The extraordinary life of an ordinary house
On the morning of 20 October 1991 Wright smelled smoke at his house on Norfolk Road, high in the Oakland Hills, close to where a grass fire from the day before had not been fully put out. He rang 911 and was told everything was under control, he told Berkeleyside in 2011; he went to shave and shower, and rang again as the smoke thickened. He and Joell Jones took their neighbours, who had no car, grabbed some photographs and drove down Charing Cross Road through a corridor of flames. “We drove down Charing Cross Road which is where all the people died. We were about five minutes ahead when we got there.” His house was among the first to burn. A week later he found chimneys, barbecue grills and one car reduced to “a big puddle of melted aluminum.” He keeps its charred remains in his house today, like a sculpture. Two weeks earlier he had happened to take the SimAnt source code to the office. On the burned ground, the only survivors he could see were ants, carrying off their dead.
Replacing everything taught him something. “The interesting part was to find out that I wasn’t really that attached to much,” he said; he found himself listing needs, “a toothbrush, underwear, a car, a house,” and wondering why anyone believed an object would make them happier. He had already watched his daughter Cassidy, born in 1986, play with a dollhouse and had walked around his own home asking, as he told Seabrook, “What’s the least number of motives or needs that would justify all this crap in my house?” He read time-use studies and research on shopping, Christopher Alexander’s A Pattern Language (which judges a building by the life it supports), Abraham Maslow’s hierarchy of needs and Charles Hampden-Turner’s Maps of the Mind. “I don’t believe any one theory of human psychology is correct,” he said. “The Sims just ended up being a mishmash of stuff that worked in the game.”
Almost nobody wanted it. Jeff Braun remembered the Maxis board’s verdict: “What is this? He wants to do an interactive doll house? The guy is out of his mind.” Marketing tested the idea on teenage boys, Gingold writes, “and found that they hated it.” Wright renamed it Project X, a “Tactical Domestic Simulator,” and worked on it with one borrowed programmer, Jamie Doornbos, who became its lead programmer, while Maxis floated on the stock market, lost money and, at the end of 1996, cancelled it. Jim Mackraz, head of Maxis’s Core Technology Group, kept it alive by quietly shifting money and people. When Electronic Arts bought the failing Maxis in 1997 (Wright took about $17 million in EA stock for his share), the new owners liked the project, by then called Jefferson. Women on the team changed its direction: the artists Jenny Martin and Suzie Greene pushed Wright to put people and their personalities ahead of architectural efficiency, as Cassidy did after playing prototypes, and the designers Claire Curtin and Roxy Wolosenko joined as co-designers. Seabrook reported that women made up 40 per cent of the development team.
The Sims came out in February 2000. Each Sim has eight motives (hunger, hygiene, bladder, comfort, energy, social, fun and room), and the objects in the house carry the code for what they offer those needs. As Chris Hecker, later a Spore programmer, explained the design, “The objects create ‘verbs’”: drop in a new espresso machine and Sims know how to use it without any change to the game. That is why a family can be undone by the distance from the bed to the bathroom, and why expansion packs could keep selling furniture. Wright called it a parody of consumerism: build a mansion full of stuff without cheating, he said, and “you realize that all these objects end up sucking up all your time.” Cassidy was upset to find that Sims could burn to death if they cooked carelessly; her father left the fire in. The Sims became, for a time, the best-selling PC game ever made, and players used it for soap opera, satire, cruelty (the swimming pool with its ladder removed) and self-portraiture. The Sims Online (2002), which Wright designed, failed to find the same crowd.