Jak lider serii The Sims przeszedł ze stanowiska QA na stanowisko kierownicze w firmie kreatywnej Maxis

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For nearly 4 years, Lyndsay Pearson has led The Sims franchise as the creative franchise vice president at Maxis. But her legacy at the studio, owned by Electronic Arts, spans more than 20 years as she worked her way up from a quality assurance tester on The Sims, moving into an associate maker function for The Sims 2 before taking on more and more responsibilities across all 4 games. As The Sims grew as a franchise, Pearson’s career shifted and changed alongside it; she’s had her hands in everything from squashing bugs, building out the Bella Goth mystery, originally suggesting the Makin’ Magic expansion pack, leading the teams bringing cultural diversity to The Sims 4, and becoming the face of the franchise.

The Sims, the first game and the start of the franchise, turned 25 this year, and Pearson’s been around for much of that time. Polygon spoke to Pearson about both the anniversary and her career — and how they intertwine.

“The Sims continues to iterate and evolve itself,” Pearson said. “We’ve always been the place you go to play with life, to experiment, to be part of this large and awesome community. And that’s just who we are. That’s just how we navigate The Sims, and there are so many possibilities on the horizon for where else we can go. We want to keep innovating, keep evolving, keep interacting with our community to hear what they like, what they want, what they’re looking for. And I think that we just see that as setting us up for the next 25 plus years.”

Image: Maxis/EA Games via Polygon

[Ed. note: This interview has been edited for dimension and clarity.]

Polygon: You’ve been with Maxis and Electronic Arts since The Sims. Let’s talk about your first occupation working on the franchise.

Lyndsay Pearson: Absolutely. I started in QA, which was quality assurance investigating at the time. My friend who was at EA at the time warned me not to tell them that I liked The Sims, but of course I was like, “But I love the Sims.” I put it on my small list of games that I played, and of course they put me on that team. I joined as The Sims squad was working on Vacation. They were finishing up the Vacation expansion pack and moving on to Unleashed. So any of my first experiences were investigating cats and dogs and puppies, and I remember spending a week trying to figure out how to break puppies and kittens. There was a truly sad week — I had to play with my pets dying.

But it was fascinating due to the fact that I learned a lot about the improvement of the game by trying to break it. And I would look at like, OK, I’m going to push this simulation as far this way. I’m going to crash this motive. I’m going to block this thing and figure out how to break it. And I learned a lot by starting to interact with the engineers and designers to realize what was going on behind the scenes that drove that. I did investigating for the Unleashed pack and the Superstar pack, and then I moved into plan and production on Makin’ Magic. My first year-ish of The Sims was quite a few testing, and then I moved into production and a small bit of design, and they let me do art erstwhile in a while, which was great.

I made any walls and floors for The Sims. I wrote quite a few text. Makin’ Magic was the last pack we did for The Sims 1 and The Sims 2 was well in development. That squad was kind of a truly scrappy small squad that got to do whatever we wanted. We knew it was our last expansion pack before The Sims 2, so we got to do quite a few fun stuff. It was a good experiment.

Then I moved into production for The Sims 2. My focus there was on the base game stories. I built all of the vicinity stories and I got to kind of be the first save game that people played. And then I just never left production. I love production. I’ve dabbled in creative direction and plan over the years. And now my occupation is simply quite a few plan and production combined of — how do we take this large thought of what The Sims could be, and what we could mean, and how we represent ourselves and bring it to life.

It’s specified an interesting trajectory to go from QA — who knows the game better than individual who virtually spent their time breaking it from the inside out? Can you walk me through each evolution of your occupation and how that changed throughout the improvement of The Sims into The Sims 2, The Sims 3, The Sims 4, and now continuing into the future of the franchise?

When I moved out of QA and out of breaking the game into production and design, it was a different perspective. Again, I was very utilized to breaking it, as you said. So moving into like, “Oh, now I gotta plan it,” it was cool due to the fact that I learned a lot about the pitfalls that might break and I learned a lot about how the game worked so I could usage that to work with the designers to say, how should these systems interact? Makin’ Magic being that last pack, we did quite a few systems that truly pushed the extremes of the game due to the fact that spells peculiarly were kind of overtly breaking the game. But that was truly fun due to the fact that we had a chance to just truly play with it and push the extremes. So moving into The Sims 2, The Sims 2 was beautiful far along at the time that I moved into that project.

I came in to aid with wrapping up quite a few different features and then starting on the neighborhoods. The game was far adequate along that we were like, OK, we request to kind of start putting this into stories and houses and backgrounds.

I’m beautiful certain in my first week I crashed the full build for everybody. I tried to check in a roof the incorrect way or something. I did a small bit of UI work with another maker who went on [paternal] leave and I had to figure out how to do UI in a weekend. I was like, alright, I lose my occupation now. So it was a small bit crazy. I think we were then about 9 months of trying to finish The Sims 2. There was a lot happening, but it was super fun to get to think about, OK, we have this wonderful fresh game that is now about lifetimes and ages and families.

