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JeffreySword

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Paradox making their own version of The Sims would be amazing, and I would pre-order a version of Paradox's version of The Sims as soon as it was available for pre-order. There is actually an open-source game that is a clone of The Sims called La Vida, which has been developed since 2013, although La Vida had a hiatus for almost 4 years. La Vida is based on the Unity Engine.

http://www.tvtropes.org/pmwiki/pmwiki.php/VideoGame/LaVida


La Vida does have a Kickstarter, although the title states that it is cancelled. La Vida's development has since been restarted in May of 2017 and the redevelopment of La Vida is interesting to see. La Vida deserves a lot more attention, and La Vida has so much potential as a game!

Oh, and as for The Sims Online, there is a clone of The Sims Online called Free Sims Online or FreeSO. I recommend you check out FreeSO!

http://www.freeso.org/


Thanksgiving Life would have been a great game, had Thanksgiving Life not been cancelled.
 
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Chief of Staff

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Here's what I think after some thinking on this since I last posted here.... I think many of us here can agree that Colossal Order with Paradox Interactive taking on EA on the genre that latter has been so clearly still dominant in is a huge challenge with many risks and no guaranteed success, unlike the city-building genre where SimCity 2013 disaster created an opportunity for Paradox Interactive and Colossal Order to seize on. I also think we can agree that this would be a completely new world for them to enter, as I would suspect neither has ever been in life sim genre and thus not much experience to go with.

That being said, here's what I would suggest: Go take a baby step by developing a game that is intermediate between city and Cims. Anyone remember Simsville? That game was suppose to be about the level between The Sims and Simsville. In this way, I think it can help CO and PDX build up experience necessary to develop something similar to The Sims. I think it would help build a foundation for the Sims-like game if they ever want to do it. You manage town but also manage Cims, although not as deep as it would be in The Sims. I think it might be a start for them.

I think this would be less risky than to go straight to developing a game that would directly compete with The Sims and the EA giant, with virtually almost no experience in life sim genre. It would build on experience from developing Cities Skylines that would be relevant to Simsville-like game whereas it might not be in Sims-like game.

Like I said, a baby step.
 
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Susanna

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I think that might be a good first step. And if any part of Paradox makes a life simulator, I think CO is best placed to do it. (Ideally, you could make your own worlds with Cities Skylines.)
 

Sanny

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I think that might be a good first step. And if any part of Paradox makes a life simulator, I think CO is best placed to do it. (Ideally, you could make your own worlds with Cities Skylines.)
While they would certainly make a great base game, I'm more concerned about their after-care support which has been lacklustre to say the least. If I remember rightly Paradox actually told them to get on with it a year after release to start working on new content. For a while too they weren't engaging with the community at all. This is unsurprising with the way they left Cities in Motion 2 in the state that it was in. Then they released some patches which made Cities Skylines worse without fixing them (remember the yellow discolouration of graphics a lot of users were experiencing?). Makes me doubt if I will ever pick up one of their future games. Though Cities Skylines is in a good place nowadays.
 

spartansociety

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I have been doing some research and can now confirm that project Caligula is a life sim game.

“The Life Sim genre is a very, very big fridge. But it's sure one we'd like to knock over.”- Shams

Based on comments like these from Paradox staff, the leaked images and the obvious reference in the code name, it appears this project is a cannabil horse simulator for mobile. Judging from the screen shot, you manage the life of multiple horses and are responsible for ensuring that each sim eats sufficient horse and invest in upgrades to your hooves in order to increase their lethality. I am glade that Paradox, in their widsom, have included a pause button (unlike Eugen).
XIYpEx2ar_y1a7zIdXvdnHUJ7qcVQroyprahil51qXIGnOqzWJjEIbcGxf3y6R5BJTE=h900
 

Simfan923

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Nov 25, 2016
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I have been doing some research and can now confirm that project Caligula is a life sim game.

“The Life Sim genre is a very, very big fridge. But it's sure one we'd like to knock over.”- Shams

Based on comments like these from Paradox staff, the leaked images and the obvious reference in the code name, it appears this project is a cannabil horse simulator for mobile. Judging from the screen shot, you manage the life of multiple horses and are responsible for ensuring that each sim eats sufficient horse and invest in upgrades to your hooves in order to increase their lethality. I am glade that Paradox, in their widsom, have included a pause button (unlike Eugen).
XIYpEx2ar_y1a7zIdXvdnHUJ7qcVQroyprahil51qXIGnOqzWJjEIbcGxf3y6R5BJTE=h900

Do you have any links to this project? I'm still looking into it but I can hardly find anything about it.
 

MsBookWorm

Corporal
Aug 16, 2017
25
1
Dear Paradox Dev: Heart felt Plea for the next Sim 5!

There has been so many long post of wanting another developer to create the next sim, many has said its so difficult with all the animations and EA has been on it for a long time! It might not be even possible for another dev to do but that did not stop other developer from taking on challenges that is why we have such wonderful developer who succeed cause they went for the challenge and knew they would be successful. Just be inspired from the multi millionare fund raiser game Star citizens and how they wanted to do something that other space dev could not. So please let the dev know that their talent can exceed that of EA!

