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Test Subject
#101 Old 30th Jun 2022 at 6:44 PM
Hallo!
I have something that might be kind of sort of interesting.
So when Don Hopkins graciously showed off the Steering Committee build to the public, he also briefly showed two internal documents before diving into gameplay proper.
These are The Sims Quick Start and The Sims Quick Reference. Unfortunately like the build itself we do not have a version that is publicly available for our own perusing, however since they are written documents with pictures, that makes them easy to recreate. And so I’ve done just that on Google Docs.
----------------------
The Sims Quick Start

----------------------
The Sims Quick Reference

----------------------
The actual contents of these documents isn’t anything too spectacular or groundbreaking, but it does reveal some interesting bits of information. Like how the game at the time only took up 67 MB of space, or how Live Mode was called People Mode, or how there wasn’t even an autoplay installer at this point of development!

The formatting of the documents may not be 1:1 with their original versions, I did the best I could though to get it close.
The pictures are screenshotted directly from the video, so they’re not in the best quality.
All the text is transcribed directly from what was shown of the documents in the video.
The Quick Reference document was originally written as an HTML page, where the user was able to click on images in the document to be taken to the corresponding section. I could not replicate this in Google Docs unfortunately. If downloading it is best to get it as an HTML page due to the pageless setup.
The Quick Start document appears to have had two pages in the video, but the second page was never shown off in any way.
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Lab Assistant
Original Poster
#102 Old 2nd Jul 2022 at 7:13 AM
Quote: Originally posted by Sindle
Hallo!
I have something that might be kind of sort of interesting.
So when Don Hopkins graciously showed off the Steering Committee build to the public, he also briefly showed two internal documents before diving into gameplay proper.
These are The Sims Quick Start and The Sims Quick Reference. Unfortunately like the build itself we do not have a version that is publicly available for our own perusing, however since they are written documents with pictures, that makes them easy to recreate. And so I’ve done just that on Google Docs.
----------------------
The Sims Quick Start

----------------------
The Sims Quick Reference

----------------------
The actual contents of these documents isn’t anything too spectacular or groundbreaking, but it does reveal some interesting bits of information. Like how the game at the time only took up 67 MB of space, or how Live Mode was called People Mode, or how there wasn’t even an autoplay installer at this point of development!

The formatting of the documents may not be 1:1 with their original versions, I did the best I could though to get it close.
The pictures are screenshotted directly from the video, so they’re not in the best quality.
All the text is transcribed directly from what was shown of the documents in the video.
The Quick Reference document was originally written as an HTML page, where the user was able to click on images in the document to be taken to the corresponding section. I could not replicate this in Google Docs unfortunately. If downloading it is best to get it as an HTML page due to the pageless setup.
The Quick Start document appears to have had two pages in the video, but the second page was never shown off in any way.


Fab! That demo is a wild hypnagogic ride at best, and certain things (= Archie Bunker-esque Sim forever holding a cigar in his hand, as part of his skin ) virtually distracted most of us from seeing the big picture.
http://web.archive.org/web/20170813...kStartGuide.pdf
>Good news is that the Design Documents dir has a TheSimsQuickStart file with all the pages! But, uh-oh, it's pertaining to a build that, more or less, directly succeeded the steering committee wild ride, and won't help too much to complete the jigsaw accurately.
http://web.archive.org/web/20181005...esignDocuments/
>Being it a deliberate take or not, the original design doc pdf's are long gone? Dear Don, I've improved my USEnglish to dive it at its best in the same vein as Sigmund Freud learning Spanish for the sole frivolity of reading the original Dom Quixote!! If anything, time traveling exists.

Speakin' of the man..

https://web.archive.org/web/2006070...ves/000117.html
>Mr. Hopkins is interviewed by the one website whose author was wisely vocal about TSO' sloppy social MO and EA punished him in return. An equally-honest take on Sims' history and TSO's biggest mistakes, from the man who was actively present within the context, and in time. It'll make your heart warmer.

now...


Shiver me timbers. Whatever shall I say in this situation? This thread is a green-box gift, and makes me a happier person. At best, can nearly suspect it's caused similar effects to someone else.Shout-out to ed95 and Maggie.

Because it's been neglected for a criminally long time, expect the world's biggest update . Allow me to procrastinate a bit more.



The staff roll of a well-lived childhood. Uh, a non-exhaustive one, of course. Ah LET'S SEE... from left to right... Will Wright, Roberta Williams, Hal Barwood, Tim Schafer, Larry Holland, Erik Yeo, Bruce Carver, Ron Gilbert and Mike O'Brien. / On the couch, from left to right: Andy Hollis, Gabe Newell & Brett Sperry.
Almost-certainly a '99 European Computer Trade Show press shot (November 1999). Undoubtedly a kewl one. The Sims was privately showcased for a few lucky souls in there.

