20 Minutes of Gameplay Walkthrough!

Written by Paperpin on . Posted in Basegame

Hey guys,

I'm back (finally!) after a few 'computer-free' days! Let's make a recap of what happened in the community in the last days, starting off with the 20-mins gameplay video introduced by Ryan Vaughan and Graham Nardone! Did you like it?

Are you even more excited about the Sims 4 now??

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New World for The Sims 4 - Oasis Springs

Written by Snow on . Posted in Basegame

ts4 oasis springs aA few days ago it has been revealed the second playable world in The Sims 4 called Oasis Springs!
This neighborhood is set in the middle of the desert and it's Las Vegas themed. It will have many themed decorations and objects such as cactus and air conditioners.


It remember me the neighborhoods Strangetown from The Sims 2 and Lucky Palms from The Sims 3!

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Official Blog: What's Out and What's In!

Written by Paperpin on . Posted in Basegame

Wow! One goes out for shopping for a couple of hours and meh, the unthinkable comes to life!
Sooo, this afternoon a lot of interesting things have been announced, the most important of them being the release of a Create a Sim Demo (for free!), available later this summer, and a new gameplay video showing the Live mode and the UI!

Announcing the good news was SimGuruRachel via the official blog, also explaining in her post the reason behind pools and toddlers' exclusion from the game.

So, you can read her words below... aaaand don't forget to keep in touch with us in the next days ;) ;)

SimGuruGraham And Development Cuts

Written by Paperpin on . Posted in Basegame

A couple of days ago, SimGuruGraham posted his explanations about development cuts occurred during the making of The Sims 4. Thanks to SimsVIP for sharing this:
SimGuruGraham banner"You can't weigh features by how much you want them in the game, you have to consider how many development resources it takes to create them. The tram? A couple of days from one of our FX guys and it's finished... very low risk, very low complexity (using entirely existing tech), and adds a nice visual punch to the neighborhood. I can't recall ever scoping against FX... they always have time to be adding more stuff.

Our FX folks submitted their own long list of things they wanted to work on because there wasn't enough for them to do. Now, you can't take the FX team and ask them to add pools to the game. They don't have the work skills to do it; neither do I. Pools, toddlers... they're extremely complex features that require months of man hours of work across multiple disciplines and introduce significant risk.

If we were to have added one of those to the game, there would have been two choices for us... cut many small features, or cut one other significantly large feature. And again, it isn't equivalent – you can't just cut a large feature and expect it to line up; you have to cut enough to get all the numbers for each discipline in the green, which means cutting extra to get to the point where the hardest hit discpline has enough time to do their necessary work for it. Now you've created free time for other disciplines who previously had work, but are left twiddling their thumbs... so you need to find work for them to do that only impacts the areas that you have time to spend in.

If you look at one weird aspect of the game and wonder why it took priority over something that seemed important to you, it's entirely possible it was something that the right people had time to work on without disrupting the busy people. Game development is a constant puzzle where you're matching headcount and skill sets against features, schedule, and budget, and you're trying to make everything fit just right with as few gaps as possible. Unfortunately time isn't like money; you can't go into debt on time and pay it back later."
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