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
appeal fairly limits tools weak
The tools are the weak spot, That limits its appeal to a fairly hard-core group.
believe conference east easy flip game happen larry mission past playoffs prove scoring team title weak win
This team has been on a mission from the first game of the season. The scoring droughts that they may have had in past playoffs will not happen in Flip Saunders' offense, and I believe that they want to prove that they can win a title without Larry Brown. Also, the East is so weak that they should have an easy ride, at least to the conference finals.
either outfit weak
Either outfit is going to have a pretty weak coalition.
weakness naked fixture
Consider everything in the nature of a hanging fixture a weakness, and naked radiators an abomination.
currently future versions
We also have future versions of the single-player Sims currently in the works.
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,
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.
american-scientist bad envelope exploring far mapping side
I think by exploring the bad side you're really just mapping the envelope of the system... you're getting a sense of how far off you can go.
popular primary
I think the primary thing that's made the Sims popular is that they're accessible,
ended projects several various
There are several projects I have never ended up doing, for various reasons, but I still find myself researching them.
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.
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.
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.