How can it succeed EA and create the ultimate life Sim?
By looking at all the feedback ever given towards EA and doing what EA has failed! Just like city Skyline how simcity fans were so delighted of a game that finally gave them what they wanted. Devs who cared! DLC that does not slug you for $60 or more! Who says the next sim by paradox cannot be like The sims? Developer can used what is already there and improved on it like all the games you see on steam like building city games. From all the feedback you read from previous sim 3 and 4 fans you can develop the ultimate game! It does not need to be the same it can be so much better then what we already see! You can get those sim fans who only play The Sims so its not that hard at all! Fans will willingly give you ideas of how to make this possible so help is there! No need to start and do something safe! You got the talent, you know what is missing the ultimate sim can be done! It can be an even deeper simulation then what you see with the current game, you can make it even more immersive then what it is. Both casual and hardcore sim will love it cause the idea works and I can give details on this. :) It like for example developer only making arcade fantasy genres and a new developer comes on the scene to bring realism into the game! They will be skepticism all these negative feedback but with research you know it will succeed because others have done it!

You will also gain a huge profit with the popularity of your new sim game! Cause many many are angry like myself even though we still love the Sim we want a developer who has the vision to bring life to it like what you did with Cities skyline. You can show EA how it should be done and others can follow when they see what can be done! And if you do not do it some other developer will as its only a matter of time before it happens! So I hope you can discuss this with us when the time is right and take the step to create the next sim that every fan sim is wanting but not seeing and more! There is so much more that can be done in the game so much more! With the years gone by there should be so much more that can be done but as sim fan has said its gone backward and just a rehash of the old sims. Its like going backwards with cities skyline 2 and releasing expensive DLC.

Have a look at Massive open worlds they are catching on and having some features of the sims in their game but not everything so its getting there!

Number of players playing Sim 3
On steam the number of those playing Sim 3 is 4,000 players at the moment! Peak was about 8,000 now there is actually more players playing so if you manage to make the Sim that EA has failed to do the number will rise dramatically its a simple FACT.

Planet coasters had a peak of 21,828 players and current is 4,276 so there is a game that has life sim that worked and the map is not that big at all as its just a theme park. I am surprise that on steam it has beaten Sim 3 with its numbers. So hope that gives you confidences!

Hardcore fans will be pleased too!!! Ohh Crazy Over! Crazy over!
You got the numbers of fans who play city skyline and they will be happy for a Sim simulation! As said the mechanics can do deeper to satisfy those hardcore simulation fans so they got lots of manage now as a much deeper level. Instead of managing buildings they now manage every day people, their emotions and all things inside a home and things about home! Players who like building well they can manage the construction side of the house! Players will get crazy over this! Like how players get crazy over a ship in Star citizens! One guy paid 30,000US for ships in concept! Ceo Chris Robert and team had managed to pool in the desire of long forgotten space fans who who were dying for a game like Star citizen! Paradox can also do this for the sim fans! Sim fans love building! But its only casual as you can now take it further! Hunger fans for casual play will love it and hardcore fans will jump right in! As said contruction for a house could be at a deeper level. Where you see sims doing what construction workers do to construct a house it could mostly be all there. The important thing is lots of things to manage that will keep those players who love this type of control and also love building houses. To try to find a balance of bringing architecture into the game so there is greater complexity and also having it enjoyable! To overhaul the system mechanics so things are more then just click and do like in the arcade sim. More thought processes needs to be put in it for those who love this type of thinking. It would be good to see how things will be planned out but I sure am very excited just sharing this with you. If it can work for star citizens at a much greater scale then it can work too with Paradox taking on the next Sim!

Players who don't enjoy the building process well can do other things like concentration at home! Just many things to concentrate on so those who love Cities skyline will find a place in the sims! And those who love to be involved in the sims also has a place and many other types of other players! This will be another long post of grand things that can be done that casual and hardcore will love! Just like the popularity of survival games with out zombies and simulation farm games! Cattle & crop is in early access to take on the standard farm game where nothing much has changed. There is also another developer bringing out another type of sim farm and sim farm fans are going to love it!

I am sure others can give more ideas of how this can be made possible! You can go crowfunding for it and do it like Star citizen and open for members to give feedback during very early development.

Open world? Offline World?
You could discuss with all of us what the best way perhaps an offline map big enough so there is this feel of a town or city? And enough diversity so players can edit and create their own world! Does not need to be a major massive city like you see in cities skyline but this could be discuss on how big it should be so it give that immersion that is lost in the sims? How big a map should be so there is constant construction development from the NPC Sims and players? Games like Metal gear solid V? Ghost Recon Wild land is offline? There are many tricks one can do to perhaps make an average city that consist of different residential zones to be possible in the game? But it such a exciting topic to discuss about if paradox were committed to this!

I hope one day the developer can open discussion or even concept game on crowdfunding to see what is possible? Cause Star citizen has shown with enough funds it can reach the sky! So technology is there you just need the support! :) Could join up with Star citizen or Planet Costers developer another excellent sim game to make this possible? But crowdfunding is the way with open development! Early access is a success as other indie developer will tell you! And a game like the sim need something like this!

I hope I have somehow encourage Paradox to take a look again at this and open discussion with us when your ready to see how this can be possible! Or even talk to Star citizen staff cause they have the tech for everything! Their game is not just a space game they are developing technologies to make certain games possible! Like re writting cryengine to make massive world possible cause it was never intended for their space world game. Everything they do is next gen so they are the best staff to turn too for advice on how to bring the sims to life and surpass all other developer! :) Cause you want to build on the technology when you create your ultimate simulation sim life and not have to re do everything.

This could be an idea of how you bring out the ultimate life sim that is long over due!

Thank you so much for reading and hope the developer will get excited about this!

