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Topic: Will Wright


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In the News (Sat 14 Nov 09)

  
  Will Wright - Wikipedia, the free encyclopedia
Will Wright was born in Atlanta, Georgia in 1960, where he lived until the age of nine, when his father died.
Wright found that he had more fun creating levels with his level editor for Raid on Bungeling Bay than he had while actually playing the game.
Wright was given a "Lifetime Achievement Award" at the Game Developers Choice Awards in 2001.
en.wikipedia.org /wiki/Will_Wright   (1005 words)

  
 Gamasutra - Features - "GDC 2001 Game Design Keynote: Will Wright's "Design Plunder"" [03.23.01]
Wright went on to say that he thought that the failures were the most interesting aspect of the game, and responsible for the mutation of gameplay that has appeared.
Wright claimed that he learned a lot of lessons from Japanese gardens in terms of their design, and said that game designers should be looking towards them for design lessons.
Wright finished his talk with encouragement to the attendees to ignore the advice of others, and trust their own instincts."Self-confidence and determination are the most important things in game design," Wright said.
www.gamasutra.com /features/20010323/byrd_01.htm   (1217 words)

  
 [No title]   (Site not responding. Last check: 2007-11-07)
Wright is using the model of the Internet to innovate, mixing easily made and shared user-generated content—picture anything from creatures and planets to buildings and vehicles.
Wright is one of only a few game developers in the industry on whom EA would risk such a huge investment of time and money, and he’s well aware of his charmed status.
Wright says Nintendo is “shrewd,” describing the game pioneer as “the mammal living comfortably under the dinosaur.” The company earned $816.97 million on sales of $4.81 billion in 2005, leads the handheld game market, and consistently creates the world’s most popular software.
redherring.com /Article.aspx?a=16181&hed=Will+Wright+Changes+...+Game   (2290 words)

  
 USATODAY.com - 'The Sims 2' gives players a lesson in omnipotence   (Site not responding. Last check: 2007-11-07)
Wright: This guy wants to have an affair with the neighbor and she wants to get a promotion in her job and the daughter wants to run away with her boyfriend.
Wright: What's funny is that we have a genetics feature now (which allows characters who mate to have children who share their looks and aspirations).
Wright: What a lot of people do right off the bat is they'll put themselves, their family, their house and their neighbors in the game.
www.usatoday.com /tech/products/games/2004-09-22-willwright_x.htm   (1295 words)

  
 Gamasutra - GDC 2005 Report: The Future of Content
Wright quickly explained to the audience that the title of his talk, "The Future of Content", was a "flat-out lie." Few seemed to mind as he explained what the talk was really about: a possible future of content.
Will Wright had started his career on the Apple II, basically coding to silicon and being able to look at whole memory maps on single letter-sized sheets of paper.
Wright began the game by controlling a single cell organism trying to survive in the primordial soup of the beginning of life.
www.gamasutra.com /gdc2005/features/20050315/postcard-diamante.htm   (2243 words)

  
 CNN - Chatpage - Sci-Tech / Computing
Will Wright: We thought about that for a while, but since the time scales are so different, we decided to keep them separate for now.
Will Wright: We saw early on that players were naturally weaving these elaborate stories as they played the game.
Will Wright: What concerns me the most is that most large companies seem a bit too risk adverse when it comes to developing new ideas outside of the mainstream.
www.cnn.com /COMMUNITY/transcripts/2000/1/wright   (2352 words)

  
 CNN - Will Wright on creating 'The Sims' and 'SimCity' - November 30, 2000
Will Wright: I think the idea of having a game based on reality is compelling right off the bat because everyone has some experience with the subject of the game.
Will Wright: I think the likelihood of that is much higher now than it was in the past.
Will Wright: There are a lot of issues that I hope we deal with at some point that we haven't up to now, for various reasons.
www.cnn.com /chat/transcripts/2000/12/1/wright.chat   (1760 words)

  
 The secret behind 'The Sims' | Newsmakers | CNET News.com
When Will Wright proposed a game dominated by activities such as municipal zoning and transit planning and with no preset conditions for victory, the gaming industry thought he was nuts.
Wright took a break from preparations for Saturday's anniversary party for "The Sims," his keynote speech next week at the Game Developers Conference in San Jose, Calif., and work on the next generation of "The Sims" to talk with CNET News.com's David Becker.
There will be aspects of the game play where one of the things you might do is play a popularity game, where it's keeping track of who has the most friends, and it's kind of a dog-eat-dog, real cutthroat high school popularity thing.
news.com.com /2008-1082-254218.html   (2439 words)

  
 Frank Lloyd Wright [encyclopedia]
Wright commenced his formal education in 1885 at the University of Wisconsin School for Engineering, where he was a member of a fraternity, Phi Delta Theta.
Wright also played a significant role in "open plan" ideas for residential interiors and he came to regard interior space as a more significant part of his designs.
Wright died on April 9, 1959, having designed an enormous number of significant projects including the Solomon R. Guggenheim Museum in New York City, a building which occupied him for 17 years (1942-1959) and is probably his most recognized masterpiece.
www.artzia.com /History/Biography/FLWright   (826 words)

