#does that make him and your bio daughter siblings? not according to valentine. which is why he needed to do more gaslighting 👍😃
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sprolden · 6 months ago
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honestly an under-discussed aspect of the notorious mortal instruments incest plotline is that in a way, jace and clary DO in fact have the same man as their father. like even after finding out they arent siblings they explicitly refer to the same man as their father and they're both correct. however it is still inarguable that they're not actually siblings in any way. impressive
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plumbobpost · 7 years ago
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Fan(fic) Friday: Spotlight on Peni Griffin
Sul sul!
Today, I have a special treat for you guys. I had the chance to ask the very delightful @penig a few questions about Widespot and The Sims in general. For those of you who aren’t familiar with her work, she has created two widely popular hoods for The Sims 2: Land Grant University and the aforementioned Widespot. It’s longer than usual, and Peni expressed the concern that it would needed to be edited down, but in all honesty, her responses were such a wealth of information, deleting any of it seemed wrong.
I’ll stop teasing you, and let Peni speak for herself:
What inspired you to create Widespot?
“I’m always in story creation mode. This has been a large part of the appeal of The Sims 2 for me, as it allows me to tell a particular kind of story that I will never, ever be able to write for publication,  and have always wanted to: the story of a community in which we see every character as the hero of her own story, and how all the stories intertwine (often without the protagonists recognizing it) and affect each other as they all go about their business.” 
“At the time I started Widespot, I was in a situation in which my normal professional outlets were not available to me. You will excuse me from going into detail on the subject, which can be summed up as Health Crap. For our purposes, the important thing was that I needed a project, I couldn’t work on a book, I had been thinking for some time about the potential of my favorite game as a storytelling medium, and enough discussion of the matter had been generated over at MTS that I found/was directed to the late lamented Mootilda’s thread on creating a clean, safe, populated neighborhood for sharing.  ( http://modthesims.info/t/455403)”
“I actually went into some detail about the process on my writing blog at the time.”
( https://penigriffin.blogspot.com/2013/02/so-you-want-to-share.html )
Did you take inspiration from the Maxis neighborhoods?
“To a certain extent, yes. I decided that what I wanted to create was a neighborhood that would feel and play as if it had shipped with the game, but with less mess. No dead people without full character data, no memories that outright contradict each other, no hints in the bios that can’t be fully explored in the game.”
In your neighborhood, you included different story elements for each family that interconnect. What is your process in developing this story?
“Somewhere around here, I have the notebook in which I first started working it out, but I’d have to dig to find it. I remember starting with the admonition to myself to keep it simple, as your first attempt at publishing in a medium should be simple - you have enough to do mastering the new medium without trying to make something complicated with it. I knew my genre was soap opera, and though I’ve never been much of a soap watcher, my mother and husband are, so that set my parameters. I listed the tools at my disposal - the five base game aspirations, the jealousy mechanics, and the generational play. The question I asked myself at the start of the process was: “How do I create the most Drama for the least amount of effort?”
“Probably the notion of having five aspiration-themed households came almost at once, possibly as I started making name lists. I wanted to give elders a big role, because I had noticed that a lot of people thought elders were “boring,” and I knew they were wrong! I’ve always felt that Maxis missed a big trick by not having a Scheming Matriarch in Pleasantview. I wanted to shake up some stereotypes and have sims who didn’t obviously “belong” in their aspirations - shy Romance sims, outgoing Knowledge sims, lazy Fortune sims. I wanted all the households intimately connected to each other, which meant that for simplicity’s sake the story (story being defined as “person with a problem”) should center around one particular event that triggered events in all the households, a cascade of consequence. At which point I wrote down “It is a truth universally acknowledged that a single man in possession of a fortune must be in want of a wife,” and decided that the wealthy Mann family coming to town with a highly marriageable son and a Dark Secret was a good place to start.”
“That turned out not to be the trigger, but you have to start somewhere.”
Aside from your official captions, how did you set out to convey plot to those who play Widespot?
“I tried to take pictures of enough key moments that the players could inspect the albums for clues. By playing out the development I had ensured that some important information already existed in the memories and relationship panels, but I also went in and inserted memories that seemed to me significant. I had specific meanings in mind when I gave Mary memories of potty-training her younger siblings that extend all the way back to teenhood and manipulated some of her relationship scores with the testing cheats, but I wanted the players to be free to interpret those memories and relationships according to their own ideas, so I tried to background my own opinions as much as possible.”
“The plot, after all, is the players’ job, not mine!”
As far as literal world building goes, how did you factor in your characters’ surroundings to both their plotlines and their characterization?
