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| | Will Wright - Wikipedia, the free encyclopedia |
 | | In an interview published in February 2003, Will claims that games were absorbing so much of his time, he decided that perhaps making games was the way to go. |  | | Will Wright keynote at the Game Developers Conference 2005. |  | | Wright found that he had more fun creating levels with his level editor for Raid on Bungeling Bay than he had while actually playing the game. |
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http://en.wikipedia.org/wiki/Will_Wright
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| | Gamasutra - Features - "GDC 2001 Game Design Keynote: Will Wright's "Design Plunder"" [03.23.01] |
 | | Wright charted The Sims' word-of-mouth spread, jokingly referring to it as a sexually transmitted disease, beginning with hardcore game players who told their girlfriends, friends, and families about the game, and who in turn boosted knowledge of the game to the point where the mainstream media picked up on it, bringing in casual game players. |  | | Wright went on to say that he thought that the failures were the most interesting aspect of the game, and responsible for the mutation of gameplay that has appeared. |  | | Wright went on to talk about the next step for The Sims brand -- Sims Online, where the players goals and the measure of their success will involve how much time other players spend on each others' lots. |
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http://www.gamasutra.com/features/20010323/byrd_01.htm
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| | USATODAY.com - 'The Sims 2' gives players a lesson in omnipotence |
 | | Wright: There's a kind of epiphany that a lot of players go through, when in the game, you can buy a computer for your Sim, and on the computer you can have your Sim actually play little games. |  | | Wright: A lot of players stop playing the game at that point. |  | | Wright: What a lot of people do right off the bat is they'll put themselves, their family, their house and their neighbors in the game. |
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http://www.usatoday.com/tech/products/games/2004-09-22-willwright_x.htm
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| | CNN - Will Wright on creating 'The Sims' and 'SimCity' - November 30, 2000 |
 | | Will Wright: Actually there is a Japanese board game called "Go" that I've played since I was a kid, and it has an amazingly simple set of rules. |  | | Wright discusses how he created the successful games, what the future of "The Sims" is and how he feels about violence in computer games. |  | | Will Wright: I play those games myself a lot, and the same can be said of almost any other media: movies, books, television. |
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http://www.cnn.com/chat/transcripts/2000/12/1/wright.chat
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| | [No title] |
 | | Wright is creating technology that will enable the game to shape the play around the player. |  | | Wright is a visionary, pushing game development forward and taking monumental risks that actually pay off. |  | | Wright’s true innovation is fusing player-generated content with the games that adapt individual traits and preferences. |
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http://redherring.com/Article.aspx?a=16181&hed=Will+Wright+Changes+...+Game
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| | Wired 14.04: Dream Machines |
 | | Will Wright (wwright@maxis.com) is the creator of The Sims and more than a dozen other games. |  | | Soon games will start to build simple models of us, the players. |  | | Much of this original material will be created by other players, and the system will move it to those it determines will enjoy it most. |
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http://www.wired.com/wired/archive/14.04/wright.html
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| | Shacknews - Will Wright Feature Interview |
 | | Wright sees games as actual games to a higher degree than most of us are accustomed, and that factors into his interpretation of many game genres, not just the sandboxy ones. |  | | There is little predefined emotion; the empathy the player feels with the subjects of the games emerges from the player's agency over the situations, not in spite of it as is frequently the case in a game with a distinct narrative arc. |  | | The main thing Wright emphasized at this particular venue was that games still have a long way to go, and both developers and gamers still have a lot to learn. |
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http://www.shacknews.com/extras/2005/111605_willwright_1.x
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| | GameSpy: Will Wright on The Sims 2 |
 | | Will Wright: I think the combination of an approachable subject (everyday life) and a well-tested game interface (tested for the last year of development with very casual players) were prerequisites to success. |  | | Will Wright: One design goal with an emergent game like the Sims is to allow different players to use the "toy" in different ways. |  | | Will Wright: When you're dealing with contemporary (virtual) life there are almost no limits to what you could put in the game, the trick is to find the things that actually make the game more fun. |
