SimAnimals
SimAnimals/Spore Hero composer ‘Winifred Phillips’ now on Facebook/Twitter
Jun 21st
Award winning composer Winifred Phillips is now on Facebook as well as Twitter! Perhaps you are not familiar with her name – that’s understandable…but if you play videogames, and enjoy the music, chances are high that you’ve heard of her work.
In the world of EA Games, she was the one responsible for bringing us both the SimAnimals and Spore Hero Original Soundtracks – but she has worked on many other games. Legend of the Guardians: The Owls of Ga’Hoole, Speed Racer, Charlie and the Chocolate Factory, God of War, The DiVinci Code, The Maw, Shrek the Third (gotta give my love for this game as I am a fan of the movies) and even Little Big Planet 2! I’m sure everyone out there had to play at least one of those games.
Back to the original point of this post, like I mentioned above she can be found on both Twitter and Facebook. She’s kind of new to social media, so if you have a minute, feel free to drop by either page and give her a warm welcome. I’m sure she’d appreciate hearing from you!

Winifred Phillips on Facebook | Winifred Phillips on Twitter
BayCHI – Easier Said Than Done: One Critic’s Painful Transition to Interface Design
Feb 10th
Last night, Jeff Green gave a special presentation at The San Francisco Bay Area Chapter of ACM SIGCHI in which he dicussed his time spent on SimAnimals Africa and MySims Agents. He spent 15 years in the journalism field before jumping over and spending ’1 year of hell’ before jumping back out and becoming a writer and podcast editor for EA. I was digging around on Twitter and found someone live blogging the event. It’s not that interesting, but I enjoy Jeff’s humor so I’d figure I’d go ahead and post it. Keep in mind that some of these tweets may not make any sense as…well the person was tweeting live.
Second #BayCHI talk: “Easier Said Than Done: One Critic’s Painful Transition to Interface Design” Jeff Green, EA
Green: critics vs. artists (by Spinal Tap)
Green: http://www.youtube.com/watch?v=-ruDdcd8G-g
Green: … those who can’t teach PE review video games for a living
Green: Spent 15 years as a critic. Wanted to move on.
Green: “rotting rat in a shoebox for $20″ review
Green: “Game design is easy” search YouTube for Westwood College for game design
Green: Designed SimAnimals, MySims Agents
Green: lessons learned:
Green: Wii has unique problems: hard when game actions don’t correspond to input device actions
Green: had to find things to do justify being on the wii, but not feel contrived
Green: kids not paitent when devices don’t work reliably
Green: button controls serve as a good backup when other input modalities fail
Green: hard to deal with controller and still have a good user experience
Green: plumbob: a design accident
Green: plumbob started as placeholder art. needed to identify player, mood visually Wanted to use smiley face. Weren’t ready in time
Green: execs loved it!
Green: spent a long time designing interactions around actions and objects
Green: never told players what blue plumbob meant; assumed players would figure it out
Green: how to design interaction with other characters? Tried many plumbob solutions.
Green: Adopted exclamation point as icon. (Stolen from WoW) despite being inconsistent with rest of design.
Green: players got exclamation, didn’t get blue plumbob
Green: SimsAfrica: teaching kids to pet and feed lions.
Green: characters have motives; player needs to take care of them.
Green: how to get kids to understand motives?
Green: icons hard to understand.
Green: focus testing puzzle example didn’t produce consistent results.
Green: hard to motivate complex tasks without any instructions on the screen
Green: feedback of actions in another puzzle proved effective at guiding interaction without explicit instructions
Green: press doesn’t know and doesn’t care (and shouldn’t care) about the amount of effort goes into interaction design.
Green: things that affect experience, cost, people were often arbitrary, based on interpersonal relations of design teams
Green: hard to agree on what makes a good game
Green: not thinking about the greater good (of the team) often lead to failure
Green: technical opinion vs. manager’s priorities
Green: advice: think of the consumer frist, ALWAYS.
Green: if they have to “figure it out” you failed
Green: just because you did it, doesn’t mean it’s good
Green: just because it’s good, doesn’t mean a critic has to care. (That’s what you’re momma is for)
Green: manuals were written well before design was completed.
11/4/09 – EA game stats from Wii’s Nintendo Channel
Nov 4th
I am proud to say that I contributed 0 hours to the following data collected from the Nintendo Channel for the month of October…I have good intentions and own many EA games – I just don’t have the time to focus on them due to the fact that I’m glued to my PC!
