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IGNPC: Yeah, I like sticking my Sims in cages, so I know what you mean. So do you think it's more rewarding in that aspect then?
Matt Hullum: It's really rewarding when you try for a long time to get a shot and are finally able to achieve it. It's almost like you work with these characters for so long that when you finally get them to do what it is you want them to do - and I'm talking about something very specific like a facial expression combined with a specific body posture combined with a movement - it's like ah ha! I've brought you around to my way of thinking! It's almost like you're in the game and are working with a personality. But then you have to step back for a minute and realize that this is just a game and think the only person I've managed to fool here is myself. It's really rewarding and fun when you get to that point.
IGNPC: Are the emotions and other types of things something that you can figure out a formula to make happen again and again?
Matt Hullum: You can to a certain extent. Every situation changes depending on who the scene is taking place between. When you're playing the game you get their relationships up to different levels. When they're at different levels like 100% friends or in love with each other, they'll act differently between each other much differently than those that don't like each other very much. You really have to keep that in mind when you're setting up or writing a scene. We realized that after we wrote the first couple episodes that we needed to start taking it from the perspecitve that it's more like a reality series.
You can manipulate them to a certain extent but you're really going to take advantage of what they're doing and take into account where their relationships are.
IGNPC: So does that mean that you guys are just letting the relationships run and see where they go?
Matt Hullum: We do try to build up, modify and alter their relationships but again, that is the game and the point of the game is to do that. It takes a lot of time to do that and we work on a tight schedule so we don't have the luxury or playing the game endless hours to get them into that perfect place, but we're able to get some people into some positions and some into others fairly quickly and then we look at what we have and talk about what we can do from where we are now. We get a lot of ideas that the game generates for us in a way. The same can be said for the relationships and the skill levels and what they're good at doing. Some characters can't go cooking without setting the kitchen on fire. Those kinds of things can be interesting to watch so we pick up on those details and incorporate them into the storyline.
Matt Hullum: I think that everybody has that experience when they play The Sims for the first time. You make these characters and drop them into a scenario and when they get in there they're all bumbling around there. They don't know how to cook or play chess and don't know who all the other people are. We did want to play off of that kind of situation. As the series progresses we're planning to do more of those types of jokes as well like we did with Halo and Red vs. Blue. We draw on elements that are in the game but may not be specific to the storyline of the game so we can use it to create a fresh approach to looking at it. A lot of people responded to Red vs. Blue because they would watch it and say "I thought the same thing! Why did they call it the Warthog?" and then we just play of those kinds of details. We'll definitely be doing the same types of things.
IGNPC: There's inevitably going to be some expansions so do you have plans to incorporate these things?
Matt Hullum: Oh yeah absolutely! That's the fun of doing this series in particular. We don't ahve any insider information about what the expansion packs are going to be, but we know from the history of the game that they do really cool stuff so there's going to be a bunch of fun stuff to throw in there. And we're trying to think ahead and plan so that if EA comes up with a really cool off the wall idea for an expansion pack we can decide what direction we want to take the show to incorporate these things. We've set up an interesting framework, and I don't want to give up too much about the plot, but I think the way the characters discover the situation they're in will allow for a lot of fun with a lot of differnet types of scenarios that could come up with expansion packs and the other weird stuff that people find fun and wacky in the game.
IGNPC: Awesome, thanks Matt. It'll be fun to see where you take these guys over the season.
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12:00 am PDT October 18, 2004