[email protected] is where ideas are shared


PIAZZI ROCKS
(so do you)
[email protected]
Lab Assistant
Original Poster
#103 Old 7th Aug 2022 at 4:56 AM Last edited by LUCPIX : 8th Aug 2022 at 4:43 PM.

MAXIS was bought by Electronic Arts in 25th of July, 1997, precisely 25 years ago.

Swallowed by the highly stressful endeavor of pursuing the development of a big title that could somehow keep up with the good reputation that SimCity 2000 brought to the company, not without its fair share of trials and errors, EA's former big "LBs", Lucy Bradshaw and Luc Barthelet, were particularly thrilled when they heard the ideas that the people at Maxis had in mind — however, still short of some extra spiritual/financial support in order to put those in practice; that, including, oddly enough, a certain Dollhouse/X/Jefferson/TDS/you-name-it project (later renamed to a more Domestic Comedy-fashioned "The Sims"), the one that none of Will Wright's co-workers gave two shits about until that moment! On the other hand, EA's top authorities did not see the charm behind life Sims at first. By very little, their traditionalist roots made them to decline for good a game "where you have to clean toilets". Of course, one of the secret ingredients that made "The Sims'" pitch palatable was the developers' desire to make the game as customizable as possible, preparing the terrain for the spontaneous formation of a big creativity-based community, entirely accommodated for the infinite activity of sharing with pure win-win benefits. The community has made The Sims a winner at the time it was needed in order to prove its own publisher that it wasn't that far-fetched that a game of Sims' caliber should be shipped, after all, plus the own The Sims team's endeavor in programming licensed custom content tools whose subsequent artifacts originated the very first Sims fan sites, many months prior to the game's de-facto launch, catalyzing a marketing boom that has put the game in the mainstream radar faster than you can say "sul, sul", and no-one has never again questioned MAXIS importance! You'd probably guess the sound of the emerging coins was what convinced EA to prioritize The Sims and invest their commercial faith in it like hell ever since it's received the attention it deserved from the world. And the saga continues. 

But, along with that, shit obviously hits the fan, every now and then: The creativity autonomy that was the fabric of The Sims' player education worked so magnificently well and blossomed so many different fun user-made creations that, in a way, one could say that it went all against EA in no time. Comparable to the Greek figure of Daedalus (who, though one of the most acclaimed architects around, still felt extremely uncomfortable at the sight of his innocent nephew's natural talent, ultimately causing Daedalus to murder him), it's almost as though EA feels constantly threatened at the idea of Simmers achieving a state of modding virtuosity to the point it can minimally eclipse the "official" productions. Which, perhaps, justifies their old deliberate resistance in applying custom-content facilities for The Sims Online (by the way, making the playing experience extremely null as consequence) and most recently, refraining you from transforming your useful modding talents into an extra fund supplier so you can deposit your valid capabilities as a coder/artist into something that can potentially save one's life, and/or pay those damn debts, leading to audience alienating cycles back-to-back. Provided, of course, you are doing something that it's worthy being paid for!


We want to believe that we should now experience a silent turning point when it comes to how the community is bound to perceive their value as creators, more than we ever did in all these twenty-three years of creating (if we properly start counting from 1999), be you a 3D modeler, a programmer or "regular" consumer of anything Sim. Only God can explain this weird star alignment here, but now, the 25th anniversary of EA's Maxis acquisition, funnily enough, coincides with the day this solo HI-SIM project, intrinsically dedicated to the understanding of the super interesting roller-coaster that The Sims' development adventure is (that this whole thread is a sorta Head-Quarter of), is surprisingly considered eligible to raise onto an academy-leveled "fair use" condition, enough for us to be one of the people in this planet to be handed Edith: the original neurons behind the original game, the resource editor of the visual programming language SimAntics that orchestrates the intelligence behind The Sims 1, its interface and its world (Wait, what? Did you really think your SIMS were the ones who knew what to do at all given circumstances?), in the context of suiting our The Sims History lifelong studies the best it can. Most notoriously, it's in fact such a big deal that Electronic Arts has been overprotecting Edith under several nasty legal conditional branches against anyone who happens to provide or download this program publicly, so in the most sincere respect and safety for those at Maxis who were there since the franchise's baby steps + the whole community (including, of course, they who gifted us the tool: you know who you are!!) , we won't do anything but deliberately document its most noteworthy aspects until otherwise allowed to get the collectivity involved with this brilliant artifact that we are still figuring out how to master.


