TS3 was to include weather.
Drakron:
Depends on what you think "play" is supposed to be.
Its impossible to go beyond the abstract since creating scenario means full customization goes out the door, you stop having a Sim and having a Player Character and there is a reason to why that approach did not work so well in consoles (that were scenario driven).
A Sim cannot act as a human, its all smoke and mirrors and attempts at AI have lead us to wonderful things as "stand here and look at the pretty city wall for the next ingame 4 hours" element of Oblivion Radiant (more like Retarded) AI, Gothic II ended up achieving the same effect Oblivion was going (without the random conversations as its very important someone seeing a Mudcrab that are horrible creatures that should be avoided whatever they can about ... every single day) without such thing as the Retarded AI.
Also does things REALLY have to be spelled out on the computer screen? what is the point of seeing the faces and the topic being gossiped about when the actual impact is zero and its all window dressing? the bubbles should be feedback for the player.
TS3 right now is bare bones but its not as if they can spend 10 YEARS developing the game, as it stands its playable ... maybe not in TS2 base but more that TS1 base.
Buzzler:
Quote from: Drakron on 2009 October 13, 18:03:52
Its impossible to go beyond the abstract {...}
I'm not talking about going beyond the abstract; I'm talking about the abstract itself.
What I expect from a TS3 macro simulator is at least a plausible illusion of a developing social system. The vanilla game doesn't deliver anything in that area no matter how far you're willing and able to suspend your disbelief. I'm all for fleshing out algorithms with a bit of randomness, but vanilla TS3 is all randomness and there's not even an attempt to actually simulate anything.
Pescado has made a great effort to invent a social simulation for TS3. He wouldn't have to do that, if the devs had done their job.
Billmonaghan:
Call me a sheep or whatever, but it doesn't bother me that there's a base game with plans to sell EPs with added functionality layered in later. It let's people whose system couldn't handle any more than the base game enjoy that, and everyone else can add the EPs they want until their systerms are overwhelmed. It also doesn't bother me that EAxis makes money selling this stuff. It's still among the best ROI in gaming ever.
And I kinda like that they don't crowd the game and each EP with bunches of objects I don't want. Everytime I'd open a hairstyle menu in Sims 2 and have to scroll past a dozen and a half helmets and other repeititive junk I'd be like, "Why don't they just sell this stuff separately, or at least make it easy for me to remove it?"
What does bug me is they eliminated the ability to play multiple households without coming here for Awesomemod to make the game "work right". Were those of us who played whole neighborhoods really such a small slice of the market that EAxis decided we just didn't matter? It's a lot like how they completely dumbed-down the SimCity series with SimCity Societies, which is more of a screensaver than a game.
But even being forced into the modding world worked out kinda good cuz I've learn a lot and the discussions on these forums are much more interesting than the official BBS, which seems to have actually been intentionally dumbed down from TS2 BBS.
alttbm:
when it comes down to it TS3 is TS2 with a shiny new icon so expect little of EAxis
tizerist:
Quote from: J. M. Pescado on 2009 October 13, 16:03:54
The bubbles are much downgraded. This is very apparent when you view Puddingland's bubbles compared to late Awesomeland bubbles:
How does one see these improved bubbles? Is this only with Awesome story driver activated?
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