Archive for the ‘Storytelling’ Category

Worldly observations

Saturday, April 18th, 2009

It seems overly philosophical, but if I were writing a Sims story, I would really try to evoke the sense that Sims live in a completely different universe, with different rules. If you think about the game in that way you don’t get hung up as much on the less realistic parts of their lives.

  • Technology never changes.
  • Sims have different physiologies. They are pregnant for a large chunk of their lives, they are all the same height, and they make blue pee (and they can ONLY pee.)
  • No real-world references in general, especially branded stuff. I would probably go to pains to avoid using brand names, or even pixelate the stuff like a 90s hip-hip music video. Advertising truly bugs me when it gets subliminially inserted into Sims stories.
  • There is no English in the Sims world, no real-life writing or signs.
  • Sims are fully capable of driving, swimming, etc. without lessons.
  • Sims are strictly non-religious except for the odd supernatural element (i.e. Grim Reaper).
  • Sims are more relaxed about privacy – witness the TS2 telephone directory. Also, they’re generally more permissive with their children and teens (letting them go off on their own), even though they can NEVER be left at home alone.
  • Education and professions work differently. There’s no such thing as professional qualifications: any entry-level bum can become a doctor or lawyer without a degree (despite TS2′s weird reference in the Paramedic description to ‘night school’). Uni was a bit of an aberration if you ask me.
  • Llamas must pervade everything. (Hey, why haven’t there been actual, ownable llamas in The Sims yet? If you’re listening, EA, OWNABLE LLAMAS!!!!

GenealogyJ and GRAMPS

Thursday, March 19th, 2009

A while ago, I received a family tree from a relative who asked us to help update it. Only problem was it was in an XLS spreadsheet – rather difficult to navigate, to put it finely. So I went looking for good, free family tree software. I learned about GEDCOM, tried out about half a dozen freeware solutions, and found out that 90% of genealogy software costs money and looks like it was written in 1998.

Nevertheless, I ended up with two excellent pieces of free software: GenealogyJ and GRAMPS.If you like keeping Sims family records, both are good free choices.I know that there are popular services like TribalPages but I specifically wanted software that could keep a local database, and perhaps export to a website or better yet, a graphical family tree.

Here’s a little comparison of GenealogyJ and GRAMPS.

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SimPolitics

Wednesday, March 18th, 2009

I’ve always been enamoured with the integrated economy, but never had the commitment to put it into action. With TS2 I did draw out an elaborate city government, replete with judicial system (+ courthouse), integrated economy with businesses, farm system, tax system, the works. Then I realised it was all too much for me. The rules were too restrictive.

So I thought, the next time I do the whole hood-building thing, I’m going to cut back and chose to focus on the community. Small town dynamics and relationships, which is what The Sims is best at showing.

But what if the town had a say in its rules? I could start with a blank slate and let the ‘citizens’ choose what is best. Think about it – the sorts of rules that people play their hoods by are actually real-life political issues: immigration restrictions, taxes, criminal laws, corruption. What kinds of political opinion would exist in a Sim world?

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The Rule of Sim Law

Tuesday, March 17th, 2009

The rule of law is the principle that everyone, and every institution, everywhere, is subject to the law. (Copying out of my dictionary here.) Law is my area of specialty, so naturally I think about the implications of law in sandbox-like games in between the avoidance of study.

In my abortive TS2 integrated hood, I devised a city Court to adjudicate local disputes. My idea was that Sims should have common law. Whatever the judged ruled in cases would become part of the local law. For example, a Sim dies when he is electrocuted by a television. His next of kin sues the television company in the Court. Maybe the judge would decide that yes, the company is liable and has to pay damages. Then that would become a precedent and any manufacturer could be liable.

This ‘Case Law’ would contrast with what I call Sim Law, the inherent rules of the game. Examples – Sims can’t commit murder. Bills must be paid otherwise you get Repo Man’d. Same-sex marriage is legal.

I thought having a legal system like this would be a nifty way to introduce rules into the game and create drama and tension. Breaches of the law such as trespassing or theft (both obvious ones in Sims games) could have a bit more colour than simply deducting a fine from the family funds. Hypothetical scenario – a pesky neighbour is hauled before the judge for repeatedly stealing lawn ornaments. However, the accused has hardly any money to pay a fine, and it’s his first offence. The judge orders him to do community service! For a week, he has to clean his neighbour’s house.

I’m looking forward to seeing if any of this will work in game.

Expansions rant

Saturday, March 14th, 2009

Expansion packs are structured around introducing the player to new gameplay elements. In TS2 they did this by subtly forcing those new elements on you in a ham-handed fashion, usually through Wants. Prime example – the first EP, University, caused Teens to almost always roll the ‘Go to College’ want (apparently hard-coded too). If they went, they got a 10,000 asp point boost and a ‘green’ memory. If they didn’t the memory would be BAD – they went ‘Uneducated’. Being Uneducated was even a Fear most of the time!

So presuming you don’t like college, but like the instruments (for sake of example), you keep Uni installed and put up with the annoyances.

EVERY TS2 EP did this, mainly through those persistent wants to go on a date/buy a pet/hire so-and-so/go on vacation etc.

I’ve been thinking about how this relates to telling a neighbourhood storyline.

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Story behind my storytelling

Saturday, March 14th, 2009

The Sims has a broad appeal — it draws many different audiences. Pure players, builders and decorators, Sim makers, storytellers, machinima creators, modders and hackers… and then there are those who dabble in a bit of everything.

I’m mostly a player, sometimes a story teller. I’ve been playing since the Sims came out in the early 2000s, after I saw that 30-image preview story on the Maxis website. (Anybody remember it?) I tend to play original characters, usually with names plucked out of random novels.

I’m also an occasional creator, usually with houses and Sims based on real people. I like making stuff, but unfortunately I haven’t got an ounce of originality. Anything I make from scratch tends to suck, but give me a picture to refer to and I’ll make something out of it.

I’ve never played with the intent to write a story, but then I saw some of the great neighbourhoods that are out there on the Internet, all with a cast of characters and their own ‘fictional universe’ that makes them so interesting. This is the kind of thing I want to do for TS3 – basically, blog about a fictional town and the eclectic characters that inhabit it. Of course it’s easy and fun to write about it, but actually carrying it out is another matter. I have to get over my short attention span and lack of patience for things.