Here is another website of what they want from Sim 5
http://sims5game.com/

Producers explanation on toddler cut ( This will never happen with Paradox )
http://gameranx.com/updates/id/2293...cer-explains-why-toddlers-and-pools-were-cut/
 
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kremesch

Corporal
Aug 8, 2015
28
42
At this point, I would be happy if they even went as simple as the first Sims game released. EA did such a bang-up job on butchering the series that a true first step from another company would be all it would take to get my attention.
 

MsBookWorm

Corporal
Aug 16, 2017
25
1
Paradox should not go simple just think if Paradox went simple with cities skyline and back to the old days of simcity? Paradox can do so much more of which they have shown with cities skyline and how the fans love them for it! You compete with EA because you want to give fans what they are longing for, going back will not do this since what will get fans to buy paradox sim game?? Paradox know what the fans wants they are Crying out for it!

19 years and the advancement of the sims has not gotten far just pretty graphics! :( So much more can added to the game that EA has not that is how paradox can win the fans! Just like cities skyline! Plan to be there for the fans and keep on building on the sims and fans will love Paradox! Even the price is insane! And fans like me are complaning but EA is not going to change cause where do we go? Its a monopoly and only when Paradox hop in then you will see the crowd! There is big cash to be earned more hurting fans to be won over!

Don't believe the lie that what else can you do in the sims then what EA has done? There is so much to be done the developer just need to reach out when they want too! :)

AI in the Sim 4 is lazy
Anyone here have played the sims 4? 19 years and you get aimless sims! Sims walking up and down have no purpose! At least the AI in cities skyline is far more alive! When you live your NPC families to do things themselves they fall apart! Same like the neighbour it is fake and they have no purpose its all very sad in game so focus on relationship. There is no management like you see in cities skyline, it just your household and you just click and click, no much thinking at all. There is next gen AI that can bring your sim to life and I would love to see this done! its not going to be human like but at least the sims will doing things and having purpose like you see in Cities skyline. The next leap will be in the connection of their wants and emotions. You can't interact with them in cities skyline but in a game like the sim and you have these type of AI so many will go crazy over their virtual sim! A bit closer like having a virtual family! There is none in the sim 4 when you meet your sister or extended family across the neighbour hood. Its all dead no purpose! They don't react like you would see in reality! You basically need to control them to tell a story!

Cities skyline have Ai buzzing every where that is a good leap! Now add another layer and add personality and emotions and connections and it could be on a server this time to handle the processing power. That is what Star citizen have done to bring their AI to life and still in development. Could be a new frontier for paradox to try to make this very thing possible? It should be just like a neural network of information like you see in strategy games. Learning things, learning what not to do and all of it is base on emotion, personality their wants and needs. When a sim get sad it not just a command of getting angry and an animation played but consequences like action you choose in games like Deus ex mankind where you action lead to consequences with missions. Could be you push a sim down to the floor or destroy their garden, they have put hard work into it so they could be a trigger reaction. Could start of small and later build on this to make them more complex. Could be a system of what these sim hold dear too like all of us in reality! Not of of us will get mad if someone destroyed our garden. But the value in the code can rise so it become significant the more time you put into it! So have a sim spned a lot of time gardening in the game and then for another sim to come destroy it. Base on personality that sim could get revenge or break down and cry and get support!

It could be that the players teaches the AI how to react to certain situation so it will do those actions each time? That could be easier but i think its possible to have values on things done and on object to determine the reaction outcome.

So others can give more ideas on this to bring the AI alive to the game!

The technology is already here and might not be advance to blow you away but enough to make it look alive such as things as learning what you do base on input actions. Works with fps and strategy games why not games with relationships?

Sims is aim for younger kids
Its aim for the younger kids who don't expect much so they will buy the price given and not complain! Paradox do not need to aim it for just younger kids just look at the arcade games and how hardcore realistic games are also taking hold of fans! Both casual and Hardcore sim can have both! That is the next sim to come! And EA is not going to do this! They have used the same model for 19 years and they are not going to change.

Game developer are catching on!
So I hope Paradox will get working on this as eventually another developer will! I can name you few massive game where they are implementing features of the sims!

Features such as:
  • An enormous online and persistent world controlled in almost every aspect by the players living within it.
  • Player-driven gameplay and economy with dozens of jobs and epic careers.
  • Action and fun around every corner with a player police force, gangs, cartels, businesses and more.
  • More casual games than we can list, from karaoke and cinemas to paintball matches and more.
  • Play on the official servers or host your own with your own rules and options.
  • No subscription fees and never pay-to-win.
  • Player driven economy
  • Forests
  • Urban cities
  • beaches
  • Can access water with all sorts of water vehicles
  • Swamp lands
  • Pot fields
  • Suburban Neighborhoods
  • Bars
  • Government buildings are an enterable
  • Prisons that actually house criminal players in the game, for a given time.
  • You will find potholes and such in the roads, too
  • Some neighborhoods are better kept than others
  • You will see some dilapidation in some areas. (cities)
  • You will be able to live in the snowy mountains, or even a secluded house in the woods.
  • PVP free area, for meet and great
  • there are multiple banks around the map
  • Some biomes are mixed into an environment that you wouldn't normally expect to see them in real life.
  • Casinos
  • Police
  • Detective
  • DEA Agent
  • S.W.A.T. Member
  • Gangs
  • Cartels
  • Business owner
  • Factory Owner
  • Real-estate Agent/Landlord
  • Paramedic
  • Buy and sell real-estate.
  • Rent out properties you own, or rent your own place from another player.
  • Warehouses, that you can fill with anything you want, cars, guns, drugs, clothes, jewelry, money, ect
  • Upgrade your house's appearance, and decorations..
  • Lights and appliances you put in your home actually work!
  • you will be able to live in the snowy mountains, or even a secluded house in the woods.
  • Can even access some buildings through roof vents.
  • You can live in yachts on the water!
Have you look at games like Ghost Recon and Watchdog 2 with their large cities? Does not need to be this large cause what is important is the NPC but it shows what can be done with a map!