Until then, we reiterate how we feel that it's a brand new time for The Sims scene, though you perhaps are feeling unheard as a Simmer. You probably been suspecting as you grew up that EA has a love/fear relationship with you, and we're here to tell you that maybe they should! As a solo and embryonic project, should the knowledge that our little HI-SIM/"Sims 1 Beta Discussion" (though I hate hate hate hate using the term "beta" as a generic synonym for "pre-release" nowadays, ha!) produces serve as a direct indication of where you can go to, and what can be achieved when you are unconditionally hustling for something you are passionate about. Most importantly, though, shall our current (and future) efforts, undoubtedly the most important and frightening ones this thread is covering since its #1 post, wholeheartedly sign to YOU and the "ones above" that the Simmer fan base is awesome by being (hopefully always) resilient, never short of creative stamina, and pretty good at this whole business of never keeping the mouth shut until they get what they want. Fuck knows who this thread is reached to, but I will try and be with you. Metaphorically speaking, they planted that Monolith out there at Maxis' day 1. No wonder its logo used to be the Moon's darker side. Damn!

The Sims is a beautiful wormhole and we celebrate o.g. MAXIS for this
...and for everything else, sure


Signed,


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Post dedicated to @ed95 and SuperLegal, as, like, always!





Today's Highlight: EDITH (C) 1997, MAXIS — by Will Wright, Jamie Doornbos, Eric Bowman, Jim Mackraz & Don Hopkins

> https://www.youtube.com/watch?v=tle61NrBmyA - #01: Demonstration of a scrapped (but half-functional) Quick Meal preparing interaction for children Sims, with proper animations and all;

> https://www.youtube.com/watch?v=ueg-ujK19VE - #02: Demonstration of an earlier repairing interaction for Stereo objects, when they, in fact, are one of the few electronic items that never break;

> https://www.youtube.com/watch?v=9RplCCKOK7I&t=33s #03: Terrain Tweaker Demo;








Chances are that you, o High-Simulation-and-Everything-that-englobes-it rat, already read a little bit about Edith. In fact, as something that is remarked as some kind of humanity cliché when it comes to good things that made their way to reality, it all started with a girl.

Edith was the fourth and final iteration of something that had been developed for this virtual dollhouse ever since it was but a modest SimCity 2000 add-on, previously called in a myriad of generic ways, like ObjEdit, TDSEdit (TDS standing for Tactical Domestic Simulator) and ObjMaker! But, in the end, they fundamentally work in the same vein of, among other wacky things, orchestrating the brains of Sims and their four-quarter world (or, better, the smarts from objects, making the characters as dumb as possible) through a surprisingly fun visual language based on (deliberately or not) convenient family-tree-akin windows that make even the most coding-chicken kinda to see how the cause-and-effects game behind programming can be kewl. In fact, it's such a playground, goddamn it! These days, Edith is oftentimes credited as a reference material from the own masterminds behind the game and a few academic enthusiasts, and was upgraded several times in order to meet the needs from different The Sims builds and, later on, the neo-sim-sapiens of The Sims 2's AI...

"Edith"'s name came from Edith Bunker — the word-of-mouth (and, more realistically, articles plus the own SimAntics wiki) have it that she was the #1 Sim ever made for the game, sometime in 1997, in a not-so-shiny prototype for a pre-EA The Sims whimsically titled as "Jefferson", a minimalist shout-out to USA's former president. Along with her, a certain Archie Bunker, in all his unpolished and polygonal charm, rules the scene, and probably makes you wonder "oh, shit, aren't those also the names of the characters from that supercheesy All in the Family sitcom, notoriously revolutionary for touching upon 20th Century-unfriendly topics such as homosexuality, racism, politics and all???" well, in a way... so is our own The Sims, isn't it??
Turns out that Mrs. Bunker, designed by former SimCity artists Jenny Martin and Susan Green, made them Maxoids so melted in love that it was more than enough to repurpose the SimAntics editing tool after her, and become what it is today.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Courtesy of Kult Cover Disks, Retromags and Abandonware France.