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http://pc.gamespy.com/pc/the-sims-2/541453p1.html
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| | Gamasutra - GDC 2005 Report: The Future of Content |
 | | Wright pulled up a chart of the game sequences and how they mapped with existing genres or games. |  | | Wright moved back into the game editor and showed another palette: the brain palette. |  | | While going about designing the game, he had a difficult time convincing himself that this game could be done. |
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http://www.gamasutra.com/gdc2005/features/20050315/postcard-diamante.htm
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| | CNN - Chatpage - Sci-Tech / Computing |
 | | Will Wright: We saw early on that players were naturally weaving these elaborate stories as they played the game. |  | | Will Wright: We can make new objects that can be easily downloaded into the game. |  | | So we allow the players to develop homosexual relationships in the game, though they won't happen automatically unless the player is directing it in that direction. |
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http://www.cnn.com/COMMUNITY/transcripts/2000/1/wright
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| | BBC NEWS Technology Sims creator takes on evolution |
 | | Will Wright made his name in the games industry with the computer simulation game SimCity. |  | | Fans will have to wait until the autumn of next year to get their hands on the PC game. |  | | It quickly became the best-selling PC game of all time and opened up a different understanding of what a game was and how real life itself was much like a game. |
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http://news.bbc.co.uk/1/hi/technology/4576855.stm
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| | The secret behind 'The Sims' Newsmakers CNET News.com |
 | | There will be aspects of the game play where one of the things you might do is play a popularity game, where it's keeping track of who has the most friends, and it's kind of a dog-eat-dog, real cutthroat high school popularity thing. |  | | When Will Wright proposed a game dominated by activities such as municipal zoning and transit planning and with no preset conditions for victory, the gaming industry thought he was nuts. |  | | We're going to try to find ways to make the game more open-ended but at the same time make the stories that we're coming out with much more dramatic. |
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http://news.com.com/2008-1082-254218.html
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| | Oren Sreebny's Weblog: [When 2.0] Will Wright |
 | | When players look at games a similary thing happens - use visuals in the game to tell the player what the nouns and verbs are. |  | | As long as people understand why they failed they are willing to go back and try it again. |  | | The most intereseting side for most players is the failure side - that's where people spend the most time. |
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http://staff.washington.edu/oren/weblog2/archives/2005/12/when_20_will_wr.html
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| | Game Developers Conference 2005 (GDC 2005) |
 | | Wright’s ground-breaking game The Sims, puts players in charge of the lives of a neighborhood of simulated people. |  | | Takeaway: Each game concept that the panelists will present is a “snapshot” of the early game design process. |  | | Attendees will get a glimpse into some very original ways of solving difficult game design problems. |
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http://www.cmpevents.com/GD05/a.asp?option=G&V=3&id=106900
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| | Xbox Nation: Pop Quiz - Will Wright |
 | | Wright: I've never played this, but I heard it was really good, and I was hoping to play it some day. |  | | Wright: Specifically, but not so much from a moralistic standpoint because I play all these first-person shooters, and I love playing them. |  | | Xbox Nation: This is one of your games, Raid on Bungeling Bay, a conventional helicopter shooter that inspired you to move toward the sim-style games. |
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http://www.findarticles.com/p/articles/mi_zdxbn/is_200311/ai_ziff111906
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| | PROFILE: Will Wright / Unsimulated success / SimCity creator's video games are about building cities, not blowing them ... |
 | | The move also gave Wright a chance to pursue his new game, which at the time he called a "doll house." The idea behind the game is to control how the characters live their lives, down to the way they decorate their homes. |  | | A softwaremaker that had published Wright's first hit game, "Raid on Bungling Bay," was skeptical, insisting that without clear winners and losers, the idea would be a commercial flop. |  | | Braun finally persuaded Wright to go ahead with the game, and the two formed Maxis Studios in Walnut Creek. |