I found this video the other day and it looks like I am not the only one wanting to see better!

Looking at the Modding community!
So much talent going to waste! So much different creations in avatars, houses, objects, etc! Paradox can capture that and make it more! Cause houses in the sim just look pretty, you can't do much with the object. You can't even open a cupboard and put things inside it, its all pre animation. A house should be very interactive so you can do so much more with your time. And more things the NPC sim can get up too!

We need post more of our ideas of what the next sim could be so Paradox can use it!
 
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MsBookWorm

Corporal
Aug 16, 2017
25
1
This is an article I found: Paradox can do this the article has made it clear!

WHY CITIES: SKYLINES MIGHT SPAWN A COMPETITOR TO THE SIMS

Cast your minds back, dead readers, to the forlorn days of 2013. It was a time of elation – China was busy re-igniting the space race by landing its first rover on the moon – but also a time of darkness and fear. And I’m not talking about the complete shutdown of the entire US government. That year brought about one of the most tragic, and diabolical disappointments ever to hit the games industry.

The hype around the release of SimCity, the 2013 ‘reboot’ of the blockbuster city-building game was reaching fever pitch in the weeks leading up to release. Every teasing glimpse fuelled the fires of fandom, as the series’ first venture into the 3D realm looked set to send seismic shockwaves through the industry. Yet, upon release, people’s expectations began to topple faster than a skyscraper in a Godzilla movie.

The game was a complete and utter disaster. The map size was barely enough to house a hen coop, the AI was woefully erratic and unreliable, and the game was lacking in the deep complexity and detail which defined the series in the past. Of course, you could only experience these dire shortcomings if you actually found a way into the game itself. See, EA concluded that PC gamers were a bunch of dirty pirates who were hell-bent on illegally pirating games in order to circumnavigate the process of paying for them. So in order to combat this they decided to make SimCity always online.

A great idea, right? Being constantly connected to the World Wide Web, players could team up and help one another’s cities by sharing resources to further their expansion. Each ‘world space’ allowed for multiple cities to be established, all run by different players, and they could work together to build giant super-structures such as international airports to the benefit of all in the region. It sounded like a fantastic idea, bringing an element of co-operation to a previously singular experience. This was of course just the marketing spin churned out by EA to mask the anti-consumerism of their always-online DRM policy.

The result was a spectacular meltdown on release day. Servers were soon overwhelmed, with traffic numbers far exceeding those predicted by EA and Maxis, creating digital tailbacks longer than rush hour in Beijing. People were completely unable to play their newly purchased $60 title, and the issues extended into the weeks to follow. The backlash, as you can imagine, was extreme. Gamers felt victimised by EA’s antics, treated as criminals. The fallout no doubt brought about the closure of Maxis a few years later, and left the IP, and EA as a company, tarnished in the eyes of gamers the world over.

The city simulation genre looked doomed to languish in silence in the wake of SimCity’s debacle. Thankfully, a small indie studio, by the name of Colossal Order, realised that there was a gaping city-sized hole in the industry just waiting to be filled by a full-flavoured city simulation game. The result was Cities: Skylines. The game took the PC market by storm, succeeding in almost every way SimCity failed: huge sprawling maps, not only-online, no DRM, only £30 in price, community modding and content actively promoted; it was a revelation in a genre previously squashed by greedy business practices.

Colossal Order pounced at a ripe opportunity, and have managed to capitalise on EA’s blunder, injecting some much needed competition into the genre. Competition is needed in all commercial fields, especially videogames, in order to foster innovation and high quality. Without it a genre can become stagnant, stuck in the same rut of rinse and repeat with minimal improvement. This is an issue which afflicts much of the industry, and especially EA. They hold commercial monopoly over the football, soccer and hockey sports franchises, and it’s resulting in a lack of new bright ideas and gameplay innovations. However, the company is still keeping fans of these genres happy. The games are still (generally speaking) of impeccable quality. The Sims franchise, on the other hand, is another story entirely.

The Sims is the bestselling PC series of all time, even surpassing Myst. It has sold tens of millions of copies over the years since 2000, and has generated millions of dollars in profit. Strangely, there has never really been a direct competitor to The Sims, even after sixteen years of existence. True, there have been attempts such as Virtual Families, yet none have garnered the game mass-success that the Sims has. But this might soon change.

The Sims 4, the latest main iteration of the series, has been somewhat controversial among players and critics alike. While the game ushered in many improvements, such as a new game engine, improved emotional system, more believable Sims, deeper building tools; the game also cut out a lot of content which was present in previous base games. Swimming pools, cars, an open world, even toddlers were all missing from The Sims 4 at launch, with many still absent. This is concerning. Sequels should improve upon their forebears and offer up more content, not cut some of the most fundamental and important aspects of the series.

It is painfully clear why this has happened. Since its inception, The Sims revolved around the idea of offering players brand new content via paid expansion packs. There is, of course, nothing wrong with this practice. It keeps the game healthy and the fan base active well after the initial launch. Unfortunately, the omission of fundamental content in The Sims 4 is down to the greedy practices of EA, and it is likely that many of these features will be added in later expansions, meaning that players will have to pay extra for what they once got as part of the base price. It’s unfair, and while the backlash has been in no way as extreme as with SimCity, sales of the franchise have taken a substantial hit, as evidenced by the lack of official sales figures released by EA.