“The smallness of the town, necessitated by the decision to keep things as simple as possible, gave me the starting point and the town’s name - it’s just a wide spot in the road, hardly a town at all. Rural areas have a certain vibe; certain types of people grow up there, and certain kinds of people wind up there, so this was on my mind as I designed the characters, built their homes, and decided what order they should be created in CAS and moved in.  Each house has a history, not all of which is necessarily made explicit to the player, and some of which really, really made me long for something more than BG Maxis content! But I think most people get that the Land cabin was built piecemeal over time, that a lot of Skye’s house was DIY, that the Beech house is Daytona’s house and the rest of her family just lives there, etc. Skye only got educational toys for his kids, but the Lands have a teddy and a dollhouse as well. The Mann’s house is the only one with a fence, and Rich ensures his privacy with stained glass windows in certain rooms. He also has that ominous closet full of aspiration rewards. (I hate that I couldn’t get him a counterfeiting machine - he clearly needs one.)”
“Some details were dictated by the game mechanics. Penny needed a double bed to get pregnant in, but there’s no particular reason for one to exist on her lot; so the heck with it, everybody in that house gets a double bed and I don’t even try to explain it. The lowest-numbered playable in the hood is always the telescope slapper, so I had to create the Mann family first in order for the guy with the Dark Secret to be the one who was incensed at the possibility of being spied on. But who would beard Rich in his own den when he, Lana, or Junior used the telescope in the daytime? That would be the local cop, wouldn’t it? This is why the Land house (with the nubile Land daughters) is right behind the Mann house and the Mann telescope is pointed straight at it. I also used the house to train the Manns - especially Junior - into wanting to buy things by furnishing it minimally to start with, and then adding items as wants were rolled for expensive artwork, games, etc.”
“When I gave characters their starting skill points, I assigned them partly at random, partly according to the implied backstory and role, and partly according to what would be possible in the game. If logic or a random roll indicated that someone in a household had a skill, I made sure that suitable skilling items existed in that household. Woody has an easel because it’s a solitary tool for gaining creativity points; the other families have the more sociable piano.  Neither family is much concerned about the impression they make on the outside world, so they are not oversupplied with mirrors, unlike the other families, where Charisma matters.”
“This all works back and forth; the character or situation requires something in the setting, and then I realize that having this thing here means that I also need this and that means I should improve the relationship between these two characters, or whatever. My first and best playtester insisted to me that Goldie needed a teddy bear, and made a good case for it based on Goldie’s characterization, both in the bios and as played; and she was right, so I added it almost at the last minute. (Which is why, so often, the first thing Rhett does it pick it up and try to talk to someone through it.)”
“One thing that I was aware of during development, but am a little reluctant to discuss, is the possible implications for the setting of the racial makeup of the neighborhood. At the time I was born, in the state where I was born, the Land and Beech marriages would have been illegal; and I had that in mind when I mentioned familial disapproval in the Land bios. Some people pick that up and run with it, most people ignore it. Most people look at the Hart’s Spanish-style house and decide (despite the name) that the family has a Mediterranean or Mexican background, but others have decided that Valentine is black/white biracial and all the Spanish influence comes from Angel. I have no desire to dictate anybody’s interpretation or play style, but I do want to enable as many interpretations and play styles as possible, and this variety is an indication of success to me.”
In a lot of ways, fans have come to regard Widespot as highly as they regard the original three Maxis neighborhoods. Did you envision the neighborhood being this popular?
“I beat my “expectations” about the reception of any particular work to death years ago. While I was building Widespot, I told myself that if the only person who liked it was Aegagropilon (my first playtester), that would be good enough and anybody else’s approval would be gravy. Well, Aegagropilon loved it; and I’ve lapped up quite a bit of gravy since then. I don’t have much of a grasp of how popular it actually is, and that’s not the important thing. The important thing is that I know some people are playing it, and enjoying it, and using it in different ways. How many there are, and how it stacks up next to the many other (and in some cases far more sophisticated) fan made hoods out there, is out of my hands. I’m better off not dwelling on that.”
How did Widespot evolve after you started? Were there any massive deviations from your original plan?
“Development was an alternating process of playing (including building, character design, and actual play) and working things out on paper in illegible notes, which is always how I work. I haven’t properly thought anything till I’ve written it down, but I’m a “pantser” rather than a “plotter” - i.e. I tend to fly by the seat of my pants when creating. Too much planning kills the story for me. So once all the preliminary work had been set up, and the broad strokes of the storyline determined, the rest was done directly in the game, with a little help from the testing cheats, Tombstone of Life and Death, and so on.”
“I knew I needed to wind up with a baby for every adult woman, but I didn’t always know who specifically would be the father of each baby until I saw how characters interacted. I knew one of the households would have a ghost, but for awhile I thought it might be Lana. I assumed Candy would have two lovers but I thought one of them would be Hamilton until she informed me otherwise. As mentioned earlier, I thought the Manns would be the central, triggering household rather than the Harts. I had no plans for the teens or children at all, and they took care of their own storylines”.