PC ACCELERATOR (US-ENGLISH) ISSUE 20 - APRIL 2000



EDGE (UK-ENGLISH) ISSUE 82 - MARCH 2000



PC PLAYER (GERMAN) - FEBRUARY 2000



PC ACTION (GERMAN) - MARCH 2000



PCZONE (UK-ENGLISH) - MARCH 2000

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ever wondered about the musical essence of SimsVille, the unplayable Sim that everyone loves? Some gems at Jerry Martin's vault will satisfy, in excerpts, your listening curiosity.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~




PIAZZI ROCKS
(so do you)
[email protected]
Lab Assistant
Original Poster
#104 Old 12th Aug 2022 at 5:33 PM Last edited by LUCPIX : 12th Aug 2022 at 5:46 PM.
Oh, it's adorable! Just like a doll's house. As the biggest milestone of what can now be viewed as Maxis' own Renaissance Age (along with its old sibling project SimCity 3000), the development journey of The Sims is a textbook case of redemptive game design. Having mushroomed over seven years of creation during the nineties, the game unintentionally captures the technological (and, why not, cultural) touchstones of each moment the builds were compiled and, as such, joined the iterative dance at its own pace, being caused dramatic overhauls until Sim Lane's streets could be open upon the world and everyone (emphasis on the game's broad demographic reach) were free to build up a personalized American-Dream-Come-True...

However, before the splines were at last reticulated and the production has met minimal security, the project could not have been more of a disaster, being often plagued by one of its medium's biggest ironies: the overall skepticism among the scene (including some fellow Maxoids) that did not quite feel as though the simulation of the mundane life would find its space in the mainstream gaming. But it's OK, as neither the world, nor the game itself, were quite ready to fully get into Will Wright's vision.

The Sims' tremendous community-building potential was what hit a soft spot within a-very-conservative Electronic Arts and convinced Maxis' new owners to supply the Sims department with the drop of support it needed — from then on, an admirable endeavor has been made in order to turn every aspect of the game as disassembleable as it could, evolving it as a custom-content WonderLand. Fans saw an active support from the game's core team to create multiple (and, why not, competitive) fan-sites and establish a solid participatory culture all around the Sim sphere, catalyzing a spontaneous marketing "boom" that proved a win-win for all the sides of the newly-built fan base... you see: many months prior to the game's de facto launching! And, boy, did they succeed.

The community made The Sims a winner: In the early 21st century, it overtakes Myst's throne and becomes a worldwide PC bestseller, as well as a cultural icon. As sweet side effects, not only its phenomenal sandbox-esque nature influenced many people to take their creative/intellectual juices to a new degree through programming/3D modeling, but is often quoted as a premiere example of empowering the players with a metaverse of infinite storytelling capabilities to be shared to the world, bulldozing the collective consciousness that girls could not game and homosexuality wasn't quite appropriate for the medium, and made virtual architecture as insanely easy as Build-Buy-Live.


Not bad for an abandonware, dont'cha think?




Hellooooo, quick shoutout to the Prerelease portion of the original The Sims-oriented article at The Cutting Room Floor.

Two of this attached media went recently featured (one of them displayed at the webpage's main page today), followed by this slow-paced redevelopment (or gentrification, if you insist) we are messing 'round with the whole page so it becomes your in-depth (over 70 references from the gaming deep web, personal curatorship and whatnot, and counting), collaborative (as a public wiki-fashioned page, all of it will be eventually improved, in content and formatting, by those infinitely more intelligent than us, who knows even YOU, just imagine that) and wonderful The Sims history plaza, with the gratuitous intention of discovering and/or satisfying your natural interest and curiosity towards the game's making saga the best way we can with our intermittent idiomatic and research skills — that, hopefully a little beyond the "there was a fire, a lesbian kiss and they lived happily ever after" layer, if we're lucky



but if it's not your cup of tea, that's okay too!!!!! there are plenty of articles for different games made by many other wikigeeks as ourselves

We just love it so much

later

sent at local campus in a very uncomfortable position


PIAZZI ROCKS
(so do you)
[email protected]
Lab Assistant
#105 Old 13th Aug 2022 at 7:28 PM
My God, do you have a treasure trove of mid-to-late nineties media! Gotta love the videogame press of the 90's/early 2000's; they really didn't have any filter at all.

I specially like that photo with the heavyweights of PC gaming from the 90's. You will probably never see again such an amalgam of talent. I figure, however, that the process of making The Sims would have been very taxing on Will Wright, given that it took him almost 10 years to see it realised; no wonder he immediately started development of TS2 right after the first one was published, and then started Spore's development right after that one came to an end.

I wonder however how you were able to get Edith in your hands! Some people on your YT account were mentioning this could open the door to decoding, or at least approximatingm, the source code of TS2. Ah, but is TS1 the one that's more interesting; as we talked a long time ago, you can do nearly everything with that game and make it work. It will be really interesting seeing what people do invent now we do have Maxis' editor.

