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SimmerGeorge's avatar
SimmerGeorge
Seasoned Ace
6 years ago

The unfortunate increase in Rabbit holes

Hey guys,

So one thing I don't understand about the Sims 4 is its use of rabbit holes lately. Personally I never had an issue with rabbit holes in the Sims 3, since we had such a huge world and tons of community lots to visit and explore that rabbit holes didn't turn me off as much (maybe only the restaurants which I really wanted my sims to go in).
However once the Sims 4 got released and it had neither an open world or open districts but just one active lot and its surroundings the team justified their decision to do this by saying that it's just a trade off for being able to do more things with the active lots.
Even though we can argue if the team managed to compensate the removal of the open world by creating more interactive and complex active lots (which I don't think is fully the case), the rabbit holes have made a return in the last few packs.

In particular the Sims 4 University features tons of rabbit holes. All the buildings except for the dorms, houses and one cafeteria are rabbit holes. That is the case for both universities. But shouldn't there be some trade off for that? I cannot find almost anything to compensate the fact that we suddenly have both rabbit holes and loading screens and the active lots we have aren't necessarily more complex or interactive than any previous games. It's all the same things we could do in the Sims 3 but there were no loading screens there.
There is also a big decrease in lot numbers. Britechester has probably the least amount of things to do in any University pack so far. There were tons more things to do in The Sims 2 University. So in what way does the game make up for the removal of the open-world and increase in rabbit holes? What did we even gain from that apart for just more sims being on the lots? And shouldn't the addition of rabbit holes as university classes give them more freedom to create more active lots to go to?

The same applies to the Sims 4 Journey to Batuu. This place is filled with rabbit holes and has like 3 active lots in total. But there is still no compensation for that. Even when the sims go into the woods to fill their bladder or when they get in that rocket thing they just dissapear, no ability to follow them and not even an animation. Shouldn't the removal of the open-world and addition of a crazy amount of rabbit holes give them freedom to do more stuff? Why aren't they doing more stuff then? I just cannot see the reason why there are so many rabbit holes. They say they wanted to avoid having to many loading screens. My answer is since when? We've had loading screens in all other worlds so far and it was super annoying sure but why are they changing their minds now and saying they don't want us to sit through loading screens? Maybe they should have thought of that while making the base game and just include open districts?

Building a game full of loading screens for the sake of having more active lots but then removing the active lots for the sake of less loading screens results to packs with both loading screens and rabbit holes.

This is not what they promised us in the beginning. Now we have not just loading screens all the time but also nowhere to go in the active lots.

65 Replies

  • "SimmerGeorge;c-17685103" wrote:
    "gnelso1239;c-17684623" wrote:
    EA's business model for the Sims has never been to progressively deliver at least the same (or greater value) per consumer dollar spent to purchase their products. Rather, their goal is to minimize development costs and maximize returns.


    @gnelso1239 Which is great for business but terrible for theh quality...


    Let's simplify it even more:
    The base of a corporation is to get as much money as possible to it's shareholders and board members, tho board members are of less importance than shareholders.
    It is, literally, it's only purpose. If the way to maximize profit is to deliver absolutely nothing and sell it for Infinity dollars, that is the ideal situation. But reality gets in the way of that so the real situation is this: There is a sweet spot for every type of product where the work hours, manufacturing costs and sell price all meet. To finely trim that spot (aka deliver as little as possible, made with as little effort as possible and as few employees as possible* ) for as high enough price as possible without cutting sales numbers is the magic bullet for a corporation.

    This is why the board members of EA payed attention to the Sim City fiasco: They literally lost their bonuses, so they well... sorta kinda cared a bit, until they got their bonuses back.

    *Corporations are not job creators. Not if they can avoid it. Employees are extremely expensive while being extremely unreliable; to avoid hiring people, and getting away with firing people, is something any successful company has made into a science.
  • "Beardedgeek;c-17685180" wrote:
    "SimmerGeorge;c-17685103" wrote:
    "gnelso1239;c-17684623" wrote:
    EA's business model for the Sims has never been to progressively deliver at least the same (or greater value) per consumer dollar spent to purchase their products. Rather, their goal is to minimize development costs and maximize returns.


