Prerelease:The Sims (Windows)/Late 1998
This is a sub-page of Prerelease:The Sims (Windows).
June
Coverage of the current build is "pre-release" biased — it focuses on comparative analysis between the previous and next known demo iterations from its era.
For an in-depth analysis contrasting the whole body of resources of The Steering Committee demo with its final counterpart, please check its "Prototype" article. |
On June 1998, the developers promptly compiled an entirely revamped demo build of The Sims, showcasing resources as they appeared at that stage in development. This build, designed specifically for EA's Steering Committee, aimed to secure their greenlight for the game's concept and continue production on a more stable foundation. It featured a new Sim alongside the removal and renaming/retooling of some existing ones. Notably, it introduced a remade scenario-based storyline centered around a male character named Ross, who's in pursuit of good fortune trying to kiss one of the two attractive women that just moved to his neighborhood: Happy Acres.
People Mode
Apr '98 (Mock-up) | Jun '98 |
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Since this build was compiled specifically for demo purposes, the GUI has been revamped to better accommodate these needs. The control panel no longer dynamically inserts thumbnails as new Sims are added (as it speculatively does in previous builds). Instead, it features a fixed 3-slot area displaying only the Sims specifically intended for each scenario. Also, the game now features the final arrangement of Sim needs, with the "Stress" and "Alertness" motives permanently removed. Time-wise, the strings associated with the in-game year, month and day are no longer shown, given its decreasing importance in gameplay. Hours and minutes are now shown as a digital clock, replacing the previously used analog clock for the iterations to come. The GUI section that likely displayed the active household's last name now showcases the strings associated with the current demo's level. Interestingly, some finalized houses in the retail builds still contain raw text data linked to these early level names.
Object Mode
Feb '98 (Mock-up) | Jun '98 |
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The default Object Mode thumbnail template no longer places a white platform tile underneath objects, and the three-dimensional depth of the catalog page has been reduced. Button labels across all GUI sections now consistently feature a "wooden" pattern, replacing the previously used "marble" pattern.
Architecture Mode
Feb '98 (Mock-up) | Jun '98 |
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The icons and floor tile thumbnails were redesigned to ditch their flat, placeholder look for one with more depth and perspective.
Options Mode
Feb '98 (Mock-up) | Jun '98 |
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The house files no longer support more than one save slot. New button labels show info. about the current scenario level and take users back to the newly-added Neighborhood Menu.
Pie Menu
Feb '98 (Mock-up) | Jun '98 |
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From this development iteration onward, the pie menu's style was significantly simplified to a design closely resembling its final counterpart. The pseudo-three-dimensional background was replaced with a sphere featuring a progressive contour and a blending effect that decreases the saturation and brightness of the in-game world screen rendered directly underneath it. Additionally, the head of the active character is now rendered across the sphere, always facing the coordinates of the mouse pointer.
Neighborhood Menu
This is the oldest known iteration of the Neighborhood Menu. GUI-wise, it resembles a typical Simulation game campaign menu. As with the previous demo builds, the game adopts a pre-scripted scenario format for each available house file. There's still no sign of interactive menus for creating families from scratch. Hovering over the static lot thumbnails reveals title boxes for each scenario, instead of the iconic roof-fading special effect that accompanies the final menu selection.
Demo Characters
Main | |||||
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Name | Sad | OK | Happy | Skin | Note |
Ross |
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Samantha |
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Mercedes |
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November
Will Wright presents a demo of The Sims at the fifth Door of Perception conference in Amsterdam[1], entirely dedicated to games and technology. The game, now under Electronic Arts and significantly different than previous iterations, was part of his talk titled "Build, Buy, and Live."[2] Wright innocently predicted a four-month release window[3] (it actually took eleven more months!). In spite of the brief online exposure of two of the game's snapshots at the conference's webpage, only thumbnail remnants survived.
Prior to 2019, this was one of the two existing media of a 1998 The Sims' build[2] of public reach.
Neighborhood Menu[2], plus some unintelligible signs.
Irk's Artwork
We made it! Hadn't Electronic Arts green-lit the The Sims project, the game's shipping — as well as this article's following segments — would be but a dream. Thank you for this. |
Visual Development
The game saw a massive creative face lift at this point. In order to seek an overdue continuity in visual terms, mid-to-high fidelity mock-ups by Eric "Irk" Hedman describe what is getting nearer from what the players know as the Sims' look. Among their design proposals, it's notable that an effort has been made for the development of doors and windows placed diagonally, at the isometric world — also observed in leftover alpha channels at the final game's sprite resources. The house renders also notably have foundations, which would not be introduced until the next mainline entry. Some of the items shown in these mock-ups would appear unscathed in the final game: the dresser and dining table appear in these same forms, while refined versions of the double bed, grill, and stereo system would also appear in the final.