On a different note, what was your inspiration for the dynamic between the Harts and the rest of Widespot’s inhabitants? How did you develop the idea for these entanglements?
“As a family of Romance sims, their job was to wreak havoc. And boy, howdy, did they! But only after I realized Angel had to be the town ghost. The family ran much too smoothly when she was in charge - she and Valentine constantly smooching it up, Rhett being Mama’s boy, Candy being Goldie’s social support. Kill Angel, and everybody falls apart and starts making bad decisions. I designed Valentine as a Dirty Old Man; but he refused to be only that. I designed Rhett as a heartless jerk, and he can be that - but he’s also the only one of the immature Mama’s boys in the hood who has lost his Mama. I designed Candy as a golddigger, and yeah, she is - but she also made friends with Daytona and Goldie without any prompting from me, and she put herself in the middle of what turned out to be the hardest knot to untie in the whole hood, the Mann Triangle.”
“And Goldie - well, Goldie was a darling who autonomously put the rest of her family ahead of herself repeatedly, could never finish her homework, and never once brought anyone home from school or came home with anyone else.”
“TL;DR: I didn’t develop the Harts. They did.”
You’ve been very active on both Mod the Sims and Tumblr for a while now. How has The Sims community evolved since you first got involved? Why do you think there is still such a strong following of the series?
“It’s hard for me to speak to how it’s evolved, since I was never part of the Age of LJ and only started playing Sims 2 since after Sims 3 was already out. Also, having been on the fringes of a lot of subcultures in my life, I have become adept at keeping away from the stuff that stresses me out. So I’ve never hung out at SimSecret. I block tags on tumblr. I avoid anything smacking of edition wars, don’t allow anonymous communication, and back out of controversies as fast as I can - with an apology if necessary, because face it, everybody’s a jerk on the internet sometimes, and the most you can hope for is to not be one any more often than you can help.”
“So I have no idea how the Sims community as a whole is going on, and I only have a limited knowledge of the portion of the Sims 2 fandom that hangs around specifically at MTS and attracts my attention on Tumblr (often by tagging Widespot). Within this limited sphere, I have noticed a few changes. I used to see it assumed as common consensus that all Maxis premades were “ugly” and that “ugly” is a bad thing; moreover, that certain sims - Goopy Gilscarbo and Sandy Bruty in particular - are more “ugly” than most and are to be avoided at all costs. Now people are shipping Goopy and Sandy (that’s largely @holleyberry’s doing, I believe) and embracing the cartooniness of sims with enthusiasm.”
“On older websites I often see “realistic” (i.e., modeled on airbrushed photos in fashion magazines) sims that, as far as I can tell, are identical to each other and to the ones on the other old websites they link to. With current websites, however, I can not only tell the sims from each other, I can tell Person A’s versions of the premades from Person B’s at a glance. This is especially marked on tumblr, where I often know who originally posted the pics I’m looking at regardless of the attached avatar.”
“And there has been such a flowering of creativity in so many directions in the last eight years it’s overwhelming, though I don’t know how that compares to the days before I started participating. I like to think of Widespot as the vanguard of a Golden Age of hood-sharing. Nobody moans about the lack of clean fan made neighborhoods anymore; they’re agonizing over whether to play Europa or Widespot or Emerald Heights or Polgannon. And suddenly people are making new face sliders. Neighborhood deco lights up at night now. There’s mods for parking on the street, taking toddlers and pets on vacation, hunting, foraging, beekeeping, on and on and on.”
“I think the main difference between now and eight years ago is, that people were defensive about still playing Sims 2, and a general air of playing a “dying game” hung over us all. Now we are joyous and defiant and declaring that Our Game is the Best and Will Never Die.”
“Or maybe that’s just the people I self-select to see. How would I know?”
As a writer by trade, did you find many similarities between creating Widespot and writing a novel?
“My experience has always been that there’s an underlying unity among all kinds of creation, and in particular that storytelling is storytelling, whether it’s the language of text, sound, line and color, or whatever. My writing habits and skills translated seamlessly into the medium of the game. The chief difference, once you factor out technical matters, is that in most forms of storytelling, you need to provide a discrete unit of Story and give the reader the pleasures of closure and narrative structure, pruning out everything that disrupts that weakens the sense of completeness.”
“When making a sims neighborhood, though, you need to be as open-ended as possible, and you need to discern the optimum moment to turn the hood over to the player, while it’s still bristling with plot hooks and unresolved situations. You don’t need, as I did, to deliberately choose the moment at which a bunch of hard choices must be made immediately; but you need to put the player into a situation in which the choices he makes will matter and shape how the neighborhood develops from that point.”
