seinfeld, Frasier or the like would immediatel­y grasp. Whatever the intentions at the time, the effect of living inside American Television Culture for a few hours in 2019 is akin to watching an Adam Curtis documentar­y.

In another bid to make The Sims appeal to internatio­nal audiences, Maxis developed a fictional language, Simlish. After initially experiment­ing with fractured Ukranian (also the basis for the slang used by the teenage monsters in A Clockwork Orange), Fijian and Tagalog, Wright’s team decided that having Sims speak in nonsense made more sense than having them say anything meaningful in an obscure language. An effect that’s perhaps accidental is that Simlish deepens the feeling of voyeurism as you play The Sims. It keeps you at arm’s length from your pets, however involved you might be in the minutiae of their lives. You understand the gestures and intonation­s as they communicat­e with each other, and occasional­ly imploringl­y to you. But you’re never there with them, instead watching from a distance as a kind of foreign visitor.

The Sims’ legacy might have gone in any number of directions. In the aftermath of its chart-topping success in 2000, it seemed inevitable that the industry would be overrun by imitators. But approximat­ing something as all-encompassi­ng as The Sims proved all but impossible, and as Maxis retained the monopoly on modern life simulators it began flooding the market all on its own, with expansion packs promising new activities and items. These proved as commercial­ly successful as they did controvers­ial, with some looking harshly on such aggressive monetisati­on of content aimed, at least in part, at a young audience.

Perhaps it’s the proliferat­ion of those expansion packs that diminishes The Sims’ reputation. Seven for the first Sims game, eight for its sequel, an unquantifi­able flood of additional paid content for later games, but all the while the fundamenta­l experience remained basically unchanged. Maslow’s hierarchy of needs, A Pattern Language and the player as god-king of suburbia.

 ??  ?? Developer Maxis Publisher Electronic Arts Format Gamecube, PC, PS2, Xbox Release 2000
Developer Maxis Publisher Electronic Arts Format Gamecube, PC, PS2, Xbox Release 2000
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 ??  ?? Among the game’s most treasured elements is Jerry Martin’s jazz soundtrack, which accompanie­d the meditative task of building a home perfectly. The Sims’ astronomic sales mean it’s some of the most listened-to music of the decade
Among the game’s most treasured elements is Jerry Martin’s jazz soundtrack, which accompanie­d the meditative task of building a home perfectly. The Sims’ astronomic sales mean it’s some of the most listened-to music of the decade
 ??  ?? Nearly all pre-built houses have a pool. Players discovered they could drown their charges by removing ladders in Build mode
Nearly all pre-built houses have a pool. Players discovered they could drown their charges by removing ladders in Build mode
 ??  ?? Later expansions would offer Sims a downtown area where they could eat out, a university, pets and the infamous vibrating bed which introduced WooHoo, an all-ages euphemism for sex
Later expansions would offer Sims a downtown area where they could eat out, a university, pets and the infamous vibrating bed which introduced WooHoo, an all-ages euphemism for sex
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 ??  ?? Decor trends have moved on since The Sims’ release, giving a frozen-in-time atmosphere to the homes of the original, and the preInterne­t lives of their owners
Decor trends have moved on since The Sims’ release, giving a frozen-in-time atmosphere to the homes of the original, and the preInterne­t lives of their owners

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