Game designer
Will Wright was inspired to create a "virtual doll house" after losing his home during the
Oakland firestorm of 1991 and subsequently rebuilding his life.
[2][3] Replacing his home and his other possessions made him think about adapting that life experience into a game. When Wright initially took his ideas to the Maxis
board of directors, they were skeptical and gave little support or financing for the game. The directors at
Electronic Arts, which bought Maxis in 1997, were more receptive—
SimCity had been a great success for them, and they foresaw the possibility of building a strong
Sim franchise.
[2]
Wright has stated that
The Sims was actually meant as a satire of U.S.
consumer culture.
[4] Wright took ideas from the 1977 architecture and
urban design book
A Pattern Language, American psychologist
Abraham Maslow's 1943 paper
A Theory of Human Motivation and his
hierarchy of needs, and
Charles Hampden-Turner's
Maps of the Mind to develop a model for the game's
artificial intelligence.
[2]