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5 years ago
"SimmerGeorge;c-17598871" wrote:"Simburian;c-17597526" wrote:"muzickmage;c-17597437" wrote:"Simburian;c-17597427" wrote:
What other game allows you to have 70 or so families in a Save, in-game with all 200 plus Sims meeting one another and being able to rotate from one family to another? That's what I am currently playing with some ease. It's made for people like me who like to create communities, not just one Sim's story, though that can be done as well. The game needs imagination to play and lots of players don't seem to have it these days.
This game is getting very complicated, tying up one thing to another and I can understand why they are proceeding so slowly in Stuff and Game Packs. What other game can do what Maxis have to do?
I'm sorry, but I don't see the relevance of your argument.
The topic isn't about what the game can do, or whether it has competition. Its about... what are we getting in respect to price tags, (while also discussing at times) vs earlier sims iterations.
Who here on this thread is questioning, or debating the game giving us the ability to build a house, or manage a family?
Yes, the game can do a lot. Fair enough. How is that relevant to the existance of My first pet stuff vs cats and dogs. And if all the content of both packs could have been added to the game, wouldn't it have been a fair argument as well to just add it all with 1 pack, rather than 2?
It's all too relevant. What's "My first pet stuff" got to do with it? I bought that too and it added useful gameplay. I don't believe anyone here knows what goes into the making of this game and the complexities of it. How do you know the expense that comes with one stuff pack or even one interaction on it? Small packs anybody can add to the base game for a bit more play and they are cheap in my opinion.
Large expansion packs only, would come in at about USA $80+ or UK £60+ pounds by my reckoning. These days I pay £70+ for a basic pair of shoes.
I've got nearly 6,000 hours of gameplay out of Sims 4 for my money. How many hours does a game like Red Dead Redemption 2 give you before you give up or get tired of it and on to the next game?
@Simburian You are implying so many things I don't know where to start.
But you know about your most relevant comment.
I already went into why the "I got so many hours out of the game for the money" argument doesn't work.
Also leave other games out of this.
How I know the expense and effort? I don't know it exactly. But the Sims team aren't the only programers in the world. Other people who know about coding and making games can actually tell you how hard or easy some things are. And in general you can always try and compare stuff with previous Sims games.
The coding part of the game.... that's what gets me about this NK pack. Plopsy, for example, (IMO) is a great idea and addition to the game. When discussing the idea of it, I will likely defend it.
But the presentation of it.... I won't be so quick to defend that. The sims team did very little to hide the fact that they copied and pasted a 6 year old script. Plopsy is just the same store script we've seen from day 1. The same scripted popup for buying seeds and shopping at ROM shops. (as I mentioned in another thread about plopsy).
I would have thought, being that plopsy was a main selling point for the pack, that the sims team would have at least given it a different color. Maybe change the dimensions of the popup window a little. Given plopsy it's own look would have gone a long way. It would have made it more seemingly.... unique, different, new.
Now, i'm not going to pretend to know about coding. I don't make video games. But over the years of playing around with web/graphic design I did learn that the white background for plopsy is simply decided by the coded color of "FFFFFF". Which the sims team could have simply changed to "000000", or something else. The dimensions of the popup are just as simple to change when using ideas such as the "table" script.
My issue with Nifty Knitting isn't what was offered in the sense of ideas, but more so with how the ideas were presented/giving to us. Its seems like the sims team just said.... "ok, we'll just copy/paste this, and copy/paste that, and presto, new pack.... get the price tag.
I don't see evidence of much effort to make this pack feel new and unique. The ideas are new yes. But the presentation of these ideas. Not everything feels brand new.
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