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The Sims 4: Modder Finds New Assets Of Toddlers; EA Explains The Finding

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UPDATE: Even though EA tried to debunk this story with a somewhat believable explanation, more evidence has been found regarding toddlers, proving that EA has done a significant amount of work on these supposed ‘renders’ which weren’t even supposed to be shared with the world, somewhat countering their explanation.

Pekesims discovered that the base structure of the Toddlers comes with 3 different levels of detail (LOD for short). These details change as you zoom out the camera in your game and they also shift as you change your graphic settings to low, medium or high.

If EA was creating a Toddler base structure just for the sake of a simple render, why would they include 3 different LODs?!

Screens ordered from high to low level of details.

Also, Sims4Studio member inabadromance was able to look more deeply into the toddler textures.

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Not only do these textures look extremely polished, but they also come with an actual tongue, something previous sim ages don’t have.

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Why would EA invest so much time to detail a simple render test? Yes, it doesn’t make sense for us either…

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Simmers have been finding textures that look like toddlers ever since The Sims 4’s release but they were never really groundbreaking as of today, which really ”shook” the community.

dreamteamsims: There’s a toddler texture in the game since January 2015, but recently max20 at Sims4Studio also found a model that could be for toddlers since it’s bigger and more detailed than the babies’ Model. Then, the awesome @inabadromance put them together; The result is a toddler that it looks A LOT like the toddler from the toddler render. So I shared this information on a brazilian sims group I’m part of, and the user Nathaly even added the clothes and the hair and, yeah; it is the toddler from the render as you can see:

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Down below you can see the newly-found textures added to the game files. Also, do you notice a new age icon on the top left corner?

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image by max20

However, quickly after this rumor sparked up, EA contacted us, clarifying the real meaning behind this new texture:

Basically, the info circulating today is just old assets from a couple of years ago. They were used in creating that custom image for Andrew Wilson, and are not from in-game.

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The Sims 4: Harry Potter Mod Pack just got a magnificent update

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Now comes with a functional sorting Hat!

You’ve probably heard about the Harry Potter Mod Pack that’s been released by brittpinkiesims a few weeks ago, but if not, let us tell you just a little bit about it.

The Harry Potter Mod Pack comes with a little bit of everything that’ll give your The Sims 4 game some of that Harry Potter magic. After installing this Mod, you’ll be able to select new traits, get new buffs, select new club icons from get together and all the townies in your worlds will have their last names changed.

But, that’s not all! britpinkiesims released a new update to her mod pack, offering a functional sorting hat that’ll assign you a random trait.

If you’re a huge Harry Potter fan you definitely don’t want to miss on this mod pack. Click on the button below to learn more about this Mod and download it!

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The Sims 4: SimGurus talk Game Development

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A few days ago SimGuruDrake opened an Ask a Guru thread on the official Sims Forums, letting Simmers ask any question related to The Sims 4 game development.

Down below you’ll see some relevant questions and answered that have been posted in this thread so far:

HIFreeBirdIH: For people who work on art and/or modeling, where do you draw inspiration from for the CASsets that you create? Do you look through fashion magazines? Through pictures of clothing people have modeled related to that theme? Or do you just let them develop as you work, eventually finding something that sticks and build off of that?

SimGuruKimmi: So at the start of a theme development for a pack, the art director shares their vision of how the pack will look like to the concept artists. Say for example, Get Together… We knew we wanted a European world, so the concept artists look up references that we can pull inspiration from. It can be anything from magazines, books, fashion blogs, instagram, pinterest, etc. For CAS, we would draw A LOT of concepts ranging from 30 to over 100 concepts (depending on the pack). We would try to hit different age groups and different trends that fit into the pack’s theme. During that time, the art director would go through and pick out what they like, what fits into the theme, what fills any missing holes in the catalogue. When selections are done, we pass the concept art off to modeling. I hope that answers your question!

QDog: I was wondering how long does it usually take for you to create a stuff pack / game pack / expansion pack (from concept to release)? What are the factors that influence timing? Are delays common?

Also I was wondering why developing EPs seems to take longer with Ts4 than with TS3 or TS2. Is it a matter of resources? (Perhaps the former EP team has divided into EP and GP) or is it because you work with more flexible deadlines? Is it a matter of marketing perhaps (so that Gps and EPs don’t overlap)?

