

Q: Hey, I’ve read all your blog posts about the design on TS3. I always loved how games could teach you things in a fun way, and this was one of those aspects.

Carbonaceous Chondrite or Eucrite, etc) and had similar relative rarities to what’s found on earth.
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I made sure that the bulk of them were named after real meteorite types (e.g. One smaller piece that I’m proud of that I feel like mentioning even though it’s tiny is that you can collect meteorites around the landscape. Even being able to drag walls back and forth without having to demolish your home! It gave builders such a great leap in their tools to make better looking homes and I was quite proud of that. It fundamentally changed how the Sims was played - being able to walk across the street and visit your neighbor.įor something that I was solely responsible for, it was a lot of the build mode advancements - being able to work on a free form placement mode outside of the grid, adding lots of “clutter” objects and locations to put them, being able to freely rotate objects, etc, and officially support it.

In The Sims 3, I had a broader influence on the game, and I’m very proud of the open world aspect that the design team worked on together. It was always so much fun to make a cop part of your family, and have them change into their uniform, etc. In The Sims 2, if you struck up a conversation with them you’d be able to make friends with them, and invite them over, get romantic, even marry them. In TS1, the maid, cop, firefighter, etc, would all do their jobs, but that’s it. Q: What mark did you have on the Sims franchise that you are most proud of?Ī:In The Sims 2, it was the coding that made the service Sims real people. Ray Mazza opened up an AMA (ask me anything) thread on Reddit, asking for people to give their questions concerning his work for The Sims and Merge Dragons, his new mobile app. We collected some of the most interesting questions and answers concerning The Sims.
