Forum Discussion
4 years ago
I personally do not want a full, proper multiplayer component in The Sims franchise for fear of the harm that could come to single player. It is not easy, and some would argue impossible, to balance a game to equally be fun in both multiplayer and single player.
Further, multiplayer brings up the questions of:
1) online only game or mode,
2) anti cheat software and the availability of official cheating,
3) content filters (think forum banned words not allowed in the game) and dealing with griefers/harassment and children,
4) live service/microtransactions (multiplayer live services can be pricey to maintain and play, so how will it affect the monetization?),
5) servers (public only, private, or rented and how complicated is the set up?) and what is server versus client side,
6) content exclusive to single player versus multiplayer modes (one side can easily be or feel neglected and some things will not work well for both),
7) servicing the divided community (this issue is fairly complex, but even now play styles can divide the community fairly heavy handedly and adding a multiplayer mode, which would be practically a different game away, would divide it further; servicing both will be next to impossible with just in my experience items perfectly fine for certain playstyle ruin other playstyles and I cite the eternal PVE v. PVP debate for this alongside all the other single v. multi debates),
8) competition/PVP (do we want to, or even can we, avoid it?),
9) the amount of control a player has (your main question of scope, as well as the question of server admins/moderation) especially versus other players,
10) how will DLC and mods/CC work (does everyone need the same DLC and mods/cc to use it, just the host, or will it be available at all?)
I am sure I am missing more, and this doesn't even account for the fun and true form of the multiplayer mode. I have seen many games try to sit on the fence here and I cannot think of example off the top of my head where it doesn't show because everything has a trade off. For example, if I had to pick a multi design, I'd want it 100% client side/private server for player control. However, that also means EA will have next to no control over cheating and harassment.
Now, I have played a number of games with multiplayer and control is always my utmost important thing to have in regards to it (and if I don't, I could very well dislike the mode or game depending on how integral it is). Similarly, if you are looking for that MMO, GTA Online experience for your multiplayer, you'd probably hate this sort of form for a number of reasons.
This all being said, I am not against things like the gallery. I would consider that somewhat of an asynchronous multiplayer element. However, sharing a server with a stranger is the last thing I want (and the anti cheat software, online only requirements, game limitations, etc. that come with it).
Further, multiplayer brings up the questions of:
1) online only game or mode,
2) anti cheat software and the availability of official cheating,
3) content filters (think forum banned words not allowed in the game) and dealing with griefers/harassment and children,
4) live service/microtransactions (multiplayer live services can be pricey to maintain and play, so how will it affect the monetization?),
5) servers (public only, private, or rented and how complicated is the set up?) and what is server versus client side,
6) content exclusive to single player versus multiplayer modes (one side can easily be or feel neglected and some things will not work well for both),
7) servicing the divided community (this issue is fairly complex, but even now play styles can divide the community fairly heavy handedly and adding a multiplayer mode, which would be practically a different game away, would divide it further; servicing both will be next to impossible with just in my experience items perfectly fine for certain playstyle ruin other playstyles and I cite the eternal PVE v. PVP debate for this alongside all the other single v. multi debates),
8) competition/PVP (do we want to, or even can we, avoid it?),
9) the amount of control a player has (your main question of scope, as well as the question of server admins/moderation) especially versus other players,
10) how will DLC and mods/CC work (does everyone need the same DLC and mods/cc to use it, just the host, or will it be available at all?)
I am sure I am missing more, and this doesn't even account for the fun and true form of the multiplayer mode. I have seen many games try to sit on the fence here and I cannot think of example off the top of my head where it doesn't show because everything has a trade off. For example, if I had to pick a multi design, I'd want it 100% client side/private server for player control. However, that also means EA will have next to no control over cheating and harassment.
Now, I have played a number of games with multiplayer and control is always my utmost important thing to have in regards to it (and if I don't, I could very well dislike the mode or game depending on how integral it is). Similarly, if you are looking for that MMO, GTA Online experience for your multiplayer, you'd probably hate this sort of form for a number of reasons.
This all being said, I am not against things like the gallery. I would consider that somewhat of an asynchronous multiplayer element. However, sharing a server with a stranger is the last thing I want (and the anti cheat software, online only requirements, game limitations, etc. that come with it).
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