Thanks as always for your work; it's quite a happy moment everytime I open the forum and see a new post on this thread!
Lab Assistant
Original Poster
#106 Old 16th Aug 2022 at 11:34 PM
Quote: Originally posted by ed95
My God, do you have a treasure trove of mid-to-late nineties media! Gotta love the videogame press of the 90's/early 2000's; they really didn't have any filter at all.

I specially like that photo with the heavyweights of PC gaming from the 90's. You will probably never see again such an amalgam of talent. I figure, however, that the process of making The Sims would have been very taxing on Will Wright, given that it took him almost 10 years to see it realised; no wonder he immediately started development of TS2 right after the first one was published, and then started Spore's development right after that one came to an end.

I wonder however how you were able to get Edith in your hands! Some people on your YT account were mentioning this could open the door to decoding, or at least approximatingm, the source code of TS2. Ah, but is TS1 the one that's more interesting; as we talked a long time ago, you can do nearly everything with that game and make it work. It will be really interesting seeing what people do invent now we do have Maxis' editor.

Thanks as always for your work; it's quite a happy moment everytime I open the forum and see a new post on this thread!


:lovestruc :lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc:lovestruc



HOMEMASTER 4.0 - (C) 1999 - ELECTRONIC ARTS, ALL RIGHTS RESERVED

A mildly-unknown, intermediate pre-release build of the imaginative Wall/Floor making utility HomeMaster. It won't differ much from its later 2000 counterpart except for a few graphical quirks and a much more generic loading screen.



==========================================================================================




SIMS TRANSMOGRIFIER [1.0 TO 1.4]- BY DON HOPKINS

Early TMOG builds. You will be missing the good old search box!



==========================================================================================



THE SIMS DESKTOP THEME - JULY 1999

Official and rather well-humorous The Sims Windows Theme, put together and uploaded by the Maxis master as a pre-release goody on July 1999 (mind you: about 6 months prior to The Sims' final build compilation!).

Contains Microsoft-Windows-friendly icons, some neat wallpapers that yell the game's blue branding, TV sound samples as pop-up warnings, and a few cursors reminiscent from the game's beta builds that didn't make their way to its final (January 2000).



==========================================================================================



"SimShow Must Go On" 1.3 (C) 1999 — BY DON HOPKINS

A reasonably forgotten, older version of the well-known The Sims skins/animation previewer SimShow, compiled on August 12, 1999, meaning it has been available for many months before the fans could, technically, view how their custom content creations would look in the actual game. With SimShow, fans had, after all, the earliest experience with real-time rendered Sims... although the handling of their lives still wasn't up to them (if not by asking them to run a couple of 60FPS animations in eternal loops)!

The 1.3 build had the good peculiarity of fetching kid Sims to the characters' fiesta.

Each one of the official pre-release tools made available for download at the time presents resources that are consistent to the last The Sims build compiled prior to the tool's completion. Since SimShow 1.3 came out nearly 6 months before the game's final, one can assure that the program comes with a few proto-related oddities, like a few slightly-differentiated textures, meshes, and entirely unique animation files.

Down below, Sean Baity's official SimShow 1.3 announcement at SimWatch, The Sims' official pre-release discussion maillist!




==========================================================================================



ザ・シムズ2 BODY SHOP (C) 2004 — BY MAXIS

はじめに
自分や親友にそっくりなシムや、隣のエイリアンとよく似たシムでプレイしたくありませんか? The Sims
2 Body Shop では、あなたそっくりなシムだけでなく実際には決していないような姿のシムを作ることが
できます。
The Sims 2 Body Shop は、
「ザ・シムズ2」の一部である「シムを作成する」機能を抜き出したツールです。
The Sims 2 Body Shop を使えば、独自のシムを作ったり、シムの容姿を好きなように変更することがで
きます。作成したシムでゲームをプレイして、シムの性格とその育成環境がどのように関係しているかみて
みましょう。ユーザーが割り当てた鼻や目の形などの遺伝的特徴は、その息子や娘だけでなく、孫やひ孫の
代まで受け継がれていきます。
思わずみんなに自慢したくなるようなステキなシムが完成したら、パッケージして友達にあげたり、
TheSims2.com にアップロードして、その巧みな創作性やアクセサリのデザインを他のユーザーと共有し
てみましょう。それに何より、自分で創造したシムを「ザ・シムズ2」の世界の住人にすることができるのです。


==========================================================================================



The Sims Makin' Magic: The Gnome 1.3 (C) 2003 - BY BUZZTONE

The enchanted gnome from The Sims 1 Makin' Magic... now, more irritating than ever as your alive-'n'-breathing desktop buddy.

Does various tricks. Life measured in time. Movable! Fantastic.