The community is beginning it to rather frosty, and thus there is a golden opportunity for a rival developer and publisher to combat the bloated, gangrenous beast The Sims has become. Taking a leaf out of Colossal Order’s book, someone has the chance to, not only make a mountain of cash, but also show up EA and The Sims Team. By listening to the community, adding all the things EA wrenched out of The Sims 4, and providing new base game content such as weather without the need for countless expansions, a new lease of life can be injected into the genre. It will also, hopefully, force EA to respond in kind and give players the Sims game they truly deserve.

This is an article I found: Paradox can do this the article has made it clear!

WHY CITIES: SKYLINES MIGHT SPAWN A COMPETITOR TO THE SIMS

Cast your minds back, dead readers, to the forlorn days of 2013. It was a time of elation – China was busy re-igniting the space race by landing its first rover on the moon – but also a time of darkness and fear. And I’m not talking about the complete shutdown of the entire US government. That year brought about one of the most tragic, and diabolical disappointments ever to hit the games industry.

The hype around the release of SimCity, the 2013 ‘reboot’ of the blockbuster city-building game was reaching fever pitch in the weeks leading up to release. Every teasing glimpse fuelled the fires of fandom, as the series’ first venture into the 3D realm looked set to send seismic shockwaves through the industry. Yet, upon release, people’s expectations began to topple faster than a skyscraper in a Godzilla movie.

The game was a complete and utter disaster. The map size was barely enough to house a hen coop, the AI was woefully erratic and unreliable, and the game was lacking in the deep complexity and detail which defined the series in the past. Of course, you could only experience these dire shortcomings if you actually found a way into the game itself. See, EA concluded that PC gamers were a bunch of dirty pirates who were hell-bent on illegally pirating games in order to circumnavigate the process of paying for them. So in order to combat this they decided to make SimCity always online.

A great idea, right? Being constantly connected to the World Wide Web, players could team up and help one another’s cities by sharing resources to further their expansion. Each ‘world space’ allowed for multiple cities to be established, all run by different players, and they could work together to build giant super-structures such as international airports to the benefit of all in the region. It sounded like a fantastic idea, bringing an element of co-operation to a previously singular experience. This was of course just the marketing spin churned out by EA to mask the anti-consumerism of their always-online DRM policy.

The result was a spectacular meltdown on release day. Servers were soon overwhelmed, with traffic numbers far exceeding those predicted by EA and Maxis, creating digital tailbacks longer than rush hour in Beijing. People were completely unable to play their newly purchased $60 title, and the issues extended into the weeks to follow. The backlash, as you can imagine, was extreme. Gamers felt victimised by EA’s antics, treated as criminals. The fallout no doubt brought about the closure of Maxis a few years later, and left the IP, and EA as a company, tarnished in the eyes of gamers the world over.

The city simulation genre looked doomed to languish in silence in the wake of SimCity’s debacle. Thankfully, a small indie studio, by the name of Colossal Order, realised that there was a gaping city-sized hole in the industry just waiting to be filled by a full-flavoured city simulation game. The result was Cities: Skylines. The game took the PC market by storm, succeeding in almost every way SimCity failed: huge sprawling maps, not only-online, no DRM, only £30 in price, community modding and content actively promoted; it was a revelation in a genre previously squashed by greedy business practices.

Colossal Order pounced at a ripe opportunity, and have managed to capitalise on EA’s blunder, injecting some much needed competition into the genre. Competition is needed in all commercial fields, especially videogames, in order to foster innovation and high quality. Without it a genre can become stagnant, stuck in the same rut of rinse and repeat with minimal improvement. This is an issue which afflicts much of the industry, and especially EA. They hold commercial monopoly over the football, soccer and hockey sports franchises, and it’s resulting in a lack of new bright ideas and gameplay innovations. However, the company is still keeping fans of these genres happy. The games are still (generally speaking) of impeccable quality. The Sims franchise, on the other hand, is another story entirely.

The Sims is the bestselling PC series of all time, even surpassing Myst. It has sold tens of millions of copies over the years since 2000, and has generated millions of dollars in profit. Strangely, there has never really been a direct competitor to The Sims, even after sixteen years of existence. True, there have been attempts such as Virtual Families, yet none have garnered the game mass-success that the Sims has. But this might soon change.

The Sims 4, the latest main iteration of the series, has been somewhat controversial among players and critics alike. While the game ushered in many improvements, such as a new game engine, improved emotional system, more believable Sims, deeper building tools; the game also cut out a lot of content which was present in previous base games. Swimming pools, cars, an open world, even toddlers were all missing from The Sims 4 at launch, with many still absent. This is concerning. Sequels should improve upon their forebears and offer up more content, not cut some of the most fundamental and important aspects of the series.

It is painfully clear why this has happened. Since its inception, The Sims revolved around the idea of offering players brand new content via paid expansion packs. There is, of course, nothing wrong with this practice. It keeps the game healthy and the fan base active well after the initial launch. Unfortunately, the omission of fundamental content in The Sims 4 is down to the greedy practices of EA, and it is likely that many of these features will be added in later expansions, meaning that players will have to pay extra for what they once got as part of the base price. It’s unfair, and while the backlash has been in no way as extreme as with SimCity, sales of the franchise have taken a substantial hit, as evidenced by the lack of official sales figures released by EA.

