CHAPTER 1
Despite Will’s immediate
understanding of how he wanted The Sims’
online community to look, he wasn’t the
first to create an environment like this
online in which a usually single player game
had an online element that centered around
creating content and sharing it in a
decentralized way. Petz’ community is the
primordial soup from which The Sims’
community spawned. While I can’t prove this,
I’d reckon that someone who worked on The
Sims had seen how Petz’ community had
created a game element that was also a
marketing campaign. Every person who
stumbled across a ‘PETZ’ pet online
somewhere would be aware of the game and
people who just wanted to share what they’d
created became their own mini-marketers.
Maxis had originally been extremely
active in the community. Returning to the
conference given by Will in 2001. Those fan
sites that were created by users over the
first few months were meant to be diverse,
while the early contenders that were most
general continue today (such as TSR) they
were meant to, to quote Will, “act as peers”
rather than being in competition with each
other. At least, that was the intent in the
beginning.
The Exchange, an official system to disperse
content made by players, was Maxis’ official
site with special features that were built
directly into the game. You could upload
directly from your game, it didn’t require
you to have hosting space (which was
important in the early 2000s when social
media was still very much in its infancy),
and you could write your own stories. This
feature exists today for The Sims 4 even if
it has been renamed and had many of its
features stripped from what they were in
previous games.
Despite Will’s, and by extension, EA’s
views of what the community was, there are
some things that were likely already on the
mind’s of EA and Will, and if they weren’t
they soon would be. Firstly, EA, as admitted
by several developers, had wanted to make
sure that content made by players wasn’t
nearly as good as what EA could make
in-house. There was no reason to compete
with your own players in content creation.
This was, at the time, a non-issue for the
most part. In the early 2000s, the
demographics of the average internet user
and video game player looked very different.
Most players just didn’t have the technical
literacy to create anything that was very
advanced, whether that was assets for the
game or tools. While there were exceptions
to that rule, they were few and far between.
Additionally, most players had an extremely
short reach. The idea of ‘viral’ content was
still far off on the horizon. The internet
of the time was simply not built to get
content in front of eyes.
All of this to say, despite EA’s
hands-off-approach at this specific point in
time they didn’t have to worry very much
regarding what players may have done that
looked ‘bad’ for the brand. The internet
that The Sims’ community was built for was a
very different place structurally and
socially. And any larger content farms that
worked in a way similar to EA’s official
Exchange were kept in close contact with
EA’s official team but still didn’t have the
features that were baked straight into the
game. They gave sites such as TSR special
attention but still didn’t allow them the
same privileges they, themselves, had.
This imbalance in power makes sense as the
brand still needed to be able to publish
high quality content that you couldn’t get
elsewhere in the community. Which is why the
content creation tools that were used by
Maxis to create the game were kept under
lock and key. Moving forward EA would even
help ‘tool makers’, as Will referred to
them, create more intricate tools but they
were still refusing to allow users tools
such as EDITH, the tools that was used to
easily change sims behavior in game.
Instead, players got tools that were more
difficult to use, were only maintained by
tool makers, and had to be used outside of
the game and then have the code imported in
for testing. This process is, and was, very
taxing and the tools aren’t very user
friendly.
Now, I’m not arguing that players should
have gotten those tools, it would have been
nice though, rather I’m telling you this to
highlight the ways in which Maxis had set
the playing field with a very specific goal
in mind. Content creation by users wasn’t
meant to go too far. While I couldn’t tell
you at what point EA had expected content
creation to get to, or if they’d thought
very much about it at all past planning not
to give users access to these tools, I can
say that it seems like that there was some
internal friction regarding what players
should and shouldn’t be able to to do with
the game.
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