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http://www.sfgate.com/cgi-bin/article.cgi?file=/chronicle/archive/2003/11/03/BUGD42O8JT1.DTL&type=business
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| | GameSpy: Will Wright Speaks Simlish |
 | | Wright: I had a rough idea in '93 and I did a prototype of the building game and moving the person around and having them interact with objects back in '93. |  | | But for me, personally, just sitting down to chat with Will is almost as much fun as playing one of his games. |  | | But the man behind the magic is no stranger to success: game designer Will Wright has been wowing gamers with classics such as SimCity for over 15 years. |
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http://pc.gamespy.com/pc/the-sims-2/591767p1.html
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| | IGN: Will Wright Interview |
 | | Will Wright: We're really trying to make the thing accessible, since all the online games I've seen are so hardcore that even I, as a hardcore gamer, don't feel compelled to play them. |  | | Will Wright: Yeah, we have a ramped development process so we have milestones about every month or month and a half or so, so every milestone -- and we've been doing it for about four or five months now -- so we're up to about a hundred players internally. |  | | Will Wright: Well yeah, there's a Most Visited House List, and for whoever's on that list, it's going to be really cool. |
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http://pc.ign.com/articles/095/095879p1.html
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| | Boomtown |
 | | Instead of covering Will’s future games, I asked him what he felt the future of gaming was. |  | | Although I was unable to play the game, a lengthy set of demonstrations were given on the way the game works, and although they did seem obviously pre planned, the scope of gameplay apparent is amazing. |  | | Well, I guess it's like he said, if you're willing to put in the time, you get a lot out of it, but I was looking for an instant hook and didn't get it. |
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http://boomtown.net/en_uk/articles/art.view.php?id=1024
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| | Will Wright wows GDC with new Sim - PC News at GameSpot |
 | | The treat was an extended demonstration of his next game, called Spore--a sim that allows the players to control life on all conceivable scales--an emergent and beautiful simulation game that ranges from the cellular level all the way to the galactic level. |  | | Particularly impressive was the game's emergent gameplay and seemingly infinite possibilities for playing creatively--two qualities that define Will Wright's celebrity status in game design. |  | | The game allows the player to begin with developing a creature as a cellular entity and eventually creating a creature with more sophisticated brain functions, which will change the nature of the game to a more RTS-type game (he cited a particular favorite of his, Populous), where players will control herds of creatures. |
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http://gamespot.com/news/2005/03/11/news_6120274.html?...&subj=6120274
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| | GameSpy: Will Wright Presents Spore... and a New Way to Think About Games |
 | | Wright opened his presentation by explaining how he's seeing firsthand how budgets are going up. |  | | Ordinarily, Wright's talks at events like these are high-level, esoteric discussions of game design principles -- stuff that's hard to write about, especially since he tends to whip through high-level concepts as fast as he can punch the 'next slide' button in PowerPoint. |  | | So here's what he did: he recruited an elite strike team of coders (who, if you were to believe his slideshow, dressed like ninjas) and put them in a "hidden facility" to experiment with new ways of giving the user powerful tools and generating tons of dynamic content without armies of content creators. |
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http://www.gamespy.com/articles/595/595975p1.html
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| | Salon The world according to Will |
 | | Some people are going to want to make their Sims fight or they're going to want to see more of a sex type of thing. |  | | An interview with game creator Will Wright reveals the game& guiding philosophies. |  | | So I can predict that the Americans are going to be much more fixated on the sex aspects than the Europeans [laughs]. |
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http://archive.salon.com/tech/feature/2000/02/17/wright/print.html
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| | Cool Hunting: GDC: Will Wright's Spore |
 | | Although it is not a massive multiplayer online game, it does allow for the user to download content that has been created by other players into their own version. |  | | It incorporates many different types of game play that Wright has created from the Sims series, such as individual character development and urban planning, all in one game. |  | | But I do know that he's been thinking about it since at least Spring 2003, and that it will be out for PC. |
