The Story of Maxis Software (1999)
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The Story of Maxis Software (1999)
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Re: The Story of Maxis Software (1999)
#2Re: The Story of Maxis Software (1999)
#3"A homosexual programmer at Maxis objected to the use of female characters as objects of affection in SimCopter. So, he decided to protest by putting what he termed "muscle boys in swim trunks" into the game. During the game, these characters would mysteriously appear and kiss each other, but only on very rare occasions. At least, that was the idea. Unfortunately, as the programmer told Wired magazine in 1996, "My random-number generator didn't work as I'd planned," and the characters appeared with startling regularity. Upon discovery of the errant code, the programmer was immediately fired, but the transgression spoke volumes about the frenetic and fragmented state of affairs at Maxis"
That's a pretty hilarious easter egg though, too bad the RNG didn't work correctly, then no one would have really noticed.
Part of me suspects this was probably a known thing that it went it, and he was only fired because the RNG didnt work correctly and it appeared too often.
Re: The Story of Maxis Software (1999)
#4This language dates the article, and (as a queer person) amuses me. "A homosexual programmer at Maxis objected to the use of female characters as objects of affection in SimCopter. So, he decided to protest by putting what he termed "muscle boys in swim trunks" into the game. During the game, these characters would mysteriously appear and kiss each other, but only on very rare occasions. At least, that was the idea.…
Re: The Story of Maxis Software (1999)
#5This language dates the article, and (as a queer person) amuses me. "A homosexual programmer at Maxis objected to the use of female characters as objects of affection in SimCopter. So, he decided to protest by putting what he termed "muscle boys in swim trunks" into the game. During the game, these characters would mysteriously appear and kiss each other, but only on very rare occasions. At least, that was the idea.…
Re: The Story of Maxis Software (1999)
#6On my first day at work there was a giant poster in the reception area which you’d see on your way back out to the elevators, which began with the text, “To departing staff:”. The SimCity 3k debacle was already bleeding their staff, and I remember thinking — even as a fresh university graduate with no real work experience — that that probably wasn’t a good sign. (I don’t remember noticing it again after the first day; it may actually have only been up for that one day)
My cubicle was about two meters from Wil Wright’s glass-fronted office, with direct line of sight into it. My major regret is that I never introduced myself to him or even spoke to him at all (I was just a fresh university graduate and he was freaking Wil Wright. And also, he always looked kind of stressed and unhappy in there and I never wanted to impose)
RE: the story’s comment “There was absolutely no explanation as to why SimCity 3000 needed to be 3D,” I again wasn’t actually on that project, but it was clear to see that it wasn’t possible to make the game in 3D at that time. This was the era of the original 3DFX Voodoo card, and there were only two of them in the entire company (and somehow I had one of them and I never understood why). But the reason I was given for making the game in 3D was that it was a decision from Marketing; it was a core game bullet point that was going to be required if SimCity 3000 was going to save the company the way that SimCity 2000 had done. No 3D? The company wouldn’t survive. So there were epic battles between marketing and sales saying that it was what was required to save the company on one side, and the programmers who would have to actually implement the game saying that it wasn’t technically possible on the other side.
It was an interesting situation to be tossed into as your first thing out of university, I have to say. Even if I was kind of over to one side working on Streets of SimCity and only seeing it in my peripheral vision.
Re: The Story of Maxis Software (1999)
#7This language dates the article, and (as a queer person) amuses me. "A homosexual programmer at Maxis objected to the use of female characters as objects of affection in SimCopter. So, he decided to protest by putting what he termed "muscle boys in swim trunks" into the game. During the game, these characters would mysteriously appear and kiss each other, but only on very rare occasions. At least, that was the idea.…
Re: The Story of Maxis Software (1999)
#8I was going to say I miss the age in video games where there were well known players like Sid Meier or Will Wright, but then I noticed the article was written by Geoff Keighley who I still know of today for running the game awards. Kinda funny.
Re: The Story of Maxis Software (1999)
#9I worked at Maxis for about six months during the middle part of the events described in the article. I started during the tumultuous days surrounding the initial attempt at SimCity 3000 (I didn’t work on that project, though I saw its prototypes from time to time), up until shortly after the EA buyout was announced (but before it actually happened). On my first day at work there was a giant poster in the reception a…
Re: The Story of Maxis Software (1999)
#10As someone who tried SimCopter as a kid I have to agree 100% that it shipped way too son. It felt rough and incomplete, almost like a prototype to test gameplay mechanics, a far cry from the quality and polish of SimCity 2000.