Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Blizzard opposes Valve Dota name registration [1]
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
CCP - North America
Animation Director
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
 
Treyarch / Activision
Lighting Artist, Cinematic
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
 
Age of Games releases the
fourth episode of the...
 
Gaming comes to London
Fashion Week
 
Gala Networks Europe
augura un buon San
Valentino
 
Gala Networks Europe
herkesin Sevgililer...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  EA Details Online Features For Sims 3
by Kris Graft [PC, Console/PC]
5 comments
Share on Twitter
Share on Facebook RSS
 
 
April 30, 2009
 
EA Details Online Features For  Sims 3

The Sims 3 will be taking the multi-million-selling franchise further into the realm of digital distribution and user-generated content, moreso than any previous entry.

For starters, publisher Electronic Arts said today each copy of the game will include a virtual town on-disc, but a second town, dubbed "Riverview," will be available to download from The Sims 3 product website at the game's launch on June 2.

TheSims3.com will serve as an online digital distribution storefront, as well as a community where users can produce and share their own Sims 3 movies using the Create a Movie tool.

To initially coax gamers onto the game's digital storefront, EA is including $10 worth of SimPoints with each game, obtainable by registering the product. Each SimPoint is worth one cent USD. The online store, which will peddle virtual items, supports all major international currencies.

The Sims 3 will also implement a "Game Launcher" that serves as an entry point and hub page that keeps players connected with the store, the community and game content. The Game Launcher also connects with The Sims 3 Exchange, a community service that hosts downloads and user recommendations.

This isn't The Sims' first foray into online communities and digital distribution. In 2002, EA's Maxis studio released The Sims Online, which closed down in 2008. EA also launched The Sims 2 Store last year. The publisher said users have downloaded over 100 million items from The Sims 2 Exchange.

Since its 2000 debut, The Sims franchise has sold over 100 million units globally. The Sims 3 will debut in June on PC, Mac, iPhone, iPod Touch and mobiles.
 
   
 
Comments

Kevin Dolby
profile image
I personally abhor the micro transactions that EA shoves down their faithful customers' throats. They could have easily included this 'Rivertown' in the retail game but decided to remove it and then sell it as an 'update' on the same day as release. Compared to developers like Valve who build value in their games by offering free content updates for long periods of time, I can't believe more people are not upset by EA's business practices. I am sure it is getting EA a lot of money but I personally do not support such practices.

Has anyone else seen any kind of backlash to this practice?
It seems to be a growing trend for console games now too. Expansion packs are one thing but many times these are features that could've easily been in the retail game that are obviously stripped out to be sold back as an extra expense.
Any thoughts or opinions?

Michael Noonan
profile image
Where does it say you have to pay for the Rivertown city? It sounds like it's available as a free download. And even if it's not, you're getting $10 to spend on Sims items just for registering, so if you want the town you can get it with free money to spare, or instead save them to spend on other items you see. Either way, none of these are being "shoved down their faithful customers' throats," if you don't want it you don't have to get it, free or otherwise.

And where are you getting that they removed it from the game to put online? Just because it's available at launch doesn't necessarily mean it could have been available on disc. The game was delayed four months, remember. They may have already budgeted out all their disc space for the original Feb. launch and didn't have the room for a whole new town. Maybe they didn't begin building it until the last month, after the game would have gone off to be manufactured. Maybe they could have fit it on, but would have had to cut out a few prebuilt homes or other items. Maybe they just didn't feel like putting it on the disc since the Internet's an easy enough distribution venue, and it gets people to look at their online storefront. Regardless, there's nothing in this situation that should in any way approach "abhor" levels of disgust. Save that righteous outrage for something that deserves it.

An Dang
profile image
I personally prefer building my own communities when I play The Sims 2. But if I were to put myself in the shoes of someone who liked to play the pre-built cities with relationships and what-not already set into place, then I suppose I would be annoyed that Riverview is pushed back as paid-for downloadable content. If, however, it's free, then I don't see a problem. I'd personally prefer it to be separate aka optional, that way it won't take up my hard drive space or installation time.

Stephen Chin
profile image
If anything, it's a consumer-friendly form of copyright protection. "Get TS3, like TS3? Register your game and get a free download! Check out what other kinds of stuff you can get too!" This is exactly the same sort of thing you'd get with most any other game. Exclusive skin download, map download, tool editor, etc. Note that previous TS games generally already came with 3 or so neighborhoods already. The Sims 2 allowed the importation of custom towns (through SimCity, through other players, etc) as well as templated towns via an in-game editor. There is hardly some sort of content restriction on neighborhoods/virtual real estate. This sort of download also encourages newer players of The Sims to see the activity that other Sims players put into the game and the sort of content or ideas they have, whether downlohttp://www.gamasutra.com/php-bin/news_index.php?story=23421ads, tutorials, stories, or whatever.

Valve is no stranger to this practice either nor is any other developer. Moreover, unless you're a part of the development of that game, it's a little kneejerk and naive to say that some feature or content could hae been 'easily' put into the game. Beyond technical constraints, there are always legal, budgetary, and publisher constraints among other things that the playerbase rarely hears about. And not all of that is always about greedy and trying to milk players.

A friend of mine worked on Mass Effect and told me a little story about how the Mako originally had vectored thrusting as opposed to the bunny hopping that it had in the final product. It was changed because the higher ups deemed that it was too difficult/confusing/whatever. So while the Mako 'could have been easily' made a lot more maneuverable, it wasn't and not for lack of talent, idea, fun, or time.

Instances like this likely happen all the time.

Stephen Chin
profile image
Oops. Not sure how that URL got in there.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.