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7 years ago
"JoAnne65;c-16250075" wrote:
If that were his perspective, apart from the fact he should have mentioned that (I’m just referring to my own team here when I say we) because it’s not logical the average gamer knows that, I don’t understand the next paragraph.We effectively have four or five live teams at once. We have monthly patches or even quicker than that, the monthly free content. I'm on the expansion team and I oversee the game pack team. We have a lead producer on the stuff pack team, we have a lead producer on the console team and all of those have different groups and engineers, but then we need to think about how they can work together - getting one engineer make one feature that works in two places. We have to talk all the time about what bugs we have to fix, who is going to do this bug, bringing in extra staff to help us out with toddlers that we can then use for pets. It's a logistical challenge.
I’d say working for Sims 3 was even a bigger logistical challenge, with teams that were even seperated geologically.
Believe me there were issues because of it in Sims 3. For one the packs only was made to work well with the base game - which manifested in some of the issues players still have with Sims 3. In Sims 4 they make sure all the additions work well together and in order to do that they had to have the whole teams working at the same studio.
The 5 teams they have at the studio is The ep team, the gp team, the sps team, the Free content team, and the Fix-it team that works on bugs and makes the patches. They introduced a lot of these people in the Get to Know the Guru's, and the Q and A threads we had back in 2014. We did not meet everyone - just the small numbers of those who volunteered to be Guru's.
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