    @gnelso1239 Which is great for business but terrible for theh quality...


    Let's simplify it even more:
    The base of a corporation is to get as much money as possible to it's shareholders and board members, tho board members are of less importance than shareholders.
    It is, literally, it's only purpose. If the way to maximize profit is to deliver absolutely nothing and sell it for Infinity dollars, that is the ideal situation. But reality gets in the way of that so the real situation is this: There is a sweet spot for every type of product where the work hours, manufacturing costs and sell price all meet. To finely trim that spot (aka deliver as little as possible, made with as little effort as possible and as few employees as possible* ) for as high enough price as possible without cutting sales numbers is the magic bullet for a corporation.

    This is why the board members of EA payed attention to the Sim City fiasco: They literally lost their bonuses, so they well... sorta kinda cared a bit, until they got their bonuses back.

    *Corporations are not job creators. Not if they can avoid it. Employees are extremely expensive while being extremely unreliable; to avoid hiring people, and getting away with firing people, is something any successful company has made into a science.


    @gnelso1239 Yes definitely. But that's why I really dislike the idea of corporations like that. People in charge of marketing are people who went to college in order to learn how to maximize profit by any means possible. Imagine spending four years or more in college only learning about how to extract the biggest amount of money with the lease amount of effort from your customers. That completely collides with the ideas of "creativity", "fun", "innovation". Those are concepts that you might want to achieve as a game designer, but they do cost more money than lazily doing the same old and shareholders prefer that. This is where the two worlds of creative game designing and marketing collide and things like the Sims or the FIFA franchise turn into what they have become today.
    There is always going to be some kind of conflict when you mix "money-making" marketing strategies with art, creative, innovative thinking etc. You see that all the time not just with big games but also with singers and artists who come into conflict with their labels for those exact reasons.
    I think this problem is getting out of hand at EA and could be why they have become so hated and bring out lackluster games.
  • "SimmerGeorge;c-17685611" wrote:
    "Beardedgeek;c-17685180" wrote:
    "SimmerGeorge;c-17685103" wrote:
    "gnelso1239;c-17684623" wrote:
    EA's business model for the Sims has never been to progressively deliver at least the same (or greater value) per consumer dollar spent to purchase their products. Rather, their goal is to minimize development costs and maximize returns.


    @gnelso1239 Which is great for business but terrible for theh quality...


    Let's simplify it even more:
    The base of a corporation is to get as much money as possible to it's shareholders and board members, tho board members are of less importance than shareholders.
    It is, literally, it's only purpose. If the way to maximize profit is to deliver absolutely nothing and sell it for Infinity dollars, that is the ideal situation. But reality gets in the way of that so the real situation is this: There is a sweet spot for every type of product where the work hours, manufacturing costs and sell price all meet. To finely trim that spot (aka deliver as little as possible, made with as little effort as possible and as few employees as possible* ) for as high enough price as possible without cutting sales numbers is the magic bullet for a corporation.

    This is why the board members of EA payed attention to the Sim City fiasco: They literally lost their bonuses, so they well... sorta kinda cared a bit, until they got their bonuses back.

    *Corporations are not job creators. Not if they can avoid it. Employees are extremely expensive while being extremely unreliable; to avoid hiring people, and getting away with firing people, is something any successful company has made into a science.


    @gnelso1239 Yes definitely. But that's why I really dislike the idea of corporations like that. People in charge of marketing are people who went to college in order to learn how to maximize profit by any means possible. Imagine spending four years or more in college only learning about how to extract the biggest amount of money with the lease amount of effort from your customers. That completely collides with the ideas of "creativity", "fun", "innovation". Those are concepts that you might want to achieve as a game designer, but they do cost more money than lazily doing the same old and shareholders prefer that. This is where the two worlds of creative game designing and marketing collide and things like the Sims or the FIFA franchise turn into what they have become today.
    There is always going to be some kind of conflict when you mix "money-making" marketing strategies with art, creative, innovative thinking etc. You see that all the time not just with big games but also with singers and artists who come into conflict with their labels for those exact reasons.
    I think this problem is getting out of hand at EA and could be why they have become so hated and bring out lackluster games.


