Will Wright Wants to Make a Game Out of Life Itself

Photo: Nigel Parry

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For almost 30 years, Will Wright’s creations have attracted people who would never have played videogames. He’s also managed the trick of developing games that enthrall hardcore fans while making rabid players out of novices. The secret: In Wright’s worlds, there is no win or lose—there’s just the game.

He’s best known for creating the Sim franchise: SimCity, The Sims, and other titles. These unlikely blockbusters—more than 180 million sold so far—drew on the works of arcane architectural theorists, urban planners, and astrophysicists, yet they were consistently addictive. They thrived thanks to a concept Wright calls possibility space: the scope of actions or reactions a player can undertake. Most videogames give players a narrow possibility space: Do you want to kill the bad guys with bullets or grenades? Take the door on the right or the left?

Wright and his team at Maxis, the development studio he cofounded in 1987, blew past those constraints, creating an infinitely flexible gameworld limited only by the skill and imagination of the player. In Wright’s best work, players have so much leeway to determine their own objectives that the distinction between game player and game designer blurs.

In 2009, after more than 20 years at Maxis, Wright stepped down from day-to-day duties to form Stupid Fun Club, an entertainment development think tank. He sat down with Wired in Stupid Fun’s Berkeley studio to look back at his career, offer hints about upcoming projects, and speculate about what the future holds for us all—gamers or not.

Chris Baker: You grew up before the era of interactive entertainment. Was gaming a part of your early life?

Will Wright: I enjoyed playing strategy games as a kid. A neighbor down the street and I used to play these elaborate turn-based war games—cardboard and paper games like PanzerBlitz.

Baker: How did you start fiddling with computers?

Wright: I was very mechanical, very involved in building models, which evolved into building robots. I got my first computer when I was 20 years old and taught myself to program in order to connect to the robots I was building—to model the motion of a hydraulic robot arm, for example. That’s what first sucked me into writing software. When I learned to program, I realized that you could model the behavior of a system through time, not just a snapshot of it.

Baker: When did you go from playing around with this stuff to saying, “I’m going to be a commercial game designer”?

Wright: I was just fascinated with how the computer worked. Back then it was possible for one person to pretty much fully understand the system—every aspect, from the structure of the hardware to memory management. When I was 20 years old, around 1980, I was living in New York, and there was one computer store in the whole city that sold the Apple II. They had a few simple games in Ziploc bags on the wall and I started thinking, “Maybe I should try making a game, because then I can make all of my computer expenses tax-deductible.” [Laughs.] Then I bought a Commodore 64 when it first came out in 1982 and dedicated myself to learning everything I could about the machine.

Baker: Since then, has there been a common thread that runs through your career?

Wright: It’s really been about trying to construct games around the user, making them the center of the universe. How can you give players more creative leverage and let them show off that creativity to other people?

Baker: That’s there in your first game, 1984′s Raid on Bungeling Bay, but it’s almost invisible to players.

Wright: It’s a very action-oriented game; you’re just a helicopter fighting this military-industrial complex. You fly around this little world and bomb ships, tanks, planes, and factories.

Baker: But there are sophisticated dynamics going on beneath that surface.

Wright: The game tracked resources. The little enemy ships are picking up resources and bringing them to the docks, where they’re picked up by little tanks and brought to factories that are building airplanes and antiaircraft guns. It’s an industrial food chain, and if you understood the underlying system, you could attack it in a strategic way, taking out the supply boats first. But most people just flew around and blew up everything as fast as they could.

Baker: How did Bungeling Bay lead to your next game, SimCity?

Wright: I wanted Bungeling Bay to have a world large enough to get lost in, so I wrote a program that would let me put down coastlines, roads, and buildings. I found that I was having much more fun building these little worlds than flying around and blowing them up. SimCity evolved from that—I got interested in building a game where players are in the role of creators.

Baker: And Bungeling Bay‘s “industrial food chain” morphed into a far more sophisticated system in SimCity.

Wright: I started researching urban planning and urban dynamics, and I came across the work of Jay Forrester, the father of modern system simulations. Back in the ’50s at MIT, he actually tried to simulate whole cities on a rudimentary computer. And then I moved into classic economic theory and urban theorists like Jane Jacobs and Kevin Lynch.

Baker: You integrated their theories into SimCity. Players assume the role of a mayor, setting policies and tax rates, managing the transportation system and power grid—

Wright: —and meanwhile, the city was being actively simulated as they designed it.

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Game|Life Podcast: The Endless Summer of Downloadable Games

Original photo: Bram Souffreau/Flickr/CC BY-SA 2.0

The cast of the Game|Life podcast is downloading and playing anything we can get our hands on this summer. Disc-based games are few and far between in the long stretch of time before the holiday season, but the gap is filled in handily these days with downloads.

Wired senior editor Peter Rubin is hip-deep in iOS games, due to his research for this year’s upcoming App Guide. Managing editor Marty Cortinas continues his search for a team-based game that he and his group of friends can enjoy together (we’re still soliciting your suggestions, listeners). Senior editor Chris Baker is playing Dyad on PlayStation 3 and Spelunky on Xbox Live Arcade. And I am playing nothing, apparently. Not sure how that happened.

We dip back into the Phonebag this week for more smart commentary and biting questions from you, our listeners, and one of you wins a prize for your efforts. If you want to opine on next week’s show, leave us a voicemail or text message at 567-694-5326 (56 POW! GL FAN).

Game|Life’s podcast is posted on Fridays, is available on iTunes, can be downloaded directly and is embedded below.

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Indie iPad Hit Osmos Gets Absorbing Multiplayer Mode

Screengrab: Wired

Over two years after its original release, Hemisphere Games‘ Osmos has been updated with new competitive multiplayer modes. Along with Game Center support and new local and online multiplayer maps, this update also brings Retina display graphics to the iPad version of the game.

Osmos lets you control a little blue orb called a “mote,” which grows larger by absorbing smaller, tinier motes. Your mote controls a bit like the ship in Asteroids, except instead of using up rocket fuel to move, you expel tiny bits of your own mass. It’s like Katamari Damacy, but in a lava lamp.

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Nintendo Gives Away Special Edition Donkey Kong In Japan

The “cement factory” stage, cut from the original NES version of Donkey Kong, has been included in the special edition.
Screengrab: Wired

Nintendo will give Japanese customers a free copy of Donkey Kong for Nintendo 3DS for buying the digital versions of New Super Mario Bros. 2 or Demon Training, it said Friday.

The summer-long campaign is designed to spread awareness of Nintendo’s new push for 3DS games being sold in physical form as well as digitally.

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Game|Life Video: The Games of Comic-Con 2012

Missed all the big announcements from Comic-Con? This week’s Game|Life Video runs down the biggest announcements from the show. There may have been a comic book or two there, not that anyone noticed. I don’t know if The Walking Dead needs a first-person shooter version but you never know with these things. Fingers crossed it turns out awesome.