The community is beginning it to rather frosty, and thus there is a golden opportunity for a rival developer and publisher to combat the bloated, gangrenous beast The Sims has become. Taking a leaf out of Colossal Order’s book, someone has the chance to, not only make a mountain of cash, but also show up EA and The Sims Team. By listening to the community, adding all the things EA wrenched out of The Sims 4, and providing new base game content such as weather without the need for countless expansions, a new lease of life can be injected into the genre. It will also, hopefully, force EA to respond in kind and give players the Sims game they truly deserve.




The 10 biggest problems with The Sims 4
Gamecentral

As EA consolidate The Sims creators Maxis under their mobile label, a reader details her grievances with the Sims 4.

‘If Sims 4 doesn’t sell there won’t be a Sims 5’
– SimGuru Grant (aka producer Grant Rodiek)

That was the ultimatum given to the community in the first few days post release. Just after a year later let’s look at why there was criticism around The Sims 4, and why there continues to be.



1. Before launch there were controversies around The Sims 4

Earlier in 2014, a former EA employee who worked on The Sims 4 came out to discuss the creation of The Sims 4 as an online game project named ‘Olympus’ which was worked on from 2008-2012. Not only were there Q&a from this former staff member, there were screenshots and a concept video. All which match the ‘look’ of the The Sims 4 we see today very closely. Once the ‘leak’ was identified Electronic Arts quickly moved to stem the news. However, some community news outlets managed to keep track of the news and preserved this exchange for future reference.

25,000 simmers to delay the game
During production SimGuru Grant stated that the game would have all existing life stages as seen in The Sims 3, but just a month before release the development team announced that they had cut some major features from development in The Sims 4. The biggest feature cut was the toddler life stage, which has been a fundamental game staple since The Sims 2 and the inception of generational play in the The Sims franchise. There was a petition signed by 25,000 simmers to delay the game because of these issues.

However after the initial announcements of pools, ghosts and two extra careers to placate the community, the developers then zipped their lips in regards to toddlers. The thread ‘EA/Maxis Silence on Family play and Family players’ began in November 2014. It was written purely as a reminder to the team of how important this issue was to many. As I write this the thread is at 965 pages, 19.3K comments and 348.8K views. Despite this there has been no official word if thousands of requests for a finished base will ever materialise. We have also seen talk of how limiting the new technology is since release directly from developers, which contradicts the earlier statements.

2. The ‘Vision’
Since release this has often been used to explain away questions. However, this new ‘vision’ has never been shared with the customers. If you want to make fundamentally changes to a sequel then you need to be honest and let people know what your vision is. A vision should be able to inspire people to get behind you if it is wonderful. A vague vision is not enough to explain away criticism and resolve problems all by itself.

3. Giving funds from The Sims to Titanfall and other titles
Funds from The Sims were funnelled into Titanfall and Battlefield. Fair enough, however it is very unfair to then claim poverty and give customers of The Sims an inferior product. Developers have often claimed staples of predecessors are too expensive with their current budget.

4. ‘A truly stable base game’
Producers Graham Nardone and Ryan Vaughan both made assertions that The Sims 4 is a truly stable base game. There were so many cuts made that the stability was supposed to be the trade-off. Yet the game has been riddled with bugs since the day of release. Below are a few examples or the more serious bugs.

One major issue that has been brought to EA’s attention for months was the incest bug, which is an unacceptable bug for a Teen-rated game. This bug causes related sims to form romantic interests with their children and other relatives. This is a game-breaking issue for many players.

Culling is another issue that has been widely reported since release. Culling happens when the population of the town reaches 180 sims. At that point, the game deletes extra sims, even sims that your sims have formed relationships with and procreated with. Until recently, the development team has said this is ‘working as intended’. Now, however, they claim they are looking into fixing it. The problem has always been that the game generates sims each time you travel through a loading screen and you reach the 180 sim limit relatively quickly if you are anything other than a hermit. Players who modify the game have created mods to bypass or eliminate the 180 sim limit.


5. ‘We are listening’
This is the statement from the company to customers. However some have concerns whether this is completely accurate. With each interview given by the development team and senior figures at EA sometimes their answers show the complete opposite.

Peter Moore, COO at EA, recently came out to say, when asked where everything is in Sims 4, that customers ‘forget’ that it takes years to get all the ‘stuff’ for Sims games, and that now they have expansions everything is starting to feel good. That simmers are ‘a hardcore bunch’, adding to finish ‘toddlers and pools – look at the furore that was’. Well, Mr Moore, you may find it is not a ‘was’ but very much an active request within the community.

Another example of this was Rachel Franklin’s assertion in the Metro that removing Toddlers was the best decision she could of made for the game to date. When you have customers giving you the benefit of the doubt over a feature like that, the last thing you do is make it sound like you are trivialising their valid complaints.

6. It goes far beyond ‘just’ toddlers, Create a Style or the myriad of other missing content
Toddlers have become a symbol of something bigger. The way EA released the base unfinished, and appears to believe that the bare bones base is worth the AAA price tag on the game, is a huge issue. There has been no mitigation of the problems with a smaller price tag.

I have seen players amongst the community suggest that if this game had been marketed at a cheaper price or even as a ‘side’ game that they wouldn’t have been so frustrated by the apparent lack of action or slow progress towards finishing the base. What I mean by this is the staples seen in the game for the past 5-14 years. These include toddlers, terrain tools, and Create a Style – there was a list of 82 features cut from development which includes no expansion pack content.

It has been suggested that some of the ‘new’ game features in the expansion packs were worked on pre-release. An example being Windenburg. This is the new European-themed world about to be released with the expansion pack, The Sims 4: Get Together. The artwork for this was found in the game files pre-release.

