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
kind forget embedded
I find it refreshing to unplug from it for a while. You kind of forget how deeply you get embedded in it.
appreciate forget state thinking
We aren't even thinking about state right now. When you go through a skid like we have, you forget how much you appreciate winning.
builds christmas forget hand hopefully rest trash
When trash builds up in front, hopefully they'll be understanding, ... But this isn't like Christmas presents, where you hand them out and forget about them the rest of the year.
demand forget hear mean powers supply wealth
We hear of the wealth of nations, of the powers of production, of the demand and supply of markets, and we forget that these words mean no more, if they mean any thing, then the happiness, and the labor, and the necessities of men.
became chance cumulative effect focused forget grow guy second talked
When we got back to Philadelphia and we talked about it, we just said, we got a second chance here - we got a second chance in life, forget about basketball. It just made every guy grow up - I think every guy became a little more mature, a little more focused on what's important in life, and I think it had a cumulative effect on our team.
city couple forget forgotten glad room
I always forget what city we're in by the end of a trip. I've forgotten what room I'm in a couple of times. I never know what day it is. I'm always glad when it ends.
wings people forget
So I got off the plane and I forget to take off my seat-belt and I’m dragging the plane through the terminal... The wings are knocking people over...
leaving might forget
I was not leaving the south to forget the south, but so that some day I might understand it
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.