Sims 2: Nightlife Interview
Rod Humble and Tim LeTourneau give us the  scoop.
by _Tom McNamara_ (mailto:[EMAIL PROTECTED]) 

 

April 6, 2005 - Although there is a vocal group of  gamers who turn their 
noses at the idea of yet another Sims  expansion pack, there's no denying that 
this is popular stuff. And as we  learned below, the Sims appeal is even more 
broad than you might  expect. Don't be surprised if your neighbor or roommate, 
who was just  poo-pooing The Sims the day before, sneaks home with a copy. In  
light of the recent announcement of Nightlife we were able to sit  down with 
Rod Humble, new to Maxis but not to gaming, and Tim LeTourneau,  who's working 
on Nightlife and also did Hot Date for the  original The Sims. So read on for 
the scoop, with a topping of hot  nuggets.


IGNPC: So, tell me about yourself. What were  you doing before you went over 
to Maxis?

Rod Humble:  Well, before here, I was running Studio One, Sony Online, which 
is the  EverQuest studio, which did EverQuest Online Adventures,  EverQuest 
II, and we incorporated PlanetSide towards the  tail-end, as well.

IGNPC: And how long had you been over  there?

Rod Humble: I was there for--let me see--five  years. And before then, I was 
at Virgin, where I made Subspace. And  before that at Game Tech, where I 
worked on lots of Wheel of  Fortune games.

IGNPC: So what made you decide to go over to  Maxis? Besides a fat paycheck 
or something like that.

Rod  Humble: [Laughs] Actually--I figured out that about half of my career,  
ever since Subspace, working exclusively on online games…I wanted  to get back 
to games that were more about a single-user  experience.

IGNPC: What was your reasoning behind  that?

Just in terms of spreading creative wings, and not  wanting to lose touch 
with--without sounding too wanky--the full  repertoire of creative thought 
processes. You know, there's a big  difference between making a game for one 
person 
on the other side of the  keyboard who maybe wants to play and have fun for 
twenty minutes, versus  an online world where you have to support the 
population 
of a city,  constantly. And, you know, nothing wrong with that sort of 
game--I'm  really glad to see Sony still doing really, really well, I love 
those  
guys…For me, it was just a chance to do something different.

 (http://media.pc.ign.com/media/739/739565/img_2702445.html) 

IGNPC: But it  was an amicable departure?

Rod Humble: Oh, gosh  yes.

IGNPC: So, what attracted you to the Sims 2  franchise in particular?

Rod Humble: To me, it's because  it's such an exciting user creativity tool. 
I think one of the exceptional  things about the Sims product it's a game 
where you play 50% of it  in your head, and 50% of it on the monitor, so you 
can 
tell your own  stories. I find that to be a really interesting vein that we can 
explore.  So, for example, the Sims I'm playing at the moment: A secret agent 
has  come to spy on the servant, who lives in a shack at the end of town, and 
 he joined the police department to get an inside track to work his way up  
inside the organization to spy on them. And in my head, I have a secret  radio 
in the bookshelf.

Then he meets a girl at the police  department who's in the SWAT team, 
marries her, falls in love, and wants  to do paintings of her, and maybe is 
changing 
his mind--that's really not  the sort of gameplay you get in other products. 
Some of it, of course, is  not part of the game--that's stuff that's going on 
in my head. What I'd  like to do is, going ahead, for each expansion pack to 
have extra  signposts and stakes in the ground that allow users to have more of 
those  stories going on in their heads, and encourage it.

IGNPC: That's  one of the things I noticed about Sims 2, when Dan [Adams] did 
that  series on the family--he created the IGN editors as a family--and he 
was  just able to go off, explaining all these things that were going on. It  
was absolutely hilarious.

Rod Humble: And 90% of it,  like I say, is just the user telling stories, but 
that's kind of the  point.







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