There is a precedent for cheaper sims games as side games – many sims fans have owned and played the console versions, or limited versions like The Sims Life Stories. The difference is with a Sims PC sequel indicated by the ‘4’ in the title it is advertising it to stand beside its predecessors in depth and content.

7. Simulation
The Sims series has made much technological advancement throughout the past 15 years, though The Sims 4 seems to have taken steps backwards or completely removed these. This is a game that is supposed to be a life simulation, yet it hardly has any simulations occurring within. The bustling neighbourhoods are an illusion and players that play with more than one family can easily find their immersion broken.

In the past, the simulation aspect has always recognised when sims should be at work or school and kept them from populating the background. That doesn’t happen in The Sims 4. You will likely see kids wandering the neighbourhood during school hours.

The simulation is also lacking in sim-to-sim interactions. Their reactions to everything are the same no matter what. Their traits don’t make them unique. Sims that are supposed to be ‘sloppy’ clean just like all the others, completely unprompted. Beyond idle animations, they’re all the same, which means that the game lacks depth.

8. ‘Modder friendly’
Player made mods have to be updated with each game patch. There have been sometimes twice monthly patches. For any player that uses those mods, they have to wait for the mod update or they risk corrupting their save file. This has put a lot of pressure on modders and some have given up and left the community.

In past titles in the ‘The Sims’ series, modders have fixed the game-breaking bugs that EA and Maxis continuously ignored. Without mods, some versions of the game would be completely unplayable. EA and Maxis have relied on the modding community to fix the game and now they seem to be packing up. How that will affect the game is yet to be determined.

9. All customers who give you feedback should be appreciated
Many of the people asking for better have been loyal to the series for up to 15 years. It is disingenuous to suggest they do not know their own minds or what to expect. Without the success of the predecessors fuelled by all your customers the chances are The Sims 4 would not have existed.


10. The legacy of SimCity 2013
Many of the fans of The Sims were also fans of SimCity. After the way this was handled -excuses which were proven to be wrong, blaming the customers and assertions that the game was ‘great’ despite the criticism – is very reminiscent of what is happening around The Sims 4. The forums and elsewhere on social media almost mirror what is going on now.

We all watched EA shut down SimCity 2013 with no warning, shutter Emeryville and hand developers their redundancy papers without even announcing to the fans what was going on. This is why customers are so passionate to ‘fight’ for their beloved Sims game – because as of now there isn’t any competition in the life simulation genre.

In the end EA and Maxis will do as they will. They will likely follow their same MO of silence, feigned ignorance, and unmitigated enthusiasm while complaints continue. People will reach over their own tolerance levels of hope for the future and slip away, and some customers who enjoy the game will, hopefully, do so for years to come.

However, by ignoring the issues they are letting themselves down most of all. Electronic Arts CEO Andrew Wilson’s promise of ‘Player First’ will be seen as nothing but hot air by more and more customers, and these customers will continue discussing the poor reputation EA have. Eventually, even the biggest companies must realise that feedback comes from those who care and you can’t buy that sort of loyalty. Once it’s gone it is very hard to recapture.
 
Last edited:

MsBookWorm

Corporal
Aug 16, 2017
25
1
Update on Expansion failures on Sim 4

If anyone else has feedback on this please post i think its good Paradox hear about it!

Sim 4 Pets is worse then sim 3 Pets
19 years EA has and they still use the same method of bringing out their dlcs! They are bringing out pets for sim 4 which only now has dogs and cats and you can't control them only their behaviour. In sim 3 you can but not any more in sim 4 and the real deep pain is that its nothing different. You have to buy the game twice again to experience the same thing so that in itself is so depressing and Paradox will never do this! Bring out cities skyline 2 and make it have realistic graphics and another DLC on keeping the city green! It just slight improvement with more of the same old thing and that is why Paradox need to step in cause the developer do not care. And it will keep being this way cause it works and fans will just keep forking out the money.

There is get together, get to work, city living, outdoor, and stuff packs, its all the same as sim 3 just better graphics and fans are complaining how expensive it all is!

Expansive DLC

There is about 8 full pages of complaints on how expensive it is!

Quote from one fan that seem to say it make sense but with the amount of money you could have bought so many more other games!
  • I spent a lot more than $600 on TS3 and I was a teen. I don't have a lot of hobbies so I don't mind spending up to $40 a month on a game.
  • $80 for base game,
  • $120 for 4x GPs
  • $150 for 3x EPs
  • $150 for 10x SPs
  • (yes, exorbitant Aussie prices)
  • Total = $500 divided by hours played (2300) = 22 cents per hour. IMO totally worth it.
 

MsBookWorm

Corporal
Aug 16, 2017
25
1
This will post will just show comments of how unsatisfied we all are and hope paradox can see the cry for change is real!

Topic: I CANNOT STAND WHAT THIS GAME HAS BECOME ANYMORE!

Quote
  • At this point, I would be happy if they even went as simple as the first Sims game released. EA did such a bang-up job on butchering the series that a true first step from another company would be all it would take to get my attention.

Quote
  • TS4 does not feel like a true "The Sims" game to me. I mean, do I have fun with it? Yes, I do. But that fun only lasts for maybe an hour or 2 hours tops. I feel like its just "too easy". I am a HUGE Sims 2 fan, and when it comes this game, It feels empty, missing all the small quirks and humor from the past 3 games.