You often play neighborhoods like Pleasantview and Strangetown. Do you prefer playing your own sims or those created by Maxis?
“That’s like asking if I prefer to read Diana Wynne Jones or Megan Whelan Turner. (And if you aren’t familiar with those authors, boy do you have some great reading ahead of you!) The answer is “both.” I enjoy playing characters I’m engaged with, regardless of who made them. Sometimes I wonder what’s going on with Vidcund and want to play Strangetown; sometimes I want to reconnect with the sims in Drama Acres, my personal custom neighborhood; sometimes I want to play with some of my own plot hooks from Widespot. It’s all good.”
If you had to pick between Widespot and Land Grant University, which would you choose?
“I’d attach LGU to Widespot and play them both. I don’t do either/or choices.”
(She just defeated the Kobayashi Maru.)
Do you intend on creating more neighborhoods?
“I actually have three on hand right now: a downtown called Bigg City (an empty version of which is available on SFS  http://simfileshare.net/download/207580/ ); a Seasons/Pets neighborhood I call Knotthole County; and an AL neighborhood called Port Cochere. The populated Bigg City got real complicated, real fast and when Health Crap is in a certain state I can’t work on it. Knotthole County is almost completely built but got interrupted while I was designing the characters; and Port Cochere is an SC4 map and a bunch of illegible notes. And at the moment I can’t work on any of them because I need two disk drives in order to use AGS, and one of them has gone wonky. However, I should be able to replace that soon, and then - well, maybe I’ll finally get that last week of work done on Bigg City. Or maybe I’ll decide (again) that if I’m organized enough to work on that, I should seize the moment and get queries out instead.”
Your content is themed around The Sims 2; have you played other titles in the series?, If so, which installment in The Sims is your favorite to play? For storytelling? For building? For creating sims?
“I’m a late adopter by nature. I started with the original The Sims and played it till I felt I didn’t have anything more to discover in it, at which time I started looking into the Sims 2, assuming that I’d eventually plumb its depths, too, and move on to Sims 3 about the time Sims 4 came along. Then I discovered that Sims 2’s depths are unplumbable, and that it was the perfect vehicle for that all-community storytelling I’d always longed to do.”
“The more I learn about the later iterations, the more certain I am that I will never play them. I’m sure they’re fun in their own ways, and I certainly don’t look down on anyone who chooses to play them; but I don’t like the way they look, I don’t like the lack of a storytelling tool, and most of all, the mechanics and structure of the game don’t enable my style of neighborhood play. The Sims series consists of four distinct games with four distinct sets of strengths and weaknesses; and the first two are the only ones I feel any call to play.”
Lastly, why do you still continue to play The Sims? Do you feel that the games provide a positive creative outlet?
“It still gives me pleasure. And I still have Health Crap and need projects, and have a computer that will play it. The Sims 2 is as much a part of my life as reading and playing tabletop RPGs and board games with my friends. So why would I stop?”
“The game is a positive creative outlet - it has nothing to do with my feelings on the subject. One of the most rewarding things about having made Widespot and LGU is seeing people use them as springboards for developing and experimenting with their own creative capacities. Also, a lot of simmers are deliberately using the game to control or relieve some condition or other. Depression, OCD, chronic pain from which they need distraction - I’m not the only one with Health Crap, and I am honored whenever anyone uses something I made to  deal with theirs.”
“They could have done these things without me, of course - but they didn’t. They used something I made for their own benefit, and I can feel good about that.”
Any parting comments, teasers, spoilers, public service announcements, etc.?
“One of the core concepts by which I live my life is that creativity is the quality that defines humanity best, and that it is the birthright of every single one of us. But we’ve been educated to think that it’s something special and separate, accessible only to certain special “talented” people; and brainwashed to think that personal creativity that can’t be monetized is a trivial use of time. On the contrary, creativity is to a large extent what time is for. Whether it’s a book, or a game, or a prom dress, the process of making is fulfilling and enriching, and sharing what we make is nourishing to us and to those we share with. So whatever your medium is, whatever resources are available to you, whatever ideas are quickening in your brain and hands - go for it.”
“It is not a silly waste of time.”
To those of you who haven’t played Widespot, go check it out; you won’t regret it. Thanks again to Peni Griffin for allowing me to pick her brain, and I hope you all enjoyed reading it. I certainly found a new favorite word in “pantser.”
If you have any questions, comments, or suggestions, feel free to visit my ask box. If you are interested, give Plumbob Post a follow, and reblog for anyone else who you think would enjoy this blog. Stay tuned for upcoming posts!
Dag dag!
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