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http://www.coolhunting.com/archives/2005/03/gdc_will_wright.php
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| | NPUC 2000 - Speakers - |
 | | Taking computer entertainment to its most personal level yet, Wright’s newest game The Sims, puts players in charge of the lives of a neighborhood of simulated people. |  | | SimCity 2000, and SimCopter, a helicopter flight game, are also part of Wright’s recent repertoire. |  | | The latest incarnation of SimCity, SimCity 3000 Unlimited, the definitive version of 1999’s best-selling game SimCity 3000, has continued in the tradition. |
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http://www.almaden.ibm.com/cs/npuc2001/wright.html
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| | Technorati Tag: Will Wright |
 | | Will Wright, creator of The Sims and the Sim City series, has just written an incredible essay on gaming, creativity, and play. |  | | In the latest issue of Wired, Will Wright (creator of the Sim Games) explores how games empower learning and influence our culture: The human... |  | | Weeee, I get to keep my front row seat for Will Wright's keynote entitiled What's Next in Game Design. |
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http://technorati.com/tags/Will+Wright
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| | 'Sims' creator is Livin' Large |
 | | With "Sims 2," players will be in the heart of the action. |  | | First, a few words about "The Sims." If other games are like Arnold Schwarzenegger movies, "The Sims" is like an episode of "Seinfeld." This is a game in which players run virtual characters' lives by balancing work, rest, eating, hygiene, and social and romantic needs. |  | | By STEVEN L. The man behind "The Sims," one of the best-selling games of all time, may be most accurately described as a cross between Stephen Hawking and Willy Wonka. |
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http://seattlepi.nwsource.com/videogames/174491_simsguy22.html
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| | Game Studies 0102: Sims, BattleBots, Cellular Automata, God and Go. By Celia Pearce |
 | | Theres probably a big crossover in sports, where people maybe will spend a lot of time practicing at something and then going to play a game in a more public context
. |  | | And Im thinking that some of that will be just standardized hill climbing behavior where were trying to optimize variables for a particular player type. |  | | Like if a character wants a boyfriend or a girlfriend, for example, then you go "Oh, well, I better do that." And then that sort of sucks up all the focus. |
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http://www.gamestudies.org/0102/pearce
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| | GIGnews.com: Will Wright Interview |
 | | GIGnews recruited Melanie Cambron, known by most in the industry as The Game Recruiting Goddess, to use her skills for the good of gamekind and recruit some of the big names in the industry to give us all valuable insight into what they do and how they do it. |  | | You’re going to always have people willing to take that bet but financially it’s very difficult. |  | | Today, Wright is working on The Sims Online, an online version of the best-selling PC game and cultural phenomenon. |
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http://www.gignews.com/goddess_wright.htm
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| | BBC NEWS Technology Simulating life, love and the Universe |
 | | In 1985, Will Wright started work on a computer simulation game called SimCity, and co-founded games company Maxis in 1987. |  | | It is not necessarily about playing God, he says, controlling every aspect of their virtual person's life, down to when they go to the toilet. |  | | It is pretty playful and harmless," he said. |
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http://news.bbc.co.uk/2/hi/technology/3645552.stm
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| | Gamasutra - Features - "An Interview with Will Wright" [05.01.01] |
 | | That will be added on top of the advertisement, so their bed will advertise much more than somebody else's bed. |  | | Usually, the pattern has been that the hardcore gamers buy it, bring it home, and show it to their spouses and the rest of their family Then, frequently, their spouses, their wives, or girlfriends, or kids will start playing it, and really get into it more so than the hardcore gamer that brought it home. |  | | Also, it would be very difficult to expand it. |
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http://www.gamasutra.com/features/20010501/wright_01.htm
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| | GameSpot:Video Games PC Xbox 360 PS3 Revolution PSP DS PS2 PlayStation 2 GameCube GBA PlayStation 3 |
 | | By taking the abstract dictums of theoretical science and creating tangible interactive experiences that often go far beyond the regular conventions of what we consider to define a game, Wright has merited the respect of his colleagues and the loyalty of gamers. |  | | used to tell people I was going to do a game about city planning," recollects Will Wright, the 39-year-old co-founder of Walnut Creek, California-based Maxis Software. |  | | No wonder, since his 1980s creation SimCity is emblematic of intelligent, creative, and socially responsible game design. |