Quote
  • I totally agree with you all. The only thing I really enjoy is the CAS. I wish I had only gotten the CAS demo, cause honestly, I don't like paying 60 bucks for a game that seems rushed and unfinished to me.They might as well just release some kind of expansion for the Sims 3 that has that CAS, and I wouldn't even care if I had to pay 60 dollars for that, but I'd be happy.
  • Sigh.. forever wishing they had continued the realistic looks as it is in fact a life simulator. But noo, let's get rid of the toddlers, cause that makes sense.

Quote
  • OP, then please join one of the many deviant player threads because we need all the support we can get. The days where Sims die of hunger in six hours are over, the days where Sims can get electrocuted (which I feel is dumbing down) by just touching a TV without any skills is over. I feel the games have slipped into My Little Pony Mode and or Barbie World. I know they added emotional deaths this time instead of accident but to me dumbing down the game also includes making it so easy you never have to worry nor does your Sim and why they stand around knowing they have it made with that big fat grin on their faces. They know they get a skill instead of the commode blowing up in their faces.
Quote
  • There would be no argument if game companies stopped only focusing on how much money they can leech out of their customers, but actually focused on quality of a game. When you put the time and effort into a game it will show. Take GTA for example, with each iteration they improved on the game, adding new and exciting things, but still sticking to the core of the game. GTA V is the best selling in the series, and it's not because it's riding on the coat tails of the name GTA. It's because they worked their bums off and produced an extremely addictive, entertaining, and awesome game. Can we say that EA or Maxis has done the same?
Quote
  • I agree I have played sims for as long as I can remember (all the ways from sims 1) I have bought every stuff pack and expansion pack Ever made and never had a complaint before but now since sims 4 I really resent paying out money for packs and expansions to try and improve a game that is boring and lacks basic features that other games in the series had from the base.
 

kremesch

Corporal
Aug 8, 2015
28
42
All I can say is if anyone makes another game to compete, and it's online, I will not consider it.

to me, the whole point in playing a simulation involving people and cities is to play God. I can't do that if I have to collaborate with other people I have no desire to play with or even know. My God-complex is removed in those scenarios and it becomes a group collaboration. I'm not a 'Team player.' I'm not even going to attempt to pretend that I am.
 

MsBookWorm

Corporal
Aug 16, 2017
25
1
All I can say is if anyone makes another game to compete, and it's online, I will not consider it.

to me, the whole point in playing a simulation involving people and cities is to play God. I can't do that if I have to collaborate with other people I have no desire to play with or even know. My God-complex is removed in those scenarios and it becomes a group collaboration. I'm not a 'Team player.' I'm not even going to attempt to pretend that I am.

Online but not players to be seen!

A simulation like the sim does not need to be about playing God at all just look at Cities skyline, transport fever and the big success of Planet Coasters? Being online means the AI can be handle more efficiently and more processing power given to it so it can many things that a single player cannot.

And being online does not mean you have to be with other people it can be online and not be with other people for this particular idea I have. And if it is with people you don't need to fear that issue has been worked out already. :) Don't worry about spam, PVP killer, etc or the things that exist in almost all MMO. There is The Crew and it has everyone connected but you can't see all of them. They can't do much to the world any more as they can't change things. :)

Also a game like the sim could work online but I was not posting about that idea. Its more about the world of the sims can be online as well as the AI but you can't see other players and players can't annoy you unless you invite them? But its about making the AI and the world more complex then what you get with a single player game. So this idea could be very satisfying to all lovers of the sim and cities skyline!

Big world to play in with advance like AI to also imporve network issues and players can be all alone with the AI. :) However it could start small first in a small area and all offline to see if players like it this way.

But again this idea I posted have not been done before! :) Its new! :) And I think it can be done! Cities skyline could go online to make the world even more complex then what you see! Cause the processing power will be there for more things to be done! :) But you won't other players to disturb you a world all lone with the NPC or you can invite friends.

I control parents and friends control the children!

Also this type of game is about management so if you like cities skyline you will like this sim as its all about management too for the casual and for the hardcore. :) No more just aimless clicking that is what I wish! :) And people will love it if their friends can join in with them to help manage! It could all be done via AI but imagine if you could control parts of your house hold and your friend controls the kids? You could have lots of friends or stranger you have trusted to control a neighbour! Could be like Ark survival with many dedicated servers from different area around the globe to play on. but i doubt the next sim will reach that stage. Perhaps might be offline and you can invite players to come help you? But i doubt the next sim will reach that stage. Perhaps might be offline and you can invite players to come help you if somehow there are dedicated servers with out the payment fee?
 

Susanna

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I do not want a multiplayer experience when I sim. I am, in fact, a control freak simmer. And I'm not alone; it's one reason Sims 2 retains a sizeable core of players, 13 years after release (8 after development ceased, in 2009) - Sims 2 is the version of the game that most allows a player to control virtually everything about their game, if they want to.

I don't want a multiplayer experience when I'm playing a city builder, like Cities: Skylines, either. Multiplayer makes sense when we're talking about a strategy game, like most of Paradox's offerings, but I just can't see it working well with either a city builder or a life simulator.
 

kremesch

Corporal
Aug 8, 2015
28
42
Huh? It's been a while since I played skylines. I'm pretty sure it wasn't online. Did something change since I last played?

I also have no internet connection at the cabin and I like to build when I'm there. I can't do that with an online requirement.

Sorry. But no.

I completely agree with you Susanna
 

Susanna

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  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Prison Architect
  • Prison Architect: Psych Ward
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Cities in Motion 2
  • Europa Universalis IV: Wealth of Nations
  • Heir to the Throne
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
No, Cities Skylines isn't multiplayer. (But Sim CIty 5 was! Do not want!)