  
 Shacknews - Will Wright Feature Interview
The Wright being describing by Chaplin in her excerpt seemed to be pretty intimidating, too, the sort of person who would make you immediately apologetic for having taken up his time, even if you were doing so to inform him that his house was on fire.
While it might seem surprising to some given Wright's technical background, he actually very much spoke in support of the notion of non-technical designers gaining wider acceptance in the industry, as well as designers who may be from a technical background but not from the traditional computer science route that many consider a prerequisite.
Wright sees games as actual games to a higher degree than most of us are accustomed, and that factors into his interpretation of many game genres, not just the sandboxy ones.
www.shacknews.com /extras/2005/111605_willwright_1.x   (2088 words)

  
 Xbox Nation: Pop Quiz - Will Wright
Will Wright brought everyday life, drudgery and all, to PCs and created a revolution in the process.
Wright, if not the outright father of the "Sim" genre, is at least its vanguard.
Wright: Yes, I mean underneath this [top-down shooter], you'll find there are these factories, and the factories have little tanks and trucks and boats.
www.findarticles.com /p/articles/mi_zdxbn/is_200311/ai_ziff111906   (1503 words)

  
 PROFILE: Will Wright / Unsimulated success / SimCity creator's video games are about building cities, not blowing them ...   (Site not responding. Last check: 2007-11-07)
Wright's insatiable curiosity about the world around him, along with some key serendipitous moments when he met the right people at the right time, have propelled his career.
Wright was born in Atlanta and lived there until he was 9, when his father passed away and his family moved to Baton Rouge, La.
The move also gave Wright a chance to pursue his new game, which at the time he called a "doll house." The idea behind the game is to control how the characters live their lives, down to the way they decorate their homes.
www.sfgate.com /cgi-bin/article.cgi?file=/chronicle/archive/2003/11/03/BUGD42O8JT1.DTL&type=business   (1530 words)

  
 NPUC 2000 - Speakers -
Will Wright, Maxis’ Chief Designer, co-founded Maxis with Jeff Braun in 1987.
Wright’s next project The Sims Online™, scheduled for release in early 2002, will enable you to take your Sims to an online world where you get to be yourself or whoever you want to be.
Wright has become one of the most successful designers of interactive entertainment in the world.
www.almaden.ibm.com /cs/npuc2001/wright.html   (622 words)

  
 Guardian Unlimited | Special reports | Inside the mind of the millionaire geek who turned life into a game
Wright, 44, is the brains behind The Sims, the most popular personal computer game ever, having sold, with its predecessor SimCity, a combined 37 million copies.
Legend has it that in 1991 Wright's home was destroyed by fire and, as he and his wife pieced their life back together, he observed patterns in the way they re-acquired items for their new home.
Wright's house, modest by millionaire standards, is full of robots, including one named Misty, rather than rich men's ostentatious playthings.
www.guardian.co.uk /computergames/story/0,11500,1297547,00.html   (1041 words)

  
 GameSpy: Breakfast with Will
No one will accuse him making a game that is more of the same -- The Sims 2 is fully 3D and the character's needs are now classified and simplified.
It should surprise no one that Wright is hard at work on his next project … his next undisclosed project.
Wright sits down at the café table and holds out a small baggy filled with old Soviet commemorative lapel pins.
www.gamespy.com /articles/515/515914p1.html   (361 words)

  
 Wired 14.04: Dream Machines   (Site not responding. Last check: 2007-11-07)
They will record the decisions we make, consider how we solve problems, and evaluate how skilled we are in various circumstances.
Much of this original material will be created by other players, and the system will move it to those it determines will enjoy it most.
Will Wright (wwright@maxis.com) is the creator of The Sims and more than a dozen other games.
www.wired.com /wired/archive/14.04/wright.html   (1175 words)

  
 Technorati Tag: Will Wright
Just in case you thought all of that talk about Will Wright's giant brain hurting everyone during his GDC keynote was crap, I've uploaded a taste of...
Will Wright On The Scope Of Imagination In Ga...
Will Wright, creator of The Sims and the upcoming Spore, is guest editing Wired this week.
technorati.com /tags/Will+Wright   (520 words)

  
 GameSpy: Will Wright on The Sims 2
Will Wright: I think the combination of an approachable subject (everyday life) and a well-tested game interface (tested for the last year of development with very casual players) were prerequisites to success.
Will Wright: One design goal with an emergent game like the Sims is to allow different players to use the "toy" in different ways.
Will Wright: When you're dealing with contemporary (virtual) life there are almost no limits to what you could put in the game, the trick is to find the things that actually make the game more fun.
pc.gamespy.com /pc/the-sims-2/541453p1.html   (422 words)