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http://www.gamespot.com/features/maxis
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| | NintendoDS Advanced - Nintendo DS |
 | | Created by Will Wright, one of the PC game's most intriguing features include discovering other evolutionized worlds and galaxies. |  | | Which phones might be compatible with the game have yet to be determined, but Wright emphasized that "the mobile [cell-phone] version would be the most intriguing and focused upon." |  | | A confirmation for handhelds almost certainly stimulates a chance that Spore might make it onto a gaming console someday, with reports suggesting that Will Wright himself has expressed interest in the Xbox 360 and Nintendo Revolution. |
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http://ds.advancedmn.com/article.php?artid=3479
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| | Will Wright Likes His ‘Stupid Fun’ - Newsweek: Next Frontiers: At Home, At Play - MSNBC.com |
 | | Wright explains that he was appropriating Japanese visual styles in the same way the Japanese shows reinterpret American cultural mores. |  | | Throughout the ’90s Wright moved on to his next big idea: The Sims, a living-room simulation where players control avatars who do exciting virtual things like... |  | | He is going to hit upon that idea that is both distinctive enough and mainstream enough.” |
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http://msnbc.msn.com/id/3070144
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| | Mauricio Wright - encyclopedia article about Mauricio Wright. |
 | | He also played — and scored — in the 1997 and 2004 Copa Américas. |  | | After not playing at all in qualifying, he started in the 2002 World Cup, and even scored a goal. |  | | Wright has also played for Deportivo Saprissa and Club Sport Herediano in his native Costa Rica, Comunicaciones in Guatemala, and AEK in Greece. |
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http://encyclopedia.thefreedictionary.com/Mauricio+Wright
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| | Gaming Steve: Gaming Steve Episode 13 - 05.24.2005 |
 | | to have the ability to share solutions, ask questions and generaly create a massive comunity to go with what will undoubtibly be a huge game. |  | | I wrap up the various games I saw at E3 this year. |  | | Thatâs going cap the B Score so if I actually get an atmosphere up to a T6, which is this range. |
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http://www.gamingsteve.com/archives/2005/05/gaming_steve_ep_10.php
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| | Q&A: Mapping Will Wright - PC News at GameSpot |
 | | Which direction to you predict most Sims 2 players will choose to? |  | | GameSpot: In The Sims 2, players can choose to live a good life, or opt to live one that's bad. |  | | So thats probably a more expansive landscape that people will explore. |
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http://www.gamespot.com/pc/strategy/thesims2/news_6085945.html
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| | The Future of Content - Will Wright's Spore Demo at GDC 3/11/2005 |
 | | Player stories will always be more powerful than scripted stories told to the player. |  | | You should go back and revisit your weird ideas later, because you can never know where they might lead to. |  | | You can abduct creatures, and go back to populate zoo planet. |
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http://www.donhopkins.com/home/WillWrightSporeDemo.html
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| | Wonderland: Will Wright bits & bobs |
 | | This isn't about a cult of personality around Will due to the games he made that are commercial successes. |  | | Will designed 2 greats games SimCity and The Sims. |  | | For this, as well as his ability to continue creating, Will Wright is an admirable figure in game design. |
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http://crystaltips.typepad.com/wonderland/2006/03/will_wright_bit.html
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| | Will Wright’s response (excerpt) |
 | | My aspirations for this new form are not about telling better stories but about allowing players to play better stories within these artificial worlds. |  | | It is within this defined space that players will move, and hence define their own story arc. |  | | Likewise, I think that placing character design and development in the players hands rather than the designers will lead to a much richer future for this new medium. |
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http://www.electronicbookreview.com/thread/firstperson/wrightr1
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| | IGN: GDC 06: Will Wright and Spore |