    Someone once said that when there is more than three layers of administration between the boss and the employee things turn into a money first operation. Very very few corporations that actually manufacture goods or deliver services (unlike say investment companies which are always shady) starts off like this. It is also usually telling when management is hired externally for their managing skills, with no in-knowledge of the type of business (so no promoted developers, but "experts in management").


    I am old enough to remember when EA's logo looked like this:
    https://fontmeme.com/images/Electronic_Arts_old-logo.png
    ...And back then they were a different kind of company.
  • "Beardedgeek;c-17686570" wrote:
    "SimmerGeorge;c-17685611" wrote:
    "Beardedgeek;c-17685180" wrote:
    "SimmerGeorge;c-17685103" wrote:
    "gnelso1239;c-17684623" wrote:
    EA's business model for the Sims has never been to progressively deliver at least the same (or greater value) per consumer dollar spent to purchase their products. Rather, their goal is to minimize development costs and maximize returns.


    @gnelso1239 Which is great for business but terrible for theh quality...


    Let's simplify it even more:
    The base of a corporation is to get as much money as possible to it's shareholders and board members, tho board members are of less importance than shareholders.
    It is, literally, it's only purpose. If the way to maximize profit is to deliver absolutely nothing and sell it for Infinity dollars, that is the ideal situation. But reality gets in the way of that so the real situation is this: There is a sweet spot for every type of product where the work hours, manufacturing costs and sell price all meet. To finely trim that spot (aka deliver as little as possible, made with as little effort as possible and as few employees as possible* ) for as high enough price as possible without cutting sales numbers is the magic bullet for a corporation.

    This is why the board members of EA payed attention to the Sim City fiasco: They literally lost their bonuses, so they well... sorta kinda cared a bit, until they got their bonuses back.

    *Corporations are not job creators. Not if they can avoid it. Employees are extremely expensive while being extremely unreliable; to avoid hiring people, and getting away with firing people, is something any successful company has made into a science.


    @gnelso1239 Yes definitely. But that's why I really dislike the idea of corporations like that. People in charge of marketing are people who went to college in order to learn how to maximize profit by any means possible. Imagine spending four years or more in college only learning about how to extract the biggest amount of money with the lease amount of effort from your customers. That completely collides with the ideas of "creativity", "fun", "innovation". Those are concepts that you might want to achieve as a game designer, but they do cost more money than lazily doing the same old and shareholders prefer that. This is where the two worlds of creative game designing and marketing collide and things like the Sims or the FIFA franchise turn into what they have become today.
    There is always going to be some kind of conflict when you mix "money-making" marketing strategies with art, creative, innovative thinking etc. You see that all the time not just with big games but also with singers and artists who come into conflict with their labels for those exact reasons.
    I think this problem is getting out of hand at EA and could be why they have become so hated and bring out lackluster games.


    Someone once said that when there is more than three layers of administration between the boss and the employee things turn into a money first operation. Very very few corporations that actually manufacture goods or deliver services (unlike say investment companies which are always shady) starts off like this. It is also usually telling when management is hired externally for their managing skills, with no in-knowledge of the type of business (so no promoted developers, but "experts in management").


    I am old enough to remember when EA's logo looked like this:
    https://fontmeme.com/images/Electronic_Arts_old-logo.png
    ...And back then they were a different kind of company.


    Oh yes, I remember that as well and I really enjoyed the games they put out. It is the people who change the company and the current people in charge has not necessarily changed the business for the better.
  • I think they overanalyzed why we didn't like Get to Work that much, and came to the conclusion that open/active careers/lots wasn't what we desired. Which is completely wrong. We do want all lots/jobs/works to be playable, as option, but GTW was such a bad frankenstein of Open for Business and Ambitions, that was halfbaked and empty that we just can't enjoy it.

    "Chazzzy;c-17662511" wrote:
    I adore the rabbit holes. The last thing I wanna do is control my Sims at every single moment. I very much like that I can send them off somewhere and do other things with other Sims.


    @Chazzzy I don't get it, cus even with current active careers you can choose not to control your sism everysingle day. Of course you need to go there once, but itsn ot that bothersome.

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