==========================================================================================



Early The Sims Custom Skins — 25/05/1999 - 23/04/2000 by Various Creators

A collection of custom The Sims 1 skins made by various creators from early 1999 to early 2000. The proper self-written attributions and credits can be read within their respective zipped folders! Once downloaded and read by your system, these probably will not be the most intricate meshed masterpieces in your hardware, be warned! Yeah, maybe they were forgotten for a reason... Their notability reside in the fact that their were, in actuality, the very first pieces of custom content ever made for The Sims, by fans... when they probably still hadn't figured out how much of a big deal this whole dollhousing thing would very soon turn out to be!

It took more-or-less one year for the hyped pre-release The Sims enthusiasts to put their custom content-wise body of work in action, for a good pile of creativity programs had already been engineered by the Maxis teams way before the life simulator was even at stores!

It is known that, for proto-Sims skin-making, SimShow was the fans' go-to.



==========================================================================================


PIAZZI ROCKS
(so do you)
[email protected]
Field Researcher
#107 Old 30th Aug 2022 at 8:24 PM Last edited by Liza : 30th Aug 2022 at 8:36 PM.
Hello, everyone!

Design documents for The Sims have become unavailable on Don Hopkins' website. A "Not Found" message appears on this page:

https://donhopkins.com/home/TheSimsDesignDocuments/



The Sims design documents are available at this link:
https://www.gamedev.net/tutorials/g...ign-docs-r4727/

But there you need to rename the files after downloading them, so they can be opened. And to download the last 5 files you need to edit the link in the address bar of your browser.


The design documents from the website listed above are also available at Archive.org. To find them there, you need to enter "The Sims Design Documents" in the search box on site.

The Sims 2 Beta Library
Russian Betahunters forum thread "The Sims 2 Development History" - without them, many secrets of the Sims 2 would not have been discovered and investigated.
Lab Assistant
Original Poster
#108 Old 3rd Oct 2022 at 7:46 PM Last edited by LUCPIX : 3rd Oct 2022 at 8:11 PM.


CLICK HERE — The phenomenal, unforgettable, fascinating, progressive no-one-believed-it-until-its-proved-its-true-self, what-kind-of-sane-guy-would-ever-buy-a-toilet-game, Dollhouse building saga somehow finds its path to TCRF's homepage yet again, son — until the next 9 hours.

Otherwise, you, faithful, sporadic and incognito reader, are always strongly advised to fearlessly dive into those articles and learn a little more on the in-depth, BS-free history of your all-time-fav software toy (from Ocarina of Time to, say, Hong Kong 97?), and what's inside it that none of its event triggers trigger...... It eventually comes to a point when it gets even more exciting than playing the software toys — do not be surprised in case that happens to you, too.





Edith #04 — "Okay, here's an OK and straightforward demo of the Room Map tool: The ultimate SimAntics visual language transmogrifier creates a blueprint of your life. If you ain't got it, are you for reals an architecture toy?"

Always prompted to communicate, trade thoughtful ideas and complain about the overall injustices this world suffers via the weird e-mail address [email protected] and absolutely nowhere else (mind you that all of the things expressed in this exhaustive thread belongs to a project of personal nature and radius and, as such, we kind of never have a solid notion about when we are doing things right, if we are being respectful, sufficiently pertinent, or crossing the lines of whatever the terms are, if not by the sole healthy love for life and its simulator), despite no CPU-licking are involved in the process. Ew!


PIAZZI ROCKS
(so do you)
[email protected]
Top Secret Researcher
#109 Old 28th Oct 2022 at 3:05 AM
Quote: Originally posted by GingerxNinjax
Hey there!
Idk if any of you will know what I'm talking about or are willing to help me but I remember one of LUCPIX's old videos and someone had commented about the heads that were converted from TSO and other rare places. They had the Will Wright head skin, gorilla, tragic clown, mrs crumplebottom + more. They had the link to simfileshare but alas i cannot find it if you know what I'm talking about please let me know where they are asap as I would love these heads back in my game!

You can find the gorilla and Mrs. Crumplebottom at https://oddsim.com/the_sims_skins/female. The tragic clown is at https://oddsim.com/the_sims_skins/male.

I've made some mods for The Sims 1 -- yes, The Sims ONE :-) -- which you can find at http://corylea.com/Sims1ModsByCorylea.html
Field Researcher
#111 Old 10th Nov 2022 at 10:50 PM
This guy looks like Sigmund Freud. Moreover, his name is Sigmund.




The Sims 2 Beta Library
Russian Betahunters forum thread "The Sims 2 Development History" - without them, many secrets of the Sims 2 would not have been discovered and investigated.
Field Researcher
#112 Old 10th Nov 2022 at 11:12 PM
Maybe name of this guy (Crazy Larry) is reference to main character in movie "Dirty Mary, Crazy Larry". Google finds this movie if you enter the model's name.