SimGuruLyndsay: 1) How long it “usually takes” can actually vary quite a bit. An EP, from idea to release, is somewhere around a year (give or take a few months); a GP, from idea to release, is closer to 9 months or so and an SP from idea to release is anywhere from 6 months to a year (depending on what other things we’re working on). Now something like a Nanny NPC, might be a month or two in the works where something like the Create A Sim Expansion was over a year. It’s actually pretty uncommon that we delay unless something entirely unexpected occurs. Keep in mind that a lot has to happen between idea and release. Nearly 2/3 any project is spent planning, designing and then making sure it all works after we’ve built it.

2) Why do EPs take longer? Resources certainly play a part in how long our packs take to create. We have the team split into parts supporting EP, GP, SP, Updates, & Live Services (fixing existing issues, gallery, stuff like that). The team is not structured the same way it was for TS3. On TS3 almost the entire team was focused on an EP, then when they finished would move to the next EP. The SPs had no gameplay so very few people had to work on them. Because TS4 is a constantly growing and changing Live Service through updates and packs, we’ve changed the way the team is structured quite a lot. We still run a very similar PROCESS to make games but we’re running it against many more packs/projects at one time. On TS3 we sometimes had maybe 2 things being actively WORKED ON (code being written, art being built); but usually we focused on 1 at a time. On TS4, we’re often working on 5 or 6 different things at once and planning 2 or 3 more. Marketing plays a much larger part in when we announce and discuss things.

The_SimScraper: I’d also like to know, are the concept artists inspired by recent trends or that of years past?

SimGuruKimmi: We try to stay on top of trends ;P but it really depends on the pack theme and what’s the need. Also we want to make sure we have a variety of CAS assets so that way if you want to make a particular type of sim, you can. Like granny with the cat cardigan, or a teen wearing a tied tee (with a boat neckline) with a jeggings for example.

Fonxi121994: How many development stages do you have for The Sims 4 packs? Do you make a lot of conceptual art?

SimGuruLyndsay: Oh so many stages! We actually do make quite a lot of concept art for our worlds, furniture, clothes, UI… I love reviewing art, it’s one of my favorite things to do.

In brief our stages look something like this. This is definitely a high level abstract but gives you an idea.
Theme Selection – brainstorms, sometimes concept, sometimes prototypes, looking at past research or current discussions, talking about what the players are asking for or need
Pre-Production – design writing, reviewing designs with the team to figure out how we’ll build it, figuring out how to build the right things with the time we have allotted; more concept
Production – making stuff and starting to test it, writing code, building models, integrating art assets, writing text, and more!
Alpha* – a version of everything we planned against is in the game so we can start playing with it
Beta* – our first attempt at fixing ALL the issues we’ve found with what we’ve built, playing with the first pass game balance on all our features to make sure it feels good, making sure the game is running well on high and low machines, making sure we haven’t introduced any issues to previous packs or to the base game, making sure we didn’t miss anything important
Final* – last big push to making sure the game is as solid, stable and awesome as we can possibly make it
Release – we deliver it to you, in the wild!
Live Support – monitor what pops up and address it when possible

Overall, we spend roughly 1/4 of a pack’s schedule planning and preparing; 1/3 of the time building and the remainder bringing it all together and getting it to you.

Now, this can change a lot. Some types of projects spend more time building or less time in final or less time in planning. It depends on the nature of the project. Overall though, our schedules always look about like this.

There are also a lot of other deadlines along the way like Art Lock (when all assets are build & final); Text Lock (so we can send text out to be translated & tested); Audio Lock (when all music and sounds are in the game); and some more.

* You might find different definitions of Alpha/Beta/Final Online. This is how we use them. Beta for us is not the same as a “Beta Test” for something else.

SimsILikeSims: How do you choose which EP’s, GP’s and SP’s to add next, from all the available suggestions and ideas? What goes into the decision-making process? Is it possible to give an example from already released content?

SimGuruLyndsay: There are a lot of factors that go into deciding what we’re going to make. When we start talking about a new EP/GP/SP we consider the following things (this it not a comprehensive list but a good sketch of it)

What do our players need or want? What does the game need?
What have we built for the Sims before? What worked or didn’t work?
What feedback are we hearing from players now? What did our surveys show?
When will this pack be released? Should we aim for something summery for the summer season?
What pack type will this be? An SP? GP? EP? Which size packs will the themes we might like fit into?
What technology do we already have in the game that we could leverage?
What new tech do we need to build next?
Is there something cool we’ve always wanted to do that we could try in this pack? Is this the right time?
Should we try a risky idea? Something new? Or something more expected?
Is this something we’ve never done?

