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7 years ago
"Erpe;c-16225340" wrote:
@Deshong04 You are too difficult to quote because I even have to read your whole message just to find out what you wrote and what I wrote. So I will try in my own way:Duh...TS4 has less resources than TS3. All I asked was didn't TS3 have two different EP teams yet you go on putting words in my mouth I never even said. You just been assuming what I said and what I mean than what I'm actually saying.
I'm not sure if TS2 or TS1 had two EP teams but if not they still had for the most part two EP's a year. If TS3 was the only Sims game in the series to have two teams, then I personally take that to mean because it needed a longer development because of what the game engine/base game introduced.
TS4 started out as TSOlympus so yeah duh it's resources are on a much smaller scale than the previous game.
Again you are guessing and assuming. Yes TS4 started as project Olympus which we only know because a certain developer left EA and then thought that he could leak confidential inside information. But the previous big Sims games started out as projects too. We just don’t know their code names because nobody leaked them.
How many developers worked on TS3 during the development of the basegame? We don’t know. But we know that other teams released EPs for TS2 at the same time. There were also in those days teams who made the Sims Story Line games and console games. So EA had always several teams working at the same time. Nothing new there.
During the development of the TS4 basegame EA had the studio in Salt Lake City making 2 EPs for TS3 both in 2012 and in 2013 such that more developers could work on the Sims 4 basegame. This doesn’t indicate that EA had fewer developers working on it than EA had on the previous basegame. But it took likely more time to find a new focus for TS4 to make it different from all the previous games. So they experimented and ended up with more focus on autonomous behavior on the cost of the size of the world and more focus on happiness and partying with less focus on raising a family (which again brought them to simplify babies, omit toddlers and simplify teens too).
But after the release of the TS4 basegame things changed because the Salt Lake City team then was removed from the Sims games because EA didn’t want so many big EPs released for TS4. Instead EA wanted to reduce costs by focusing much more on GPs and especially SPs which are much easier and cheaper for EA to make. I haven’t calculated the exact amount though. But if I did I would likely end up with the result that if people buy all released expansions every year then they will end up using just as much money every year on TS4 as they did on TS3. So the difference mainly is that EA releases the same value in money for TS4 as EA did for TS3 each year - but for much lower expenses because the new types of expansions require much less work then all the huge earlier EPs did.
What most simmers don’t seem to understand is that the developers don’t just know in advance how to make the next big game. If they just started making it then they likely would just make the previous game again (or something that would be extremely similar to it). But then most customers would say: ”Why should I buy the same game again just to see some very small adjustments! This would be way too expensive! So I will just continue playing the game that I already have!”
So the developers has to consider first how to make a completely different type of Sims game. They can’t just start making the game. So they likely come up with different ideas which they then have to test in different projects. Grant just told us that because he is a producer (who mainly just has to coordinate things) there isn’t much for him to do in this early stage and I think that it is because there isn’t anything to coordinate when people working on different projects just test different ideas. Only later when they have to choose which ideas to actually use the producers can start doing their real work.
I just want to comment on one thing. We know exactly who and how many worked on TS1, TS2, and TS3, because every name, even those who only did one texture for an object and nothing else (as an intern) were always listed in the credits. You don't have to guess. Read the credits. Maxis used to list anyone and everyone who was even in the room at the time, including all internships, so, it's not a guessing game. It's TS4 that doesn't list it's credits or allow the customers to know who did what and who was over what project and who might have just done one texture and nothing else. TS4 is the guessing game if it even has interneships, or how many people (including markerters) were involved. TS3's team and TS2's teams were huge, huge teams. We know from Rachel TS4's base had one hundred people working on it that includes orchestras, and other things people don't think about, etc.
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