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
across advanced based changing consistency device easier evolution far future game generally hand input interface language learn mouse nature probable rapidly represents typical visual ways whatever
In some ways I find the mouse to be a much more advanced device than your typical game controller, ... It is generally easier to learn because of the visual nature of its interface and has far more consistency across applications. The mouse is still rapidly changing (more buttons, mouse wheels), in a sense it represents the evolution of a new language based on micro-gestures of your hand and fingers. Whatever the device is, I think this new spatial/gesture language represents the most probable future of input devices.
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!
american-scientist exactly hard ideas
We're experimenting with new ideas we can put into it, which makes it hard for me to say exactly when we will be done with them.
popular primary
I think the primary thing that's made the Sims popular is that they're accessible,
age age-and-aging american-scientist clicks concerns few needs second smoothly
The second thing for me, probably a few clicks down, is the idea that The Sims smoothly age and have different concerns and motivations and needs at different age ranges.
deal hope issues various
There are a lot of issues that I hope we deal with at some point that we haven't up to now, for various reasons. Some technical, and some more political.
add american-scientist case dynamic expansion invading
The Sims is kind of an interesting case because we had all these expansion packs. We were able to incrementally add on and explore without invading the core dynamic or the core game play.
american-scientist diverse
For me, what's a more important question is how we get at least the option of more diverse experiences in this media.