  
 Salon | The world according to Will
Since 1987 Wright and his colleagues at Maxis (a division of Electronic Arts) have created more than a dozen computer simulation games that let players build, destroy and rule virtual cities, hotels, islands, amusement parks and more.
An elaborate Tamagotchi-style neighborhood that allows players to manipulate their virtual inhabitants any way they see fit, the Sims is a natural extension of Wright's ongoing fascination with architecture and city planning.
Wright, who was born in Atlanta, has been working on the Sims on and off for seven years but says he has no intention of stopping now.
archive.salon.com /tech/feature/2000/02/17/wright/print.html   (1921 words)

  
 IGN: Will Wright Interview
Will Wright: We're really trying to make the thing accessible, since all the online games I've seen are so hardcore that even I, as a hardcore gamer, don't feel compelled to play them.
Will Wright: Well we're saying right now early 2002; in terms of when the beta is, that's a hard question.
Will Wright: Yeah, we have a ramped development process so we have milestones about every month or month and a half or so, so every milestone -- and we've been doing it for about four or five months now -- so we're up to about a hundred players internally.
pc.ign.com /articles/095/095879p1.html   (2148 words)

  
 Oren Sreebny's Weblog: [When 2.0] Will Wright
While you're seeing one linear path of events, the drama is created by imagining all the other things that didn't happen ("what would've happened if he had tripped here?").
Kids will mash all the buttons, look at what's happening on the screen, and build a model of the cause and effect relationships - kids are great at building a mental model of arbitrarily complex systems.
As long as people understand why they failed they are willing to go back and try it again.
staff.washington.edu /oren/weblog2/archives/2005/12/when_20_will_wr.html   (547 words)

  
 Wonderland: Will Wright bits & bobs
Will Wright's speech was all about space and aliens and robots and astrobiology.
Will Wright's obsessions take him into areas of thoughtful learning that then become deeply fundamental to the structures of his games.
For this, as well as his ability to continue creating, Will Wright is an admirable figure in game design.
crystaltips.typepad.com /wonderland/2006/03/will_wright_bit.html   (362 words)

  
 GameSpot:Video Games PC Xbox 360 PS3 Revolution PSP DS PS2 PlayStation 2 GameCube GBA PlayStation 3   (Site not responding. Last check: 2007-11-07)
Will Wright did, and SimCity's success is living proof of the concept.
Wright is a lanky, thoughtful-looking man, the kind of guy who wears a fl watch with a built-in calculator.
Maxis may finally be back, and as such, it seems a perfect time to take a look at the history of Will Wright's company, go behind the scenes of what really happened to Maxis, and look forward to what lies ahead.
www.gamespot.com /features/maxis   (592 words)

  
 GameSpy: Will Wright Presents Spore... and a New Way to Think About Games
Ordinarily, Wright's talks at events like these are high-level, esoteric discussions of game design principles -- stuff that's hard to write about, especially since he tends to whip through high-level concepts as fast as he can punch the 'next slide' button in PowerPoint.
Wright opened his presentation by explaining how he's seeing firsthand how budgets are going up.
Putting two and two together, Wright concluded that there had to be some way where users could create content, instead of armies of developers, and a way to make a game craft itself around the user's contribution.
www.gamespy.com /articles/595/595975p1.html   (699 words)

  
 Game Developers Conference 2005 (GDC 2005)   (Site not responding. Last check: 2007-11-07)
Wright’s ground-breaking game The Sims, puts players in charge of the lives of a neighborhood of simulated people.
In 1999, Will was included in Entertainment Weekly’s“It List” of “the 100 most creative people in entertainment” as well as Time Digital’s “Digital 50”, a listing of “the most important people shaping technology today.” In 2002, he was #35 on Entertainment Weekly’sPower List.
Critique, discussion, and debate is also an important part of concept development, and there will be plenty of critical feedback among the panelists as well.
www.cmpevents.com /GD05/a.asp?option=G&V=3&id=106900   (717 words)

  
 BBC NEWS | Technology | Sims creator takes on evolution
Will Wright made his name in the games industry with the computer simulation game SimCity.
With Spore, Mr Wright is taking this idea one step further, by developing a title based on the evolution of life.
Fans will have to wait until the autumn of next year to get their hands on the PC game.
news.bbc.co.uk /1/hi/technology/4576855.stm   (603 words)

  
 1997 New Paradigms for Using Computers: Will Wright   (Site not responding. Last check: 2007-11-07)
How the user models the problem in their head and the constraints we put on the user will to a large degree determine how "compelling" the resulting interaction will be.
Will Wright, Maxis’s Chief Designer, co-founded Maxis with Jeff Braun in 1987.
With Fred Haslem, Wright co-designed SimEarth-The Living Planet in 1990, a simulation of a planet based on the Gaia theory of James Lovelock.
www.almaden.ibm.com /almaden/npuc97/1997/wright.htm   (244 words)

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