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crocobaura
5 years agoSeasoned Ace
"logion;c-17494141" wrote:
I understand that they do it to save time, but it bothers me a lot when they reuse animations that does not really fit the situation or when you start to wonder if they really created the item because they wanted to or because it was easy to animate. And then you even start to wonder if they made a whole pack because they or the community wanted it, or because they have made similar things before.
The hugging of the worm in the pack trailer is a good example of an animation that I don't think works at all. You can't hug a worm, you would end up hurting it, but they reused the same animations anyway.
The magical gun that cleans pollution is a good example of an animation where you wonder if they really made that item because they wanted to, or because they already had a very similar animation.
That animation and that item have been used in seasons as a gardening tool, in strangerville, and for the repo man in discover university.
It makes the pack look cheap in some areas, and I don't like it. They created a bunch of good items in the pack from what I can see for example a dew collector, a windmill, a candle making table, but then they made a magic gun that has nothing to do with eco living in my opinion just because they probably wanted something that could fix the environment faster or because they wanted something that your sims could invent. That thing is so absurd and they probably added it because they already had the assets for it.
Is it really that difficult to hire some more animators? Other game development studios know that animations take time, that's why they have a lot of people working on them.
Probably they have limited budget for animations. All businesses cut corners and expenses because of time constraints and profits need to be high for their investors. I guess the issue with the reused animations is that sometimes they feel like they were done by CC modders with no skill at animation so they used whatever interaction was somewhat suitable for their object from the pool of available interactions.
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