New Animations
December
Bobo's "Swelling Itching Brain" Build
Samantha, Mercedes and Ross meet again. Known as the build that implemented the extremely-providential cheat codes system to the simulator[5] and a certain upside-down lady[6], it seems to mark a definite departure from the former tongue-in-cheek approach for the game, in exchange for a more and more mundane appeal. The first occurrences of The Sims being covered in the world's tech magazines are also derivative from this build, solidifying the idea that the game would, in fact, see a future shipping. Often attributed to Eric "Bobo" Bowman [7] is what codifies this build: An overhauled Control Panel UI Graphic, visually subservient to a central X-Ray vision of a cranium whose brain twinkles, depending on the characters' actions. Oh!—And, of course, the debut of the game's trademark mantra Build, Buy, and Live.
GUI
Apr '98 | Jun '98 | Dec '98 |
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The UI has undergone a major overhaul from the previous demos, with its three main modes being finally renamed as Build, Buy, and Live. Now the character thumbnails appear to be generated by the engine itself, rather than being pre-rendered images as in the previous demo. The control panel now appears to support the generation of new Sim thumbnails, as it previously did on the April build. This time, only their head meshes are displayed. It offers a maximum of eight free thumbnail slots for each family in the same way as the final, even though the character's facial expressions are still sensitive to their mood here. The GUI's hierarchy and iconography are generally very similar to those used in the final version, although they are darker and have notably lower saturation. The interface features a distinctive cranium-shaped buttons, where each section represents a facet of the Sim's traits. As per usual, clicking on a section reveals information about the Sim's personality, work status, and skills. The savefiles' level titles are no longer rendered on the screen.
Personality Panel
Jun '98 | Dec '98 |
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The Sim personality system underwent a significant upgrade in this version, replacing placeholder traits with those that ultimately appeared in the final release. Notably, the menu displays the string IDs associated with the "lower" end of these personality traits, a feature that was not implemented in the final version. This build first introduces the ultimately-scrapped "Selfish/Generous" personality traits. The final build sports leftover flag/string ID's associated with them, albeit entirely useless in gameplay since no objects check how "generous" Sims are. And, from this point in development onward, the Personality Panel no longer lists the active Sim's talk interests (something that later could only be done via a cheat code).
Skills Panel
Jun '98 | Dec '98 |
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The Skills system has been updated:
- The "Literacy", "Social", "Physical" and "Work" skills are no longer used.
- Some of skills' names have been rewritten to smaller strings:
- "Cleaning" is now
Clean
- "Cooking" is now
Cook
- "Gardening" is now
Garden
- "Cleaning" is now
Build Mode
Jun '98 | Dec '98 |
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The design overhaul extends to other control panel segments as well, Build Mode included. Further reinforcing the idea that object thumbnails are now engine-generated, the game has eliminated empty, placeholder Build Mode slots for features under development. The objects thumbnails are consisted of a pale hue; this style has been consistently used in the game until the very last weeks of development.
Grass
Early | Final |
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At this point, the default terrain palette appears to have been finalized, showcasing a more realistic aesthetic achieved through significantly reduced saturation compared to previous entries.
Fire
This build marks the first appearance of group food servings (both Regular and Quick meals) and fire from poor cooking skills!
New Sim Features
General
Despite the UI/thumbnail upgrades and other aesthetic changes, no new Sim meshes or textures were added in this build. This thought comes from the observation that all existing snapshots show the same cast of characters from earlier demos. To date, the gameplay/scenario/plot differences between this demo and Steering Committee's remain unknown.
Suit Changing
This build is notable for first introducing clothes/texture changing for the characters, when they previously did not take their clothes off before bathing.
Trailer on SimCity 3000 Disc
sims.mpg |
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12-22-98 00:26 |
The Sims sees a first promotional effort as a cryptic COMING SOON video shipped in SimCity 3000's demo files.
Three out of the pre-made Sims made up until this point in development wave at the player in a burgeoning residential zone, announcing a new game, a new focus and way of life... whatever it could possibly mean for the viewers at the time. Little had Sam, Ross and Mercedes known that, in no time, they would not be Samantha, Ross and Mercedes, but just about anything the player wanted them to be...
References
- ↑ max bruinsma
- ↑ 2.0 2.1 2.2 2.3 Doors of Perception 5: Play speaker: Will Wright
- ↑ D o o r s o f p e r c e p t i o n 5
- ↑ The Sims' Unseen Design Notebooks - Revealing Gaming's History
- ↑ The Sims Technical Email, page 57
- ↑ The Sims Technical Email, page 43
- ↑ https://twitter.com/xardox/status/1152310812557619200 xardox on Twitter: I dug up an old screen snapshot of @ebowman's Swelling Itching Brain...