We brainstorm a lot and start filtering our ideas through these types of questions. Sometimes we have an idea we LOVE but it’s too big for an SP and too small to fill a full EP but we already have a GP in the works. Sometimes we think of something that might be cool in an EP but we want to do something deeper with it like a GP.

As an example – we’ve always loved the idea of Camping. If we were to put “camping” in an SP, it would really only be a tent object and maybe a Firepit. That’s not a full camping experience. In an EP, we’d want to support something more broad than just camping, something more like vacation where you could go to multiple places maybe, so we also wouldn’t be able to do all the things that feel like camping. The GP size is perfect because we got to make the objects we wanted; build a single, new, small destination to visit; add collections; skills; a special lot and Hermit NPC and more. We got to make, what I feel, was a really nice, comprehensive camping pack. It wouldn’t have been the same if we’d put it into an SP or EP.

Bagoas77: I’m asking this respectfully: Has the target audience for the sims 4 changed from the target audience of the sims 3 or the target audience of the sims 2?

I believe the rating is still for teen gamers, but to older sims fans like myself (above 20 years old), ts4 seems slanted toward a younger audience who may not appreciate the nuanced humor, depth, and complexity prevalent in ts2 and ts3. Is this intentional?

SimGuruLyndsay: I have always loved that the Sims has such a varied and broad audience. We continue to have players of all ages and genders, from countries all over the world love being part of our Sims world. Nothing about that has changed. We still look at any feature or design through the lens of “how will a Sims player enjoy this”. We talk more about the different ways people play than different slices of the audience. We do take into consideration keeping things current, which might feel “younger” in some ways. What’s going on in the world today? What’s happening in pop culture? What do we see our audience seeing? And what feedback are we getting in surveys or online. t

The rating has always been T for Teen (and similar in other countries) and that does play a role in what we can do with the game, just as it always has. That has a lot more to do with how far we can push some of our features more so than the ones that we choose.

We definitely still try to put in as much humor, depth and complexity as we can and that feels appropriate for the experiences we’re trying to build. I know we can’t hit the perfect balance for everybody but we try to find the sweet spot.

Arletta: Is there a method for deciding what becomes free content and what becomes paid content? If so, in broad strokes, can you describe? How do you decide which object goes in which pack?

SimGuruLyndsay: 1) What becomes free v what becomes paid. There isn’t a precise “method” in that we don’t have a flowchart to follow that ends with “free” or “Paid”. We want to provide something new in the game for you whether you come back the next day, the next month or even the next year and that means finding a balance of free stuff and paid stuff.

2) The objects that end up in a pack are decided based upon the overall theme of the pack. When we decided we wanted to create Get To Work, we then picked the careers to follow up on and figured out the objects you might need/use in those careers. Sometimes we make an object because it’s solving a problem for us – in Get Together we wanted you to be able to hang out on really cool, different types of lots like the Bluffs or Ruins but we didn’t want to make them look too built out with mini bathrooms or anything so we added the Bush. (that’s a silly example, but true). That’s a fairly high level way to look at it but describes what we do.

LenaDieters11: How do you come up with the story lines for premades?

SimGuruLyndsay: Our design team works with the world team, producers and other creative teams to come up with fun Sims to put in our worlds. We try to use the premades to help show off the new content or experiences in a particular pack.

lulubadwolf: Did you made any mistake which had lead to a funny situation or new idea?

SimGuruLyndsay: This has definitely happened to us before. I can’t think of a good TS4 example off the top of my head but I remember on TS2 when we added Outerwear to the game with Seasons that we started seeing Ghosts switch their clothes when going outside.

FlpAmaral: So my question is really simple (I think hahaha). How many people are in the “Patch” team? And do they have a “limited budget” to produce new things to the game for free? Thank you for this thread, it’s really good to see that you guys want to increase the relationship with the players.

SimGuruLyndsay: This is a good question but not actually a simple answer. We don’t have team members solely dedicated to the “patch team”. We do have a “Live Team” that helps sort out patch issues but also works on updates, gallery, website, origin and more. And we have multiple producers who spend part of their time on patches or updates based on what we need to do for any given patch or update, SimGuruGnome for example is the one writing patch notes and tracking fixes. However, the engineers or artists across the team all chip in to fix issues from time to time. Sometimes the best person to fix an issue is the person who built the feature in the first place rather than a separate team that only fixes issues.

