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Horrorgirl6
2 years agoSeasoned Hotshot
"simmerorigin;c-18272233" wrote:"Horrorgirl6;c-18271786" wrote:"simmerorigin;c-18271728" wrote:"Horrorgirl6;c-18271213" wrote:"simmerorigin;c-18271204" wrote:
I assume people realize this difference but still do not want any multiplayer at all.
See this from another upcoming game in the simulation genre, Cities: Skylines 2According to Colossal Order's recent Twitter post, Cities: Skylines 2 won't have multiplayer support of any sort upon launch. One of the studio's fans asked whether there was any scope for Colossal Order to work on multiplayer for the new title, but the devs have responded by saying that developing such a feature would take an "incredible" amount of time and resources and, as a result, take away from the core of the game, which is currently the absolute priority. Yet, it may be worth pointing out that the response doesn't necessarily mean that there won't be multiplayer functionality added later on, as the studio may wish to experiment with something of the type later on.
Any multiplayer functionality eats up the budget of time and money. We know Rene is spending money on hiring people exclusively to work on multiplayer (see: job postings). This is frustrating for people.
It's not frustrating to me.Because the job posting to me most tasks seems to be working on the game in general and not just multiplayer.Espscislly with the design .
When the job title is called "Multiplayer Gameplayer Engineer" one should assume that this is dedicated fully to multiplayer features. I read the job description too. It is fairly generic in terms of the tasks being described. So even if every job responsibility does not say "multiplayer" explicitly, I would understand the responsibilities and game design to be in the context of creating the a multiplayer elements. https://ea.gr8people.com/jobs/178382/multiplayer-gameplay-software-engineer-the-sims?locale=en
That's the thing I don't think is only for multiplayer.Its makes no sense to make assets for a multiplayer mode.Its problems working on the same things with making a code for multiplayer?
Here is the list of responsibilities from the job posting:
Work with designers, producers, artists, and other core and backend engineers to build a framework that brings designs to life.
The multiplayer engineer will work with the rest of the Sims Team. They will be focused on multiplayer features, but still needs to collaborate with other roles like designers and artists.
Build engaging social experiences that blend with simulation gameplay, working alongside your design and production partners to help achieve our vision of player experience..
Obviously multiplayer
Implement a data driven simulation system to author player facing behaviors in C++.
This is most interesting. This multiplayer engineer is working with other team members directly on the simulation of the game. It suggests multiplayer will be highly embedded in the core live mode, player-facing experience of the game. See previous responsibility above.
Build creative aspects of real life within a simulation game e.g. Relationships, the trials of daily life, distinct characters and personalities, and more as the game evolves and grows.
Generic responsibility that everyone involved in gameplay is working on
Author technical design documents detailing software requirements and communicate and build them with your stakeholders among design, other engineering departments, and production.
Anything an engineer would do.
Build unique content for a game that supports a large demographic of simulation player patterns.
Just explaining that what they are building in Sims 5 is trying to support popular play patterns rather than more niche and specific ones
Yep , this sounds fine with me.Since the multiplayer is not online server, but one that you need invite in game.It make sense it will be heavily part of the code.
About The Sims Franchise Discussion
Discuss The Sims Medieval, the original The Sims, and speculate on the future of the franchise, including Project Rene.
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