The Sims: Suburban Rhapsody

By putting interior design at the heart of his game, Wright took a page from influential architect Christopher Alexander. The psychologically astute Alexander argues that ordinary people innately grasp how environments and urban planning affect us; it's why young couples often argue heatedly about what neighborhood or city to live in. "We intuitively understand the need for privacy or our affinity for light," Wright notes. "[Alexander] was always saying that you don't need a professional—you can do this yourself. He became kind of the anti-architect."

While reading Alexander, Wright discovered a curious fact: Home-design software sells millions of copies a year. Wright figured it was hardly likely that so many people were actually embarking on massive remodeling projects; in reality, they probably just wanted to play with architecture. The Sims, Wright deduced, could be a laboratory for understanding not only our personalities, but also our personal spaces.

In the process of designing the ultimate split-level, players sometimes learn a few things about their own lives. Grimison tried creating a virtual replica of her own house. When she finished it, something weird happened: Her Sims didn't like it. "It was because my bathroom doesn't have windows since it's in the middle of the house. And my Sims always want light in all the rooms or they won't be happy." Lisa Anne Craig had a similar epiphany, but in reverse. "I actually used The Sims when I was painting the house. I couldn't decide what color to paint it, so I made a model of our house and I tried out various colors. Unfortunately, we picked a periwinkle. It's very Florida," she jokes, "but now I kind of hate it."

The Sims is still nothing like real life in some very important ways: there are no taxes, children never grow into adults and there aren't any tightly packed cities such as Chicago or New York. But the virtual citizens will soon be taking another great leap toward real life. Electronic Arts, Maxis' parent company, plans to launch The Sims 2. This sequel has the same basic plot but with a few intriguing refinements: In the new game, Sims will age and die. What's more, the events of their youth will leave them with psychological baggage as they get older. "If your Sims have particularly happy childhoods—or unhappy ones—you'll be able to see the way that's going to impact them later in life. You can see how they kind of ricochet on into the future," Wright says. He suspects it'll turn the game into an even more precise emulation of our existence—a spreadsheet for life." He's probably right. We'll play it, millions more of us, poking and prodding our virtual selves to see what happens.

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