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'The Sims' owe a lot to 'LCP'

November 07, 2007

By Andy Barratt - G4 Canada

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LCP
The Sims worked on a level not really previously explored for a long time in its genre, it gave the player direct responsibility of another (simulated, obviously) life. You might argue that most games do that; the main protagonist of many shooters is human after all. But because of the short life span and instantaneous re-spawn of those kind of lead characters, genuine emotional attachment to them, no matter how histrionic the narrative of a game might be, never really comes into play. After all, he didn't really die, because look, he's back to fight another day.

With The Sims, you nurture the characters, you help them grow as people, help them find gainful employment, a life partner perhaps. It's almost a genuine mirror of our own society. And perhaps it's this almost-human element to the game that captured the imaginations of so many, where previous sim games, whilst very successful at the cash register - didn't.

But like I suggest, it's nothing necessarily new. Long since forgotten in 1985, Activision sneaked "Little Computer People" onto most of the popular platforms of the day; the C64, Apple II and so on.

The concept was as simple as its alternative title of "House on a Disk" on loading, you were presented with just that an 8-bit rendering of a three storey domicile. All the rooms were there; kitchen, living room, bedroom, attic and so on. Shortly after a knock on the door or a ring of the doorbell, the house's newest resident would present themself.

And just as The Sims had a habit of venting their frustrations to you, the player and their controller, LCP's lead would simulate a quick tap on the inside of your monitor to let their presence be formally known.

Communicating with the little guy was a simple as typing a question or a statement, "What is your name?", "Are you hungry?", "Want to play a game?" and so on. This critter really did live in your Commodore, and it was probably a good idea to look after them.

Feeding them was a simple as arranging for a food delivery to the door, and asking them to make sure they made dinner. But it didn't end at the fundamentals of eating and drinking, you had to entertain the LCP too. At their disposal was all the mod cons of the day, a record player, a television and of course a computer. One wonders if a Little Computer Person lived inside their machines!

LCP:  du-du-du!Naturally, considering the times and comparing it to The Sims, LCP was quite a primitive affair, and the scope for developing a relationship with it was as limited as the four walls of each of the house's rooms. But the genesis for engaging a player to actually care for a game was established. So much so that Will Wright, chief game designer for The Sims's creators Maxis, openly acknowledges Little Computer People's incredible influence on The Sims inception.

These guys could fall sick, even die - a concept brand new to the video game playing public, losing something virtual that they'd become quite attached to in some way, for each game continued where the last left of, giving a genuine feeling that a life was being maintained.However I must mention, and in some way hark back to my previous column about the difference between games issued on disk and tape, that the
cassette version of LCP was severely crippled in that each game started afresh a brand new character and a brand new house therefore destroying every sense of continuity. Whilst the original disk based LCP was
considered almost unreviewable against the traditional criteria of how good its gameplay, sound and graphics were, it being a concept so unique and unusual, and yet was almost universally praised as the most unique arrival to the video game arena yet, the cassette version was almost just as universally panned simply because it was a poor imitation of it's bigger brother.

Activision didn't necessarily stop there with the idea of connecting with their audience on an almost entirely human level, releasing the (almost) text only outing of Alter-Ego a couple of years later itself yet again
another title that many were unable to decide whether it was genius or not, because it was quite unlike anything released previous.

All this, considering Maxis' success with The Sims, just goes to show that gamers aren't always necessarily interested in fighting or shooting or even racing. Sometimes they just want to nurture someone in the shadow of themselves.

 
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About G4 in Canada
G4 Canada (formerly TechTV Canada) launched in September 2001. G4 is the one and only television station that is plugged into every dimension of games, gear, gadgets and gigabytes. Owned Rogers Media Inc., the channel airs more than 24 original series. G4 is available on digital cable and satellite. For more information, see www.g4tv.ca.