Sims 2: Nightlife Interview
by _Tom McNamara_ (mailto:[EMAIL PROTECTED]) 

 

IGNPC: The situations create themselves, and you just write  about them. So 
what part of the franchise in particular are you working on  right now?

Rod Humble: I'm coming up to speed, and I'm  enjoying working with the team 
and Tim [LeTourneau], focused on  Nightlife, and, going forward, working on 
what kind of experiences  we're going to be able to bring to our customers.

IGNPC: And  what can you tell us about Nightlife right now?

Rod  Humble: Well, we just announced it last week. So, we're doing the  usual 
routine of telling you the stuff we know for sure we're going to be  able to 
build, and then later on, our "surprise features" will be things  we can 
actually get done on time.

IGNPC: What can you tell us  about the game right now?

Rod Humble: Well, it's an  attempt to enhance and deepen the community lots 
from the original Sims  2 products. There are things to do outside your home, 
and the ability  to create new stories out there--going to nightclubs, and 
casinos, and  going out and meeting people. First of all, you'll be able to 
make 
new  friends, and start off new relationships and stories. And secondly,  
obviously, you can date and find more compatible mates out there for your  Sims 
and 
see how that affects your home life.

IGNPC: So it's  more about filling a niche that you felt was missing from the 
original  Sims 2?

Rod Humble: Right. There really isn't a  good place to meet friends 
currently. Sims 2 University did that  for the younger-age Sims, but when you 
get past 
that level… There are  places to go and socialize, and community lots right 
now tend to be where  you go to shop, so in Nightlife, these locations are 
going 
to be  about socialization and meeting people.

IGNPC: So, would it be  fair to call Nightlife the Sims 2 version of Hot  
Date?

Rod Humble: I think it's fair, I think there  are going to be people who are 
going to say that, so we may as well  embrace it. But I hope that, as with 
University, we can add a whole  bunch of new, deeper gameplay experiences, 
where 
people will say, "Hey,  they really were a bit more bold with that." Actually, 
Tim, go ahead and  say--I've got Tim right here, over my shoulder…

Tim  LeTourneau: So, the other thing I was going to say is that one of the  
things that we've added… Specifically, because we don't want--You draw  
comparisons to Hot Date, and as the producer of Hot Date, I  can't complain too 
much 
about drawing comparisons, because it  actually was one of the very most 
successful expansion packs. One of the  things we did is…We want this to be a 
Sims 
2 experience, so we've  added a new Aspiration to the game that's going to be 
part of  Nightlife, which is the Pleasure Seeker. And it ties into a lot of  
the gameplay that we're adding and a part of Nightlife. It's about  the Sims 
going out, it's about the Sims seeking fun, having fun. And the  wants and 
fears 
that that [Pleasure Seeker] Sim is going to have are  really going to relate 
to that idea of seeking pleasure in life.

 (http://media.pc.ign.com/media/739/739565/img_2702449.html) 

So, obviously,  there's a lot of comparison to Hot Date, because it's about 
dating  and going out, but it's not solely about that. It really is… For every  
expansion pack, you want to do something that adds gameplay and really  
brings people back into it, reinvigorates that gameplay, and allows them  to 
tell 
stories. And Nightlife is really about telling a community  story: getting them 
out, having them interacting with people from  throughout the neighborhood, 
and then, with these others veins, like the  Pleasure Seeker Aspiration added 
to it.

IGNPC: So if somebody  wanted to buy the expansion pack just to get things 
like new furniture,  new objects, maybe new jobs, would they be satisfied with  
Nightlife, or is this oriented toward this new model you  described?

Tim LeTourneau: I would say that it's always  our goal, as we design 
expansion packs, to support all the different play  styles that our players 
have. And 
we recognize that there are some  players, that the only reason they're going 
to buy the expansion pack is  to get the new objects to decorate their houses. 
So it's absolutely  incumbent upon us as designers and game makers to support 
that style of  gameplay. There are going to be people who just want to see 
what new  building tools there are to allow them to build different or more 
dynamic  houses. So as we design expansion packs, we always have to think of 
all 
of  those different play  styles.







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