How do we item all of those features through our pre-made stories? How do we connect these households? How do we set them up with interesting stories that you can jump right into? How do we start establishing any lore and backstory? And that was truly fresh for The Sims. The Sims didn’t think of it that way. We’d put characters in, but we didn’t truly build backgrounds for them. But The Sims 2 had memories and photograph albums and all these features that we could tell a tale. So I spent quite a few time doing worlds for The Sims 2. I moved into more feature production as expansion packs went on. I worked on cars, I worked on businesses — all these different things we did in The Sims 2.

As I moved into The Sims 3, I moved into more of a production leadership role. So I was leading a squad of producers who were working on core gameplay, and routing, of all things, due to the fact that figuring out how to get your Sims to walk around in [an] open planet is challenging.

I spent quite a few time with our engineers trying to figure out how to get them to go to the right places. And it was truly breathtaking due to the fact that we were doing a number of things different with the core game than what we had done in The Sims 2. So you’re kind of reinventing things that worked already, but trying to do it in a fresh way. And that’s an interesting balance. The biggest evolution moving through The Sims 3 of course is the open planet changed the way you kind of encourage players to play the game. You wanted them to be out and interacting with characters alternatively than waiting for things to come to them. And then as we moved into The Sims 4, we truly took the focus to the Sims themselves again and to the heart of what they are thinking, what are they feeling. How are they moving about this space? How are they driving the story? And again, we had to kind of rethink how all the features work together to accomplish that. So it was a truly interesting transition.

Image: Maxis/EA Games via Polygon

What memories from the early games stand out to you?

Man, I remember setting up a The Sims 2 demo for 1 of the E3s, due to the fact that I think we went to a couple of them, and we were trying to script stimulated behavior, which is truly a fool’s errand due to the fact that the simulation never wants to do what you wanted to do, but we could put in kind of prompts to encourage them. For The Sims 2 at least we could feed in peculiar wants trees to encourage the Sims to kind of want to do certain things. I remember working on this demo back and distant a million different times. We were at a pool organization and there was a pool home and just getting everything staged correctly was a challenge due to the fact that you had to have everything at the right state so that we frequently run into the problem where the buffet table that we had at the party, the minute you started the demo, everything, all the food would turn rotten due to the fact that it had been saved so many times and its state had been messed up.

So it was just all these things to remember to get in sync. And for any reason we were working on it in the mediate of the night 1 night, and I don’t know why I didn’t know this before, but I zoomed into the turkey on the buffet table and realized that all of its blend shapes lived within it. So there was this miniature turkey in the large turkey and that was the funniest thing in the planet at the mediate of the night trying to get a demo, but it was just so random. And I was like, what is this crazy game? And we just run into those moments all the time. 1 of the funniest things I remember vividly about base game is due to the fact that I was working on the vicinity houses besides and all the community lots, I would have nightmares about them burning down as I built them. I would virtually wake up and be like, “Oh, my community lot burnt down again.” Clearly any stress dreams. I remember it very vividly.

It was specified a fascinating time, due to the fact that the games break in the silliest ways erstwhile you’re getting them finished. I remember investigating out something with relationships while we were developing The Sims 2 and my Sim was cheating on her boyfriend, but her boyfriend was a townie, and so it meant that his household was all another townie in the neighborhood. So any time she went anywhere, they were all furious at her. And I was like, what have we done? And it was all part of improvement and it was just the funniest thing that would break. It was a fun time.

Did you have expectations of what The Sims would become? There are so fewer games that have specified a legacy.

Yeah, by the time I joined The Sims, which was a couple years in, they already knew they had something peculiar due to the fact that the first fewer expansion packs had done truly well. The base game had done truly well, and they clearly had committed to making a fewer others. So there was this thought that, wow, we truly struck on something that resonates and we don’t rather know what the magic expression is yet, so just don’t mess it up. The Sims 2 was scary due to the fact that we knew that quite a few The Sims had worked so well that we didn’t want to mess it up, but we wanted to introduce a different twist in a different perspective, which is where 3D came from, which was surely just graphical advancements, but besides lifetimes. And early versions of The Sims 2 were truly just like a 3 dimensional version of The Sims, but we realized that didn’t carry over the same way due to the fact that now that you have these different ages without any kind of progression, it just felt truly stagnant.

“It would be like, pizza’s in love with you. And you’re like, no, he’s not.”

And that the notion of then life and life aspirations and wants and fears came in kind of late in the game improvement honestly, due to the fact that we needed this another compulsion and the fear or uncertainty the squad always had is are we making changes that are better, or are we going to accidentally undo something that worked truly well that we just didn’t understand? And honestly, I would love to say we’ve totally solved all of that and now we know for sure, but the game is so expansive and players play it so many ways that you’re never totally certain which 1 magic word is the thing. And so it truly is the combination that is where the peculiar magic comes from. And so we gotta figure out how to keep balancing all of those things. And that was actual going into [The Sims] 3, going into 4 is it’s always been something we gotta consider if we have all these people who view The Sims in different ways and have played it in different ways. Whatever point in their play cycle, they come back. possibly they played it as a kid and they just wanted to set fire to everything, but now they came back as a teen and they want to date. And it’s truly interesting to see them change, and the game has to long for all of that.

