Will Wright

Will Wright
William, Will or Bill Wright may refer to:...
NationalityAmerican
ProfessionGame Designer
Date of Birth20 January 1960
CityAtlanta, GA
CountryUnited States of America
city deciding decisions extremely gets planning sound sudden
City planning just doesn't sound that interesting, but when you're actually the one making all the decisions and deciding where to put the freeways, all of a sudden it gets extremely interesting,
coaches coaching decisions
You feel like they take coaching out of your hands. You feel like they're coaches on the court. They're going to make the right decisions and if they get fouled, they're going to make their shots.
aspects chance commercial content decisions effective faster lined
Having all of the distribution and all the commercial aspects lined up with the content should make us a more effective organization, give us a chance to make faster decisions or make everyone feel comfortable about who we are.
based decisions five games guys happens survive
That's a Big Five game, and as long as we play in the Big Five, I'm never going to have one of these games let me make decisions about my team. These games are crazy. I'm not going to be down on my guys based on what happens in these games. We just have to survive these games.
criminal decisions elections
We're not a criminal court. We're making decisions for the administration of elections.
decisions issue leadership needs scoring team view winning
My view on any leadership issue is ... as the skipper your team needs to be winning and you need to be scoring runs, ... is up to the selectors. They make those decisions and you go from there.
affect becoming decisions less lives longer nor people society
Society is becoming less and less transparent. People no longer know where decisions that substantially affect their lives are taken, nor by whom, nor how.
appeal fairly limits tools weak
The tools are the weak spot, That limits its appeal to a fairly hard-core group.
american-scientist based failure game opposed outside player
We really want to have most of the failure in a game be based on things that the player did, as opposed to things outside of the player's control.
aesthetic american-scientist control games general
I think for most people, their kind of general aesthetic with games is that the more I control this experience, the better the game is.
almost brings experience games themes
But the themes our games are about, almost everyone brings their own experience to.
emotional game imagine states
Imagine a game that can sense your interests, emotional states and abilities,
currently future versions
We also have future versions of the single-player Sims currently in the works.
american-scientist cool download everyday fan fans gotten ironic point sites surf
It's gotten to the point now where I surf the fan sites everyday and download cool things the fans have created, which is really ironic in a way!