The Sims 2 Beta Library
Russian Betahunters forum thread "The Sims 2 Development History" - without them, many secrets of the Sims 2 would not have been discovered and investigated.
Test Subject
#113 Old 12th Dec 2022 at 11:49 AM
Quote: Originally posted by LUCPIX
Better Quality of Food Renders:

Now found on their "semi-original" source as one of the several graphical packs distributed by Maxis' people as one of the billions of ways of giving us fans visual resources of what was about to come when it comes to our beloved life simulator. This time, their original files were in well-compressed VGA, which provide us some new sharper pixels to see AND a new graphic of a microwave... ironically, the only file that the original zip file didn't manage to keep on its entirety as it was almost irreversibly broken. Yes... almost.





I found an uncorrupted copy of Whatscooking.zip. Here's a complete microwave image.
https://imgur.com/a/wWnCq7R
Lab Assistant
Original Poster
#114 Old 14th Dec 2022 at 10:42 PM
Yall 2 sweet tbh

You know that your ts1 copy contains partial Edith data, right?

Check it out

2022 was a grand year for us

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PIAZZI ROCKS
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Field Researcher
#115 Old 19th Dec 2022 at 4:34 PM
Quote: Originally posted by Burnziie
I've been doing some more looking, dug up a different link on Hopkin's site that has a ton of other Design Docs. Some ARE from the Sims 2 or later expansions I've noticed but I've seen a lot from the year '96-98
https://donhopkins.com/home/TheSimsDesignDocuments/


@Burnziie , Hello. Can you please write names of documents that related to The Sims 2? I find that only Storytelling.pdf related to The Sims 2.

The Sims 2 Beta Library
Russian Betahunters forum thread "The Sims 2 Development History" - without them, many secrets of the Sims 2 would not have been discovered and investigated.
Test Subject
#116 Old 19th Jan 2023 at 5:40 PM
I know there was some unreleased version of Groceries or Mall Rat in here, but I can't seem to find it in the replies, I went one by one. It was a video showing a very minimal difference from the final version. Can somebody help me?
Lab Assistant
Original Poster
#117 Old 19th Jan 2023 at 6:03 PM
Quote: Originally posted by Raindrops
I know there was some unreleased version of Groceries or Mall Rat in here, but I can't seem to find it in the replies, I went one by one. It was a video showing a very minimal difference from the final version. Can somebody help me?


First post, pal

Note to self: Post the goddamn mag scans & anything Pre-Alpha TSO blablabla


PIAZZI ROCKS
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Lab Assistant
Original Poster
#118 Old 21st Jan 2023 at 6:03 PM Last edited by LUCPIX : 21st Jan 2023 at 8:08 PM.
Compulsory welcome string for all them new-to-this-forum lads: Hi. 4 years of thread (if you start off of post number two). We have fun with the metamorphic craft of TS1 over the whopping span of 9 years throughout the nineties — a very fruitful fun, considering its a solo job — and its early impact on Earth, got it? Is it the neurodivergent, of no use hyperfocus? The plain fondness to the franchise? God knows, but it at least keep us happy hobbyists and pro go-to Google searchers. How freaking lengthy it is. And, remember: "BETA" is an inaccurate term for "pre-release things"! We're just too dumb to say anything at all.

Still dedicated to the funny @ed95 guy;




And here is today's snapshot: Twelfth and fourteenfth Scott McCloud's efforts on "Discovering Games", as seen at CGW #222 and #225 publications. Mr. Thatcher Ulrich was particularly proud of McCloud's mention of him, and who is to blame him? Okay, these things are kind of off-tangent in relation to Sims per se but, at the same time... it's so not.



Today, good ol' compilation of scans. Sometimes, the great Alexandria library of the internet makes it pretty explicit when a certain part of its catalog has something of your fancy in it, sometimes it doesn't, rendering their discovery something more-or-less elusive that manifests itself out of a very happy randomness, or a deliberate fine-tooth combing. What's below, majoritarily, belongs to the second category! But, let's be real, you probably have already seen these somewhere else.







Marie advertises it, you buy it. (so sorry if you do not get what it means)!


Weird of them not to use the actual game box! Why, it's been published just a little before The Sims was shipped, then a mock-up would ought to do it:


































PIAZZI ROCKS
(so do you)
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Lab Assistant
Original Poster
#119 Old 5th Feb 2023 at 3:14 AM


PIAZZI ROCKS
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Test Subject
#120 Old 26th Mar 2023 at 5:13 AM
As a sims 1 fan, I am VERY happy I got to stumble across this thread. Beta material is so fascinating to look at, having a glimpse of what could've been. Or, in a strange way, it feels like looking at baby pictures for the sims series as a whole.