Has the way the squad thinks about the game changed over the years?

There’s quite a few core philosophies from the very, very beginning that have always held true. And so we can always come back to that. The Sims is about giving you choices as a player. We’re giving you the — choice your metaphor, the crayons, the toys, whatever it is — to make the planet you want to create. And that’s always been true. The way we’ve manifested it has changed over time with fidelity and types of features. But that is simply a core essence, providing players the ability to make themselves and people that they know has been a driving force in our creative tools all along. So we can always come back to this core DNA and principles that you can thin on and say, okay, this is The Sims 3. We know that that works. We know that matters. And that at least helps it not feel as daunting due to the fact that you know, [you] can come back to that and say, okay, how do I push this forward? And then I think the things that have evolved on top of that over time is the commitment to letting players tell stories. And that opens up a different level of explanation and a different kind of feature set that we would build. A more overt commitment to being more inclusive and typical of more areas in the planet and more experiences is something that has changed how we think about the feature sets that we build. And that has evolved over time. So I mean, I think the squad always takes it very seriously that this is simply a large work for us, but besides very breathtaking due to the fact that there’s just endless opportunities for what else we could keep adding into this universe.

This is simply a individual question, but you’ve grown your career so successfully alongside The Sims. What’s that been like for you?

I love it, honestly, due to the fact that I do feel like the Sims is so relatable, even if you’ve never played it, you’ve heard of it or individual who played it and you have any kind of anecdote about it. I love that people always feel that they can share that. The number of times I’ve been in a gathering where we’re gathering a fresh partner or individual outside the company, and they’re always truly hesitant to be like, “Oh, I played the Sims.” I’m like, “Oh yeah, what’d you love?” And they’re like, “Well, I killed any Sims.” And I’m like, “Everybody does. It’s okay. It’s fine.” So I feel, it’s so funny, I frequently think about it, wow, I can’t believe I’ve been here for so much of this journey, but I inactive feel like it’s fresh and fresh all the time due to the fact that I get to hear those stories and those experiences and the things that it has meant to people. And oftentimes any of our hardcore fans know way more about it than me, and they’ll ask me stuff that I’m like, “I don’t remember. Did we do that?” Because, I dunno. It’s exciting. And it’s surely 1 of the things that has kept me here for so long is I just feel like there’s always something new. There’s always something to learn, a fresh way for us to innovate, to scope a fresh audience, to kind of connect with a different part of tech. So I have felt like the Sims has constantly let me innovate and evolve as a developer, but that has meant that personally, it’s just very rewarding. I get to see it talk to a fresh audience again.

Does The Sims and The Sims 2’s re-release and playing it again inspire the way you think about the games and the franchise’s future?

I think that we regularly find, especially now, quite a few people who grew up with The Sims are aging into their jobs and careers. And so we have quite a few people who come in who played The Sims in their formative years, and they definitely bring that into the way that they think about designs and features and UX. And I think this is simply a large chance for those of us who haven’t done it in a while or who never got a chance to play it, to do precisely that and kind of learn from the past and go, “Wow, this strategy truly worked well,” or “Wow, that feature truly worked well.” I think there’s also, there’s a truly good, what’s the word I’m looking for? kind of difference to see how far we’ve come due to the fact that the way we represent features now has changed so much. And that’s actually a truly neat evolution too, to say, oh, how could we learn from that and think erstwhile we think about how we could reposition things in the future? Right. Yeah, I don’t know. It prompts so many reactions and feelings from people that it’s going to be fun to see.

Are there any bugs that you inactive think about?

Yeah, I mean, 1 of my favourite things that I was talking about just late was in Hot Dates in early The Sims when we were working on Unleashed, your date would occasionally show up as a cat or dog, but they thought they were a human, so they would float around in the air as if they were walking with you. And it was awesome. I had so many dates with cats and dogs while that was broken. It was so funny.

One of my favourite early bugs from The Sims 4 was a tuning bug that drove all these characters to go to the gym. And at the gym, they encouraged them to work out, but it kept attracting all these elder sims. And if you drive the elders to work out besides much, they can die from exertion.
But the tuning was so strong that it turned into this elder death trap, so all these elders were moving on the treadmill, and they’d be sweating and then they’d all get off and die. And I was like, “Well, what is happening?” That was hilarious. Lots of comic sound bugs over the years stick with me due to the fact that you’d see 1 item that was expected to play a certain sound and then it played the incorrect sound. So we had, I can’t remember which 1 it was. There was definitely a campfire that played a weird Sim giggle sound that was good and creepy. But we had another 1 that accidentally played a scream, and you’re like, “What is happening?” The Sims bugs are just crazy. I enjoyed quite a few The Sims 2 bugs where Sims would get relationships to non-human items. So it would be like a pizza icon. It would be like, pizza’s in love with you. And you’re like, no, he’s not.



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