Roff: 1. Is there any difficulty in creating worlds in TS4? Producers use a similar tool to The Sims 3 Create-a-World?

2. Is there any reason for updates doesn’t focus on improving expansions content? I see the uniform system for employees of the Dine Out and I wish it to be extended to other community lots. Taking the opportunity to say that the work in Dine Out was amazing.

SimGuruLyndsay: 1. Creating worlds is quite complicated (probably worth a blog!) and we have a very different tool than the Create-A-World for TS3; it’s tied really closely with a lot of our internal pipelines.

2. We do fix content from all packs with our updates and there are often improvements we make to the game overall that touch on pack content too. Glad you liked Dine out!

bythedreadwolf: Well, isn’t it true that the surveys you send out only go to a selected group of people and on top of that they have an age limit? I, for one, never received a survey and even if I had, it wouldn’t allow me to take it if I would fill in my real age. So obviously you’re going to get only the feedback of a much more younger fanbase while keeping out the people that have been with you for over 16 years.

And yes, the sims franchise has always had a T rating but you can’t deny that the overall humor has changed greatly. The previous games were a lot “darker” and more mature while TS4 is more “happy” and has more of a frat humor (that is definitely not for everyone) with the “angry poop” and adult sims high-fiving each other before woohoo. For instances, I remember the grim reaper being scary in previous games, but in TS4 he just seems like a sim dressed up, randomly using a tablet and showing up at the gym (not sure if that’s a bug). I do wish you could introduce some maturity back to the game. Like how sims could die from diseases, the weird phone calls in the middle of the night, the steamy makeout sessions on the couch, and even the sexy cake dancer.

SimGuruLyndsay: We do not hand select people for surveys. We craft our survey questions and then work with a central team here to facilitate the distribution of surveys. We want to see input from all our players. That’s why we also come here and to other social sites in addition to any surveys still.

The humor and tone has changed, you’re right. There are definitely darker elements, in text especially, in some of the previous Sims games. We look for ways to keep the edge but are cognizant of the fact that ratings and the ratings process are different today then they were 15 years ago and there are different things happening in the world to influence how people respond to different kinds of humor that we have to be aware of. To your grim reaper example, we have actually always had a bit of fun with him. He played chess in TS1, he brought hula dancers for elders in TS2 and would hang out on your lot, stuff like that. Maybe we’re having too much fun with him now? I understand what you’re saying though, so thanks for sharing.

The Sims 4: Marketing and In-Game Video Work by Sam Pelgrift

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Sam Pelgrift worked on some of the promotional videos you’ve seen on The Sims social network channels, as well as in-game videos for The Sims 4 that can be seen on TVs or computers.

The Sims 4 – TheSims.com Design by Abigail Arcilla

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Abigail Arcilla worked on a website design for TheSims.com that was unveiled during the E3 season of June 2014. Down below you’ll see some of her work, and if you look closely, you can even find one of the early versions of the current The Sims 4 box art!

Enjoyed by gamers for sixteen years, The Sims is a life simulation video game series which features open-ended simulation of the daily goings-on of its quirky, engaging characters, the Sims. It is one of the most successful and longest-running franchises at Electronic Arts (EA). I was tasked to revamp the Sims brand and generate pre-launch interest in The Sims 4, the newest and most exciting addition to the franchise. This involved partnering with the Maxis Marketing and web development team to design, test and optimize the thesims.com website. I was the online Visual Design Lead throughout the go-to-market cycle and helped map multiple site iterations to a comprehensive digital marketing campaign.

Examples shown:

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• Brand Development: The critical challenge I faced was to create a new destination to combine The Sims 3 and The Sims 4 products into one common space that would delight loyal fans while attracting new players. The task involved overseeing the new brand identity, creating new fonts, localizing logo variations & other visual assets, and making sure that all components conformed to web standards. I collaborated with an external agency to carry out a consistent look-and-feel across all channels, and thus thesims.com was born: a fully responsive site optimized for both desktop and mobile that captured the brand identity for The Sims overall franchise and each individual iteration.