Average total playing time per Nintendo Channel user, since the game’s launch
Rock Band 2 – 45 hours, 30 minutes
FIFA Soccer 09 All-Play – 34 hours, 21 minutes
Rock Band – 31 hours, 47 minutes
The Godfather: Blackhand Edition – 28 hours, 52 minutes
Madden NFL 08 – 28 hours, 39 minutes
MySims – 25 hours, 46 minutes
Madden NFL 09 All-Play – 24 hours, 18 minutes
MySims Kingdom – 22 hours, 9 minutes
Need for Speed: Uncover – 22 hours, 1 minute
Tiger Wood PGA Tour 08 – 21 hours, 26 minutes
Need for Speed Carbon – 20 hours, 17 minutes
Tiger Woods PGA Tour 09 All-Play – 19 hours, 10 minutes
NBA Live 09 All-Play – 18 hours, 28 minutes
The Sims 2: Pets – 18 hours, 15 minutes
Need for Speed: Pro Street – 18 hours, 1 minute
NCAA Football 09 All-Play – 17 hours, 50 minutes
Tiger Woods PGA Tour 10 – 16 hours, 47 minutes
Skate It – 16 hours, 22 minutes
The Sims 2: Castaway – 14 hours, 41 minutes
Boom Blox – 14 hours, 21 minutes
Boom Blox Bash Party – 13 hours, 45 minutes
Madden NFL 10 – 12 hours, 38 minutes
The Beatles: Rock Band – 12 hours, 1 minute
Boogie Superstar – 11 hours, 21 minutes
EA Sports Grand Slam Tennis – 11 hours, 50 minutes
Littlest Pet Shop – 11 hours, 25 minutes
Monopoly – 11 hours, 1 minute
SimCity Creator – 10 hours, 11 minutes
Harry Potter and the Half-Blood Prince – 9 hours, 10 minutes
MySims Racing – 8 hours, 32 minutes
Boogie – 7 hours, 43 minutes
SimAnimals – 7 hours, 17 minutes
EA Sports Active – 7 hours, 15 minutes
MySims Party – 6 hours, 57 minutes
NASCAR Kart Racing – 6 hours, 34 minutes
AC/DC Live: Rock Band Track Pack – 6 hours, 21 minutes
Nerf N-Strike – 6 hours, 2 minutes
Rock Band Track Pack, Volume 2 – 5 hours, 43 minutes
From Kotaku
7/7/09 – SimAnimals – 6 unofficial renders
Jul 7th
SimCookie is on a role. They’ve took the wallpapers and cut out the animals to create unofficial renders to use for your webpage or graphics. Drop by their site to grab them!

SimAnimals video: Oh, Deer..
Feb 5th
Hahaha, if you need a good laugh, then check out the video that SimsDomination has discovered on a demo that SimAnimal’s executive producer Sam Player was demonstrating!
SimAnimals Q&A Producer Interview with Sam Player
Feb 5th
EA sent out a brand new (well, it’s actually dated Jan. 30th) Q&A discussion with SimAnimal’s executive producer, Sam Player. Read below!
Q: What can you tell us about the “Hand” and the options players can use to interact with the animals and the forest?
A: The “hand” in SimAnimals is the player’s tool for interacting with the animals, plants, trees, water… basically all the living things in the forest. The hand is a three-dimensional representation of you that exists in the world. The animals are aware of you, they can see you, smell you, accept food from you, run away from you… even attack you if they don’t like what you’re doing. You control the hand with simple gestures. Point either the Wii Remote or NDS Stylus at what you want to interact with, then either wave your hand or press a button to grab or learn about whatever you point at.
Q: In SimAnimals there are different locations/sections to visit. Can you describe some of them?
A: The forest is divided into 11 different sections (10 if you’re playing on the NDS). The game begins in a section that’s just on the outskirts of a small village, then as you complete each location, you venture deeper into the woods to encounter new environments and the animals that live there. There are rivers, streams, grassy meadows, wooded areas, dry creek beds, and more.
Q: The player can feed the animals, build homes for them and let them make babies. But can you tell us something about the problems and the challenges?
A: The game presents goals and challenges for each animal species. The goals could be simple ones, like figuring out what that animal likes to eat and feeding it, or more involved, like getting a beaver to build a dam or create an environment that is hospitable enough for several new animals to want to move in. As you explore the forest, you also discover that the water supply is being polluted somehow, and it’s up to you to figure out how you can clean that pollution to restore the forest to its natural, beautiful state. Accomplishing these challenges will earn the players rewards like medals and unlockable items, like rare “special” plants that have magical effects on the animals who eat them, and new animal species to play with.
Q: Please tell us something about the needs of the animals. Will they have wishes and can you look into the mind of them?