I don't have much to contribute to this discussion but I'd like to thank OP for making this thread and compiling what they have together for me to obsess over for the rest of the night!
Lab Assistant
Original Poster
#121 Old 1st May 2023 at 6:07 PM Last edited by LUCPIX : 1st May 2023 at 6:36 PM.
Now all our knowledge is HANDWRITTEN! So you know we're real, in times of absolute GPTitude!



Scanning attribs. go entirely to the following RetroMags users: Areala, Kitsunebi

If you want to preserve the issue in its entirety (?), go here...



Funny OG pays us a visit and explains everything you want to know about PORNTIPSGUZZARDO 29 years later:




As said in a random server: Rude of our academic schedule not to save us more time for sims:



PIAZZI ROCKS
(so do you)
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Field Researcher
#122 Old 12th May 2023 at 12:04 PM Last edited by Liza : 12th May 2023 at 12:45 PM.
The Sims 2 Console Intro: from scratch live action reference to release

It would be great if you could upload the video to your YouTube channel.

This video is scratch live action reference shoot for “Sims2Console” intro video animation with Paul Metcalfe and Kam Zambel. The video will be downloaded automatically after clicking on the link. And it's without sound.
Source: Online Portfolio of Chuck Eyler

https://web.archive.org/web/2016011...production.html

Or you can download video from Archive.org:
https://archive.org/details/pre_pro...2_Animatic_h264

Video available for download in .mov (original) and .mp4 formats.

Chuck Eyler is Art Director of The Sims 2 for consoles and Additional Art Director of The Sims 2 for PC.
https://www.mobygames.com/person/18174/chuck-eyler/

Paul Metcalfe is Animation Director of The Sims 2 for consoles.
https://www.mobygames.com/person/10...tcalfe/credits/

Kam Zambel is Project Manager of The Sims 2 for consoles:
https://www.mobygames.com/person/78...zambel/credits/

All information in link below:
https://l-1-z-a.tumblr.com/post/700...tch-live-action

The Sims 2 Beta Library
Russian Betahunters forum thread "The Sims 2 Development History" - without them, many secrets of the Sims 2 would not have been discovered and investigated.
Field Researcher
#123 Old 12th May 2023 at 12:25 PM
This is a visual model of neighbourhood from The Sims. Created by devs before create of neighbourhood itself.



From conference Lessons in Game Design, lecture by Will Wright [Recorded November 20, 2003].
Link to conference:
https://youtu.be/CdgQyq3hEPo
Screenshots

The Sims 2 Beta Library
Russian Betahunters forum thread "The Sims 2 Development History" - without them, many secrets of the Sims 2 would not have been discovered and investigated.
Field Researcher
#124 Old 12th May 2023 at 3:18 PM
And gem for you by Don Hopkins:

Will Wright on Designing User Interfaces to Simulation Games (1996) (2023 Video Update)

A summary of Will Wright’s talk to Terry Winograd’s User Interface Class at Stanford, written in 1996 by Don Hopkins, before they worked together on The Sims at Maxis. Now including a video and snapshots of the original talk!

This article discusses a talk given by Will Wright, the designer of popular simulation games such as SimCity and The Sims, at Stanford University in 1996. Wright discussed the importance of designing the simulation model, gameplay, user interface, and user's model together in order to create a successful game. He also reflected on the educational value of his games, which implant useful models in users' minds. The article includes notes from the talk, as well as the author's own comments and links based on his experience playing and studying SimCity. The article also touches on the potential for games like SimCity to be used for less noble purposes, such as teaching people what to think instead of how to think.

Link to article:
https://donhopkins.medium.com/desig...es-bd7a9d81e62d

The Sims 2 Beta Library
Russian Betahunters forum thread "The Sims 2 Development History" - without them, many secrets of the Sims 2 would not have been discovered and investigated.
Lab Assistant
Original Poster
#125 Old 14th May 2023 at 6:43 PM Last edited by LUCPIX : 14th May 2023 at 7:26 PM.
Hi, first-time thread lurkers! We celebrate the ups-and-downs and the weirdest facets of the herculean job that the makin' of The Sims (199?-2000) is, in a way that only we do... don't forget you can participate too, okay?

Convenient shout out to Mother's Day is convenient:

The Sims's first Sim ever made is also the mother of the 20th Century's core culture:

Edith Bunker:



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