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• e-commerce: The Sims 4 website was hard-hitting from the start, as it was the first EA studio to feature an e-commerce presence. It allowed for more organic search and eliminated protracted clicks, which created a friendly, on-brand and easy-to-use experience for players and a smooth path to purchase that drove increased revenue. Standardizing the games catalog was also key, as for the first time all The Sims games were easily presented at a glance. Each product had its own product detail page which displayed unique, curated content such as in-game screenshots and gameplay videos. Additionally, customized hero images were included to highlight promotional content.

While introducing the shopping cart on the site was unique for its time, it soon proved to be very successful. The e-commerce presence made shopping much easier and also allowed us to gather player shopping behavioral data to optimize targeting for our audience and enabling curated player-specific messaging.

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The Academy

The Academy campaign was a digital curriculum within thesims.com that uses “edutainment” to showcase how the new, smarter Sims lead the user to more fun, quirky stories. To meet the goal of creating heightened user engagement and increase the potential for shared content, I collaborated with an external partner to design an interactive campaign called What Kind of Sim are You? for both desktop and mobile platforms. Asking entertaining questions which highlighted the new Sims allowed gamers to learn more about the features of The Sims 4. Answers could then are shared via Facebook posts, strengthening the reach and amplifying the sense of community.

The Academy was carefully and successfully positioned to drive pre-orders of The Sims 4. It also won an award for Best Digital Marketing Campaign at the 2015 Game Marketing Awards.

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The Sims 4 Rewards

The Sims 4 Rewards campaign was a loyalty program designed to encourage gamers to engage with The Sims 3 suite of products leading up to the launch of The Sims 4. Purchase data showed that the more players are engaged with the past iterations of a franchise, the more likely they are to convert to the new iteration. Through these learnings, we developed a virtual “thank-you” for playing The Sims 3 by rewarding the user with in-game digital content in The Sims 4 based on ownership of The Sims 3 expansion packs. The main incentives were colorful plumbob trophies for their home in The Sims 4 upon completing their suite of The Sims 3 expansions. The campaign helped in promoting a seamless transition from The Sims 3 to The Sims 4 among users, and heightened their curiosity and excitement over The Sims’ next adventure.

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The Sims 4 Gallery

The Gallery is a companion app to The Sims 4 which facilitates the sharing of user-generated content and encourages community interaction. I assisted in the development of online and mobile companion versions of the in-game community gallery.

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The Sims 4 Base Game has a new standard price in US

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After almost 2 years of its release, The Sims 4 has a new standard price in the United States! Instead of being $59.99 which was the original price since the release, The Sims 4 now costs $39.99, which can be compared to a price of a Sims 4 Expansion Pack.

If you get it now you’ll even save $20!

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However, EA hasn’t changed anything for folks living in other areas. The Sims 4 costs €59.99 (euros) in Europe and £49.99 (pounds) in United Kingdom.

The Sims 4: 12 things you should try during the Triple Boost Week

The Triple Boost Week that started on August 23rd 2016 gives you an option to make The Sims 4 a little less challenging. With job performance bar and skill bar progressing 3 times faster you can achieve a lot more in the game, and here are 12 things we recommend you to try during this week!

NOTE: As the Triple Boost Week is temporary, we advise that you do all of these steps in a save game that you plan to play later as well.

1. Forget about your previous households – start a brand new family!

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2. Have your unemployed Sims earn money by publishing books and selling paintings!

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With the Triple Boost your Sims will reach Level 10 Writing and Painting skills in no time!

3. The Landgraabs don’t deserve to be that wealthy – bulldoze their house, limit their simoleons to 20,000 and make them work from scratch!

NOTE: You can change the current amount of simoleons by entering the testingcheats true cheat and entering this following cheat: money 20,000

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4. Reach maximum Gardening skill and earn your simoleons by planting and harvesting fruits, vegetables and flowers!

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5. Try controlling one Sim and have him/her reach Level 10 of any career in just one hour!

TIP: It’ll make your job easier if you only have one Sim in your Household. Also, have your game run at Speed 3 at all times!

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6. Discover all social interactions from Mischief, Comedy and Charisma skills by maxing them out!

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7. Unlock ALL career objects with one household!

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8. Woodwork your way to a wealthier life.

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9. Get Together: Live your life as a DJ by earning money exclusively from DJ tips!

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10. Create a big household with each Sim working on a different career…

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11. …and build them a house made out of different career styled rooms!

