Story Progression, Lies and Propaganda from EA
jolrei:
Quote from: jordi on 2009 July 22, 18:46:39
Not just musical houses, but actually leaving the 'hood?
I'm going to check "edit neighbourhood" to see if they still exist. I'm hoping they just relocated.
Quote from: Zazazu on 2009 July 22, 19:19:22
Did you then look for them in the 'hood? The notices report on attempted story action. Ones that are prevented by your config won't actually carry out.
Ah, well that's good to know. Chances are they are still kicking around then. Problem is that lately I don't get enough game time to really test things properly over several sim days, and I often find I don't know what's going on between sporadic game sessions.
Bouncing Pink Ball:
Obviously story progression isn't working out so well after players get a few generations in. Silly EA, feedback should come before release, not after.
Overpopulation questions:
Who knows the population limits, where I can find the setting and is it hardware specific or the same for everyone? If necessary, and I expect it is, I'd like to make my own changes to the EA presets that always over or underestimate the abilities of my hardware, just like in Sims 2.
Is there a set range of children, adults, elders and is this number variable in relation to how many of each age group a player has created, or am I overestimating EA by even thinking that?
(I know, I know...search function. Sorry in advance for asking what's probably already answered. I searched but couldn't find.)
maxon:
Quote from: Cedia on 2009 July 22, 17:32:35
I guess it really is just blatant lies in the form of marketing spin. Terrible. If Dragon Age, ME2, and SW:TOR weren't being made by BioWare/EA, I'd boycott the EA fuckers.
I cursed the day EA bought Bioware. Bastards.
Doc Doofus:
That article actually sounded very reasonable, and it does generally describe story progression quite well. But the article is very superficial, just like story progression. It's as if that article had been given as a design spec to some poor schmuck coder without any further thought put into it all the little gotchas that somebody with a little sense might have foreseen.
You know, when people design things by committee, you often get results like this, so I wouldn't be surprised if that's what happened here. Everybody assumes somebody else thought through the details and so nobody does.
Quote
Is there a set range of children, adults, elders and is this number variable in relation to how many of each age group a player has created, or am I overestimating EA by even thinking that?
You're overestimating. The geriatric community syndrome that some people ascribe to awesomemod is actually an EA problem. EA story progression never tried to keep a smooth demographic balance. Since you start a brand new game with most Sims as young adults, you have a bulge in the demographics that drags the game towards geriatrics, and then a mass die-off, to be replaced by a new surge of replacement game-made young adult townies, to continue the cycle. A better way to do things would be to have story progression create new townies of different ages with the goal of having a flatter demographic curve.
tizerist:
So thats the official answer...
The fact that they have left it two months to comment on a gamebreaking bug/feature makes it smell like damage limitation.
If they couldn't even find out that a crucial game setting was non-existant before launch, let alone patch the problem on launch day, then what faith are we supposed to have in these answers?
Population balance? Simply put in a neighbourhood population cap then. You're game designers.
People spend hours making sims in CAS, and then they disappear?
And thats supposed to be part of the game??
I actually had hopes of creating a thriving town. Doesn't sound safe to even go above 50 sims at the moment, and that is a sorry reflection on the way the game was designed, and for whats supposed to be a groundbreaking simulation. >:(
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