Gamasutra: You talked about simulating the Sims, and everything coming from that, rather than necessarily being a top-down simulation.
OQ: Definitely. The bottom-up. It's worth pointing out that it's not just the Sims who are simulation elements. The buildings are simulation elements as well as are, say, the vehicles, as are the map. The important point there is that it's coming up. It's a simulation that's built of interacting parts as opposed to a modeled, top-down simulation.
Gamasutra: Is that what inspired you to do it? The sense that it would make the game more open-ended, or more variable?
OQ: It's the combination of having it be more open-ended, so that you combine things and get new behavior, and it's also the desire to have something that's got more close-in integrity. You know, by way of contrast with SimCity 4, because it was a model with top-down simulation, we wanted to tell you details about what was going in a given building or on a given block or on a given street or in a given car. We essentially had to make it up, and we had to do some smoke and mirrors tricks to try and make it so we weren't contradicting ourselves. Because that data wasn't really there.
But with this new simulation -- the simulation's taking place in a building, and there's enough integrity to what's actually going on inside that particular building that no matter how we show you the data, we're not contradicting ourselves, because it's really there. It's like the joke about why it's easier to tell the truth than be a liar. If you're telling the truth, you just tell the story, and tell it from this angle and tell it from that angle and tell it from the other angle, and it all lines up because it's fundamentally the truth. But if you're a liar, you have to keep all your facts straight in your head, right?