12. Reach Level 10 Handiness Skill and discover Oasis Spring’s Forgotten Grotto!

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The Sims 4 Forums: Ask a Guru is back!

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SimGuruDrake wants you to learn more about The Sims 4’s game development and communication, and that’s why she re-introduced the Ask A Guru thread, allowing you to post your questions that are exclusively related to game development / communication!

Not only SimGuruDrake but other gurus as well will pop in from time to time to answer your questions, so make sure you keep checking this thread regularly!

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The Sims is among TIME’s 50 Best Video Games of all time

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One of the best selling franchises didn’t go unrecognized!

In honour of video games and their history, TIME, United States’ most popular magazine, created a list of 50 Best Video Games of all time, with The Sims taking the 31st spot! Here’s what the editorial team at TIME has to say about the game we all love:

Game designer Will Wright has said The Sims, first released in 2000, was intended as a satire of American consumer culture. Millions of players seem to have missed the joke, happily occupying themselves with the mundane tasks of running a digital minion’s life—from kitting out a new pad to managing bathroom breaks (or else). It innovated both the “sandbox” category of game in which “goals” are loosely (or not at all) defined, as well as the kind of minutely detailed task management that’s a common feature of so many games today.

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The Sims 4: All about the Triple Boost Week

The Sims Team has introduced a brand new limited event for The Sims 4 that will allow your Sims to progress through their skills and work/school performance three times faster than the usual!

This Event lasts from August 22 at 10am PT until August 29 at 10am PT and requires the latest update!

After ensuring that you’ve updated your The Sims 4 game to the latest version, you’ll be greeted with this screen in The Sims 4 Main Menu:

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To gain benefits from the Triple Boost Week, you’ll need to find Jasmine Holiday, event coordinator for The Sims 4. She can be found as a townie walking around with a special Triple Boost Week plumbob icon on her jacket. If you can’t find her on any lots, calling her on the phone will do the trick!

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She’ll immediately show up knocking on your door:

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As she’s a special NPC character in the game, she only offers interactions depending on the event happening in The Sims 4. For the Triple Boost Week, you have two interactions:

  • Ask about Triple Boost Week
  • Request Boost…
    • Job Performance Gain
    • Skill Gain

You only get to choose one boost per Sim. If you choose to activate a different boost, the previous boost will be overriden with the new boost.

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A Sim sparkling after given a boost.

You can check your moodlets in case you forget which boost you’ve choosen. Each moodlet lasts for 6 Sim days and can be renewed by requesting a boost again.

The Skill gain boost will make progressing through any skill three times faster!

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The Job Performace boost will raise the performance bar three times faster! This boost is also valid for Child and Teen Sims and will just as well make their School Performance progression three times easier.

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The Sims 4 Triple Boost Week: Skills and Careers is Live

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Via TheSims.com

Ever want to level all your Sims’ Skills but they’re all “I’m too tired to paint” or “I’m too sad to Exercise”? What about trying to climb that Career ladder but your Sim just… isn’t feeling it? Well, clear your schedule for the next week, because The Sims 4™ Triple Boost Week: Skills and Careers is now live, free* for all players!

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So, what does this mean? Simple: from August 22 at 10am PT until August 29 at 10am PT, your Sims can gain Skills at a whopping three timesthe usual rate, or gain a triple Job Performance Boost for base game Careers. All they’ll need to do is head over to Jasmine Holiday (or call her on the phone) to get granted with seven in-game days of Skill or Career Boosts. You can do it as many times as you want during that period, giving your Sims plenty of time to reach the top of their Career, or Skill up enough to write the next great novel. You’ll only be able to have one at a time, though – asking for a Skill Boost when you already have a Career boost will cancel the other one.

The Sims 4 Triple Boost Week: Skills and Careers is live right now, so grab some snacks and settle in; it’s time to make your Sim the master of everything!

15 reasons why The Sims 3 was ahead of its time

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Even though The Sims 3 was released back in 2009, the features it introduced allowed for endless creativity and possibilities, and because of that, there’s still a large portion of the community that still plays.

Here are 15 reasons why this game was waaay ahead of its time:

1. Huge worlds with beautiful scenery.

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Isla Paradiso from The Sims 3 Island Paradise; looks beautiful in the morning!

2. The entire world is your playground!

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3. You can fish anywhere…

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No need to be on a lookout for fishing spots, as long as there’s water there’s an option to fish!

