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Home Meeting with the producers The Sims 3 preview with the producer MJ Chun (first part) - Disappointing customization and deja-vu feelings
The Sims 3 preview with the producer MJ Chun (first part) - Disappointing customization and deja-vu feelings PDF Print
Written by CriCri Saturday, 21 March 2009 01:59
Article Index
The Sims 3 preview with the producer MJ Chun (first part)
Creating a Sim: body shapes, height, color palette and patterns
Clothing, hairs, accessories and exportation
Disappointing customization and deja-vu feelings
Traits and personality
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Disappointing "advanced customization" compared to The Sims 2

The bad news, and one of the parts we wanted to clarify. Talking about the CAS, exportation of contents and custom styles, we couldn't avoid to ask why they dedided to make no more BodyShop, no more alphas  to edit (allowing players to modify transparencies and opacity, creating long and short sleeves where possible, etc.) and mainly why they didn't realized a tool to edit meshes. From the Creator's Camp reviews we read that someone at the camp said "the community will be able to find on its own", that sounded like "if you can do that on your own, why should we  bother to  do them for you?", contrasting with the third webpisode, for example, where all the developers seem to be very concerned to our needs and say that basically all the ideas they have come from players.

MJ is very diplomatic and says that in the Sims Division there are several ingeneers that work on meshes for clothing, objects and other stuff, and they use a professional program to do that, called Maya, and everything they create must be adequate to certain standards, must work with every interactions, body shapes and stuff. What players have created for The Sims 2 is a universe of customizations, which is often badly realized, incomplete and unadequate to EA standards. For example, have you ever downloaded a dress that doesn't change when a Sim gets fat or walks? They can't sell something like that. If you have seen those "Lost & Found" objects, they are objects that haven't been included in the game and hidden in the gamecode for this reason, and later extracted by experienced modders like Numenor.

In a few words, they wouldn't even know how to realize a mesh tool that supports all the animations, as their professional utilities do. They don't preclude that the community will find a way to do that, or maybe they will help us in some way...in the meantime, no new meshes or alphas.

Already seen


Already seen...

Looking at the CAS screen, we couldn't avoid a certain deja-vu feeling, and so we asked the producer how come many clothes reminds us of Sims 2's and if they were "recycled" (so that maybe we could import old Sims 2 contents in the game). MJ said the developers had the same feeling, like "Do I have to do it again? Just the same??", and also said that every item has been re-designed and re-done, because it's impossible to import old contents because they're totally different, for sliders, morphs and textures. In The Sims 2 everything was made in color, now every texture is made in gray scale because the color is applied by the player through the RGB palette.
 
 
Last Updated on Saturday, 19 February 2011 23:37