I checked our database yesterday. We had about 5 million unique objects that players had made. And I checked it today and it was up to 8 [million]. ... So, what we have is this huge pile of creative output from players.
In some sense, shipping the game, for us, was [being] about halfway done with development. You know, we're outsourcing a lot of the content development to the fans. And I think, in a couple of weeks, they will have made huge strides on the second half of development.
So, in some ways, the reviewers haven't played the finished game?
It'll be a nice thing to see how different the game feels two to three weeks from now.
Actually, if you go back to the original reviews of the Sims, [they] weren't that great. But after a few months, players started creating huge fan sites with all these cool objects that you could download.
And what happens next for you?
The community is really the most important object here. In some sense, the game is just a tool to launch a vibrant, powerful community. And looking at the way the community is structured, what the dynamics are, and what the social currency flowing through that community is, is going to be the really interesting part for me right now...
It's actually amazing, you spend all these years creating something that will entertain people and, at some point, they start entertaining you back.