4. …or swim anywhere.

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The entire world is one big swimming pool!

5. But enough of world talk. Did you know that your Sims could wear a bathroom tile pattern for their shirt?

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6. Or sit on a chair made entirely out of gold!

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Gotta love Create A Style.

7. You mean to tell me that not all lots are flat and that we can edit the terrain? I’m shook.

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8. Did you know Ghosts can try for a baby?

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Starting a Ghost family is this easy!

9. They’re masters of shortcuts and can pass through literally anything

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10. Toddlers. Need I say more?

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11. Teens that are shorter from their adults?! What kind of sorcery is this?!?!?!

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Is that Bella from Twilight?! Yup, she can be found in Moonlight Falls, from The Sims 3 Supernatural.

12. Ownable AND drivable cars?! I don’t believe this.

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13. Grocery shoppin’

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14. Swingset swingin’

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15. Clipping for coupons – only 2009 kids will know.

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This Sim just got a 40% off deal on her next Pedicure at the Spa venue! Score!

The Sims 4: Send your Teen Sims to Prom with this Mod!

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Brittpinkiesims created an Event Mod that lets your Sim throw the perfect Prom for your teen Sims!

To install the mod, simply extract the mod .zip file to  Documents > Electronic Arts > The Sims 4 > Mods. Brittpinkiesims also offered her Prom Lot for downloading that you can extract in the Tray folder (Documents > Electronic Arts > The Sims 4 > Tray).

The Mod is packed with new reward items, moodlets and, of course, the new event. It’s made specifically so you can invite only Teen Sims from all the worlds (you don’t have to even meet them in order to invite them).

You can learn more about this mod and download it by clicking the download button below!

[mks_button size=”large” title=”DOWNLOAD!” style=”rounded” url=”” target=”_blank” bg_color=”#1e73be” txt_color=”#FFFFFF” icon=”fa-arrow-down” icon_type=”fa” nofollow=”0″]

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The Sims Team explains The Sims 4 Announcement Factors

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You’ve probably been wondering ”What’s taking EA so long to announce EP3?!”.  There are multiple factors behind their announcements for The Sims 4, and Lyndsay Pearson and Rachel Franklin explained all of them during Gamescom on their Sims Panel.

The quote down below has been provided by JulyVee:

Of course we as simmers want all the information at once – when will we finally get toddlers, seasons and pets, huh? But after this panel, I’ve realised it’s not that easy. Especially with the team wanting to keep things interesting with new ideas rather than just warm up the usual expansions. But in terms of announcing here are a few key points that show why they don’t announce a pack as soon as it goes into planning.

  • Things might not work out. If the team realises they have to change important things in the pack due to technical reasons or add other stuff to replace it, many fans might be disappointed. Retracting statements is never good. So they decide to show a pack when it’s clear that no considerable changes have to be made and that things work out the way they are supposed to.
  • Be able to show stuff. If a pack would be announced just when the sims team starts planning it, there would be nothing to show – no animations, no items, no art. As long as that is the case, it’s just words. So the teams decides to announce packs when they have something real to show us. At this point they also said they don’t want to make fans wait too long between the announcement and the release.
  • Keeping track. If the team would communicate every step of development to the fans, their heads would be spinning. Since there are so many projects at once it might be hard to keep track. So the policy is quality over quantity.
  • The perfect timing. This means that, e.g. a tropical island pack would rather be announced and released in the summer rather than winter (though Rachel said it almost never happens that finished packs are held off because of this). It’s also about the feature space on origin – EA has other games too and they have to make sure to find a good time to talk about the sims. So announcing a new expansion when they just launched a new battlefield game might not be a good idea.

The Sims 4 Panel @ Gamescom 2016: List of Articles and Impressions

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The Sims Team’s Lyndsay Pearson and Rachel Franklin attended the Community Lounge at Gamescom where they were able to talk about The Sims 4’s production. They explained the process of developing a certain pack, phases of development, how they choose their pack themes and their announcement strategy.

Down below you’ll find a list of articles / videos of Simmers who attended this Sims Panel and got a chance to write down / record what was happening. We’ll be updating the list as new content related to the Sims Panel gets released.

Articles

SimTimes

JulyVee

SimsOnline

News-Sims

Platinum Simmers

Videos

LittleMissSimmer

If you attended the Sims Panel and have an article/video to share, comment on this post with a link!