A portion of a Wired interview with Will Wright...
Wired: In a Wired interview in January 1994 (issue 2.01), you mentioned a project you were working on in which players could guide simulated characters through their daily lives. You said it offered “tools to design what is basically a dollhouse,” but you feared that “a dollhouse for adults may not be very marketable.” That game ended up being The Sims.
Wright: The dollhouse concept is what The Sims started out as. You were designing architecture at a human scale, and the game was scoring the usefulness and efficiency of your design. I soon realized that to test the spaces, we had to have little people living in these structures, walking around and making decisions.
Full interview here
Wired: In a Wired interview in January 1994 (issue 2.01), you mentioned a project you were working on in which players could guide simulated characters through their daily lives. You said it offered “tools to design what is basically a dollhouse,” but you feared that “a dollhouse for adults may not be very marketable.” That game ended up being The Sims.
Wright: The dollhouse concept is what The Sims started out as. You were designing architecture at a human scale, and the game was scoring the usefulness and efficiency of your design. I soon realized that to test the spaces, we had to have little people living in these structures, walking around and making decisions.






So at first, the main "The Sims" gameplay was actually the Architecture and Buying part of the game?
Interesting. No wonder those were so well polished in the final product.
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