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ratfinnedsims · 22 days
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[JK]  My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
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[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
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[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
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[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along. 
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing. 
It was fairly organic, and as the game's functionality improved, so did our starter houses and families. 
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc.  So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
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[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
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[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
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[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
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[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
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[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
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I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
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ratfinnedsims · 4 months
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i think the biggest 2024 simblr resolution of all should be including meshes of creators who hide their shit on dodgy sites
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ratfinnedsims · 5 months
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base game cover recreation but with characters that actually appear
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ratfinnedsims · 5 months
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Meredith is part librarian and part party girl. She's serious during the day, and playful at night. Kirk is a rock musician who thinks he's hit it big time, but he's still living in Barkersville.
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ratfinnedsims · 5 months
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TS2
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ratfinnedsims · 5 months
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do not pair tycho with a beaker baby
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i repeat: do not pair tycho with a beaker baby
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ratfinnedsims · 5 months
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accountability update/Best Practice Preview
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Making the charts and graphs to finally make it clear how ridiculous we all are is taking a bit more time than expected because there is a subset of users that both does and doesn't have pink flashing, and since all insights happen at the margins, I have to dig into this a bit more. Release now expected the first weekend in February.
But: as proof I'm moving along, here's a title card, and the simplest main takeaway from the survey:
IF YOU HAVE "uint LotSkirtIncrease" in your userstartup.cheat, you can safely delete it to help reduce pink flashing.
Explanation: "uint LotSkirtIncrease 36" is equivalent to the in-game "Lot View Distance Extra Large" setting. It was previously thought that it was needed to turn this up to 120 in order to see neighborhood horizons in lot view but is not true (or not true anymore). If your horizon is blinking in or out when your game camera moves, it is not from view distance, it is from graphical glitching - same as if you've ever noticed the reflections momentarily not lining up in Voeille's water when you change the angle.
Having a LotSkirtIncrease over 50 SUBSTANTIALLY burdens the game at a critical stress point: loading any lot. It also overrides your in-game setting so if you were under the impression your setting was Small, Medium, or Large (and some of you were), it was actually Extra-Extra-Extra-Large unless you manually changed it after entering the lot.
Corollary: THE BEST PRACTICE FOR LOT LOADING, i.e., the Lot View Settings Juggling Method (LVSJM)
If you are prone to pink flashing, you should always exit lots (including when you exit the game) with Lot View Distance set to "Small" and Neighbors turned "Off." You may want to save with the game camera zoomed in as far as possible.
When you load a lot and have ascertained it is stable (you can pan the camera without any hiccups/lag/crashing), after 30 seconds, you can turn neighbors back on. 30 seconds later, you can start incrementally turning up the Lot View Distance.
Credit for this tip goes to the users who gave a hot tip on the survey that they only turn Neighbors on for screenshots (they will be named in the final report). We are often prone to thinking of those settings as something static, that we set and forget, but if we treat them as dynamic we can definitely manipulate them to our advantage.
Remember, after playing the lot - OR WHEN YOUR SIMS TRAVEL FROM THE LOT - you should turn the Lot View settings back down and manually save BEFORE the game closes the lot.
IF YOU STILL HAVE PINK FLASHING ON FIRST LOT LOAD/HOOD EXIT, there is further help for you coming in the report, but I don't have time to write it all up now. It's not not complicated but I went from total pink every hood load to virtually none (though I am not immune to crashing) using a combination of all the best practices I will be recommending in the report, and other users saw improvement to overall play session quality and length as well.
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ratfinnedsims · 5 months
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help me, people are still posting Christmas stuff from under early access
the ppl making cc FOR Christmas and only releasing it from early access ON Christmas day or later are such dicks
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ratfinnedsims · 5 months
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why are so many people misgendering cmar in the memorial posts notes 😭 I don't get it? her pronouns are used thoroughly throughout the original post also
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ratfinnedsims · 5 months
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RIP, CmarNYC
I’m very sad to report that Sims 3 and 4 creator CmarNYC passed away in October 2023. For 15 years, Simmers benefited from Cmar’s long-honed computing skills as she created much-loved modders’ and players’ tools, including the Sims 3 and 4 MorphMakers and Skininators, the TS4 SimRipper, the Sims 3 XCAS core mod, and many CAS sliders. She was also a contributor to S4PE, which likely was used by creators you rely on. Without Cmar’s work, the Sims franchise would have had a much less rich array of mods and custom content. She will be greatly missed.
As well as Sims, Cmar loved cats, and donations are suggested to the ASPCA, the TinyKittens Society, or an animal-related charity near you.
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ratfinnedsims · 5 months
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In case anybody missed it, Beck has passed away.
She will be missed.
#:(
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ratfinnedsims · 5 months
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so EA is looking for new employees to work on "legacy sims titles" with an experienced team that has " built Maxis games for more than two decades"
hmmmm
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ratfinnedsims · 6 months
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ratfinnedsims · 6 months
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ratfinnedsims · 6 months
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how do u even manage that 😭
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either i clicked something wrong or i just got pink souped in blender
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ratfinnedsims · 6 months
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the ppl making cc FOR Christmas and only releasing it from early access ON Christmas day or later are such dicks
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ratfinnedsims · 6 months
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he's a girl she's a boy it’s a they
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