A: The animals, much like their human counterparts in games like The Sims and The Sims 2, have needs that need to be satisfied in order for them to be happy. Each animal needs food, sleep, fun, love, and safety. Since each animal has their own artificial intelligence that directs what they do, they will work on satisfying their own needs, but it’s definitely advantageous to the player to help each animal along on their path to happiness.
The animals communicate what they need to the player via a “thought bubble” that appears over their heads. Those who have played other iterations of The Sims games will immediately recognize this. The player can also view any animal’s most current need by choosing that animal while in what we call “Discovery Mode”, where in addition to learning what the animal is thinking, they can also learn what the animal’s favorite foods are, what kind of shelter they need, and some more interesting educational facts about them. Discovery Mode is also helpful for learning about what each plant needs to thrive as well.
Q: What can you do in the multiplayer mode? How does it work? Will the “Hands” of all connected players met at one location? What can you do then?
A: While the game is primarily a single-player experience, we allow you to connect up to 4 Wii Remotes at once to the game for multiple friends to play together. The game experience is not any different – you’re all still in the same world on the same screen. The players will work together to accomplish the same goals that a single player would. It takes a little getting used to at first, especially controlling the camera, as each player has the ability to do everything in the game. It’s an exercise in teamwork and communication, and once you get the hang of it, it’s really fun and you can get much more accomplished in the same period of time.
Q: The animations of the animals are very impressive! How do you make them for the videogame? Do you work with real animals?
A: Thank you for the compliment! We have a very talented team of animators that work very hard.
They definitely study the moves of real animals to start their inspiration for how to bring each character to life, but then they meet as a team to decide how they will go further to make the animals feel more unique. We feel we’re creating a greatly enhanced realism – it is supposed to be a game, after all – and often re-creating reality isn’t as exciting as it needs to be. So we take a few liberties here and there, and the end result is something that’s playful and fun.
Q: Please tell us something about the development. How long does it take and which feature was very difficult to create?
A: How long development takes varies quite a bit depending on what kind of game it is. Simple web-based games can be completed in a month, and I’ve heard of games that have taken more than 7 years to develop. SimAnimals was definitely somewhere in between those two.
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The most complex thing about the game was definitely getting the whole forest simulation to work right.
We have 35 species of animals and 85 species of plants, each with their own needs and a complete life cycle. There are running rivers, lakes, evaporating soil…when you get all those things working together, behaving correctly and interacting with each other, there’s a lot of activity going on, and lots of permutations and combinations that need to be tried, tested and debugged. But the result is fairly astounding. A full-blown, living ecosystem that could play itself. If the player wanted, he/she could sit back and simply watch the forest grow and evolve without even touching the controls.
Q: Are there any plans for other SimAnimals games? Maybe for PC?
A: We haven’t announced anything about future SimAnimals products, but I hope so!
Q: Which part of the game do you like most and what is your favorite animal in the game and why?
A: What I like most about the game is the inter-species relationships that develop. As you progress further into the game and get introduced to more and more new species, you’ll start to see very different kinds of animals interacting with one another in both expected and unexpected ways. For example, it’s not uncommon to see a badger and a rabbit squaring off in an aggressive stance against one another, each interested in the same burrow to sleep in. But 5 minutes later, you might see the very same two animals chasing each other through the forest, enjoying each other’s company. The game allows adversarial relationships to exist, but also to have them morph into friendships.
PocketGamer – SimAnimals DS review
Feb 5th
Experimenting with planting a lot of one type of plant spawns new, mysterious foliage and this, in turn, attracts new animals. There’s also the simple pleasure of designing a woodland since you can grab and move anything around the screen with ease.
There’s just a nagging feeling it that could have been more delightful though. SimAnimals gets close to excellence in some respects, then slightly disappoints. The visuals are colourful but not that special. The animals are cute enough, but don’t really do an awful lot.
But there are some interactions that are very sweet. Once you’ve unlocked Wind, you can hold down the L and R shoulder buttons and blow into the DS microphone to send a breeze rippling through your wood. This has multiple effects, including knocking fruit from trees, pollinating plants and sending your animals flying all over the place (some like it, some get cross).
You can also win an individual animals’ trust by hand-feeding them, then holding your hand close until they sniff it and roll on their backs to be petted.
The problem is this is time-consuming, and often the animals get narked or completely ignore you. In the meantime, while you’re trying to get assorted birds, rabbits and bears to like you, all your plants will be shrivelling into dry patches of brown.
IGN reviews SimAnimals DS
Feb 2nd
SimAnimals is a solid simulation for kids. There are a lot of engaging gameplay possibilities here, the difficulty is low, and the controls are simple. The package lacks personality, but it’s easy to get caught up in the day-do-day tasks of nourishing your forest. After the Wii game turned out so shoddy, it’s nice to find a good version here on the DS.

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