 | | I guess the most important thing about this speech from a gamer's perspective is that he managed to intrigue us about the game all the more without actually saying anything detailed about the game. |  | | What types of challenges will players have to overcome in some of the more advanced portions of the game? |  | | Over an hour of speaking, Wright elicited laughter for his crafty and odd sense of humor and fun fact tangents, educated a crowd about theories of universe and life, and explained how all of his research and game theory fit together to create the original prototypes of Spore. |
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http://pc.ign.com/articles/698/698259p1.html
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| | Will Wright Reveals Spore |
 | | In tackling the most significant issues and trends facing developers moving into the next generation of games, he appears to have designed a project that gracefully encompasses a wide array of genres while giving players an unprecedented level of control over their game experience. |  | | Spore seems to be a concise summary of Wright's virtuosic approach to game design. |  | | Will Wright's Friday morning GDC speech, the disingenuously-titled "The Future of Content in Games," was in truth a trojan horse -- the real purpose of his talk was to reveal his latest project, a game called Spore. |
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http://www.pcmag.com/article2/0,1759,1775487,00.asp
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| | GDC 2006 Reporters Notebook Part 3: Will Wright, Crytek, Ritual, & Novint |
 | | The keynote was an excellent way to learn about how a game actually starts at the concept stage. |  | | The portion of the game we played took place in a construction site as we took out both human troopers and mutant dog like thingies with machine guns, shotguns, and the unique-looking SiN pistol. |  | | At the 2005 GDC, Will Wright surprised people attending his speech at the show by showing off Spore, his upcoming multi-genre game that takes the player from the smallest microbe to a vast interstellar civilization. |
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http://www.firingsquad.com/features/gdc_2006_report3
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| | GameSpy.com - Article: GameSpy's 30 Most Influential People in Gaming |
 | | We're not sure if it was some kind of forward-thinking vision -- or if it was simply divine inspiration -- but Will Wright made gaming history when he started to think of video games as "toys" rather than "win-or-lose" affairs. |  | | After much deliberation and hours of debate we collected votes from gaming developers and our in-house staff compiling our definitive list of gaming's most influential people. |  | | Wright's straightforward themes and easy-to-understand gameplay are a model that we're sure to see in coming years. |
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http://archive.gamespy.com/articles/march02/top30/61/index2.shtm
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| | Frank Lloyd Wright [encyclopedia] |
 | | In March of 2002, post-tensioning of the lowest terrace was completed. |  | | The construction is a series of cantilevered balconies and terraces, using stone for all verticals and concrete for the horizontals. |  | | Wright also played a significant role in "open plan" ideas for residential interiors and he came to regard interior space as a more significant part of his designs. |
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http://www.artzia.com/History/Biography/FLWright
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| | Controlling 'The Sims' Newsmakers CNET News.com |
 | | Wright talked with CNET News.com about the new game and beyond. |  | | Not quite, but they definitely will go loony. |  | | Will Wright, who made one of the first breakthroughs in computer games by creating "SimCity," had to develop "The Sims" on the sly after co-workers at Maxis, a development studio at leading game publisher Electronic Arts, nixed the idea. |
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http://news.com.com/2008-1043_3-5366681.html
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| | Will Wright The Sims Online pop : ENTERTAINMENT WEEKLY |
 | | Wright, after all, has an impressive reputation to uphold, one as a game designer known for innovative and compelling games, which against initial expectations have sold very... |  | | Wright, a multimillionaire computer-game designer, is the father of several thoughtful and quirky creations that have transformed the game industry. |  | | Right now, he's online to join more than 45,000 strangers who've volunteered to test-drive his new game. |
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http://www.ew.com/ew/report/0,6115,395055~8~~,00.html
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| | MobyGames - Will Wright |
 | | Will Wright is one of the greatest game designers of all time. |  | | Despite the tragic death of his father when he was young, he managed to motivate himself to make great games. |  | | This led him and Jeff Braun to found Maxis, one of the greatest development studios in gaming history. |
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http://www.mobygames.com/developer/sheet/view/developerId,4217
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