Wednesday, May 2, 2012

Simulation Analysis: The Sims 2


The Sims 2 might be difficult to categorize as just a sim. Some would argue that it’s as much a strategy game as anything else. Still, as with Bastion, The Sims is a game I am able to reference and so I am going to examine a few of the aspects of the interface.

The bulk of the interface within The Sims 2 is clustered in a hub at the bottom left corner of the screen. Different buttons on this hub allow the player to fold out sub-menus that allow for either analyzing the situation, building or purchasing items for the house, as well as a fold-out that opens up a standard options menu. In this hub, there are also navigation buttons, clustered on their own smaller wheel within the interface, that the player can use to navigate around the game environment instead of the keyboard and mouse shortcuts. Mousing over anything in the hub displays it’s name in case the individual symbol over each button isn’t enough of a clue what the button does. At all times to the right of the hub are a smaller set of buttons that allow purchases and building moves to be undone and re-done and a few other keys specific to the building process.

As sim games are, as their name implies, simulations, it may be at times difficult to figure out what the set objective, if any, of the simulation is. In vehicle sims, the objective typically seems to either be set by the individual player or by parameters the game sets out. The original Sims allowed the player to more or less set their own goals for their characters but, perhaps in an effort to be more of a game, The Sims 2 seeks to narrow focus by way of a new aspirations system in addition to the standard character needs (more on this later). There are buttons that appear on the right side of the hub when a character is selected. Clicking on the aspiration button (located just above a meter that displays a sim’s overall satisfaction) causes the menu to fold out in a small display that shows the player what a given character’s aspirations and fears are. Aspirations are color-coded with a green background, denoting the positive effects of attaining them, and fears are color-coded with red backgrounds, denoting negative effects. Each aspiration or fear has a specific design on it, much like everything else, but mousing over one will reveal a text which explains what it means.

A player can also select menu fold-outs that show a sim’s needs. This fold out presents each need as an indicator bar. Full portions of the bar display green while depleted portions display yellow. As a bar fills, a green arrow will display on the right side of the bar. The more green arrows, the more easily a certain need is being met.

As stated before, there are specific fold-out menus assigned to customizing a living space. These are grouped into the building and buying menus. The buying menu can group different items by room, category or art style. These three selections appear right next to the hub when the buy button is selected and lead to a fold out that displays further sub-menus that, when clicked, display the given items in the category. Clicking on an item and leaving the cursor there will cause a fold-out to appear giving an item description, stats on how much of an effect the item will have (aesthetic value to the sims, how much it helps with food preparation, etc) and, in some cases, a set of buttons that allow the player to further customize the look of the item from several presets. When an item is chosen to be placed within the house, it’s location can be chosen based on where the player drags his cursor. Placement is indicated by both the position of the item and the base bellow it. A red base means that the item cannot be placed while a green base indicates the item can. The item can also be rotated but it seems that once it is rotated it is placed in the environment as the only way to do this is to hold shift and left click. Left-clicking in the environment causes an item to be purchased, thus why the item appears.

There is a similar menu for building items. Items are sorted by category and tend to have sub-sections within those. For example, flooring is a category but within flooring are smaller categories pertaining to outside pavement, interior carpet and tile, etc. Interaction with this menu is much the same as with the buy menu; a player clicks on a button displaying a small image of the given item and that item is selected for placement in the environment. Unlike the buy menu, however, the player typically clicks and drags selections for building, unless the given item is a door or a window. Single items, just like with the buy menu items, will display a red base if they cannot be placed and a green base when they can.

The simplest remaining button is the play button. Clicking on this returns the game to real time and gets rid of the red box display and pause symbol that rims the screen when action is paused. The bulk of the game’s action occurs in this mode, with most of the feedback that doesn’t occur on the character menu coming from floating displays over a Sim’s head. The characters speak jibberish, so these visuals are what the player has to rely on more, although it’s very evident, thought character body language as well as tone of voice, if the character is upset.

The player issues commands to a sim by having a given sim selected (selection is denoted by a green rim around a sim’s picture, displayed just above the hub and to the left) and clicking on an item or person. Things that can be interacted with will hi-light slightly. After clicking, picture of the sim’s head will appear, surrounded by a list of different options. The sim’s head will turn to look when these options are moused-over. Some options lead to further menus while others simply initiate an action.

Interacting with an item or a character will typically cause some sort of display to appear over the character during the action and when the action ends. In the case of items, it might be a gradually filling skill display that tells the player how close a character is to achieving a skill point, an indicator within the game at how skilled a character is in a certain category (for example, cooking can increase a cooking skill, rehearsing a speech in front of a mirror can increase a charisma skill, etc). Finishing the action will cause a pop-up informing the player that a sim’s skill his increased.

Pictures will display when characters are engaged in conversation as well in order to denote what the character is talking about. When the conversation concludes, a small picture appears showing how the characters have changed in social standing with whomever they were interacting. Specifically, if two characters finish talking and red minus symbols display over their heads, they have started to dislike each other, whereas green plus symbols denote affinity. Like with the arrow displays in the needs bars, the more minuses or plusses at a given time, the greater the effect of the interaction.

There is another button that opens a menu dedicated to stories. Players are able to take pictures of their sims and write descriptions of the events occurring. They can also choose between different families by clicking on their respective buttons in this window. Each button is denoted by a picture of the family along with a tool-tip that displays their name when moused-over.

Lastly, there is, at the bottom of the wheel, a button that opens a fold out which display’s a standard option menu. Mousing-over each icon gives what the icon does and clicking on the button brings up the corresponding menu.

My experience with the interface in The Sims 2 reveals that it is pretty efficient. Everything is clustered in one place, alleviating the need to navigate through many sub-menus to find something. The interface itself is a bit on the large side and there were some navigation difficulties I experienced while trying to place an item; the bar was in the way of where I wanted to place the item and I had to juggle the camera around a bit. Regardless, the interface mostly manages to stay out of the way, though perhaps a smaller interface could be made. Some of the icons could be made more situational, freeing up real estate. Perhaps some other icons could be shrunk, though I’m reluctant to suggest that since visibility is key. The best suggestion I can come up with, though, is affording the player the option of disabling the navigation buttons in the bottom left corner, much like a user is able to do with the view cube within an Autodesk program. Though these buttons can allow for steady navigation, it’s mostly faster to use keyboard and mouse navigation and so not that necessary to have those buttons there if a player doesn’t need them.

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