News & Commentary: 2004-11-24
Sims-2 Game by EA, Why it Sucks and Why So Many Games Suck
Yes I have been wasting my time playing games, on MS-Windows.
I remember that I used to play "Little Computer People" on the
Amiga 1000 and certainly we have come a long, long way from there!
Requirements
Therein lies problem number one, the average budget laptop has 256M of memory,
which is more than plenty for my laptop running X11 on linux, using twm as a window
manager. However, to run the Sims-2 on MS-Windows requires a minimum of
512M (half a gigabyte) and I found it necessary to add 512M to the original 256M
to get reasonable game. The "official" requirement is 256M of RAM and with this system
it is almost unplayably slow while the hard drive thrashes the page file.
Making your sim go to the shops with 256M of RAM is damn hopeless.
Believe me that 512M is an absolute minimum requirement is you want to enjoy the game.
So once you get the memory requirement sorted out, what about the game itself?
Graphics
The graphics are cool. Very detailed, very real. The design of the character's physical
appearance is excellent, particularly the face. You don't get too many options on the
build of the body but I'm told that's an add-on so I guess EA want to maximise their
after-market opportunities (welcome to the world of proprietary software).
The range of heads, noses, chins, hairstyles almost resemble an identikit --
if you had nothing else to work with, you could use it as an identikit.
An artist could use this to quickly build up characters for their work,
that's how detailed it is.
The design of the houses is also excellent. You can do moderately tricky stuff
with stairs and attics as well as split-level houses, balconies and that sort of
stuff. You can almost do a walk-through if you zoom right in and then
just move the point-of-view around but a real walk-through based on seeing through
the sims eyes would be ideal and it seems like a sad omission (once you have the
graphics engine done, make the most of it). One comment is that some of the
design tools are hard to use, especially once you get into difficult multi-level
stuff. With practice, you get used to how the things work and you can do a lot with it.
Character Motion
The motions are cute and kind of realistic but still have that marionette look.
That doesn't detract from the game because the actions are readily recognisable
much like way a puppet show still tells a story. In a way, the movement adds a surrealistic
quality like the actors on midday soaps who try extra hard to express
an emotion but somehow still manage to look wooden at the same time.
Sound
You can hear them say stuff, you can't make out the words but you can figure out
that there are some words; you can recognise the tone of voice.
While they speak little bubbles float above with icons that help
you puzzle over what they are on about. Mostly it's pretty good.
The stereo plays something that is recognisable as music and you can choose
a few different styles. In one case, I kept trying to get a sim to put away
one particular book and he kept running out to the front of the house and swearing
at the front door (a little thinks bubble with a minature picture of the front
door came up above his head). I never did figure out what was wrong with that
door, wrong colour, wrong style? All I know is that this particular sim never
did pick up that book.
Gameplay
Here's problem number two, and this is really where things come unstuck in a
big way. The gameplay is pure micromanagement and starts to seem like a waste
of time before too long. I played intensely for about two days, by the third day I
had a pretty good idea of what sort of house you needed and what to put in it
so I thought I would have a try at getting the family started and letting them
run on their own for a while... totally hopeless. You have to be constantly
attentive or they die quite quickly, even if they were doing well and all they
had to do was keep doing what they were already doing.
I find this especially annoying because to me, it isn't entertaining to keep
reminding someone to go the the toilet or take a shower because they can't figure
it out for themselves. Worse yet, they CAN figure it out for themselves but
they don't do it properly... here's a detailed list of all the ways in which
the sims control algorithm is broken (I can't bring myself to call it "AI" because
it is such a far cry from intelligent, and in fact it doesn't need to be intelligent,
I could write a simple script to play this game):
- There are no priority actions. For example, emptying the bladder is fast
to do and probably more important than all the other actions so it makes sense
that they should do that at any time they are past 50% and they have an opportunity
to do so. Instead they will wait till it gets urgent and then throw a fit if
someone else is using the bathroom.
- You can't schedule actions based on clock time. Since work always has a
fixed start time (for a particular job), it is blindingly obvious that they are
going to have to go to bed, get some sleep, wake up, have a shower and go to work
at particular times but you as the player have to watch the clock, then schedule
the actions (i.e. the player gets the exciting job of being a timer switch).
True, this does make the game harder but it also makes the game more irritating...
I found a growing "why bother" urge that made it more and more difficult to play.
- You can't schedule "background" tasks (like nagging the kids to do homework)
so that they will do this when no other immediately pressing task is at hand.
- Sims pay almost no attention to what another sim is doing. For example if one
sim is has "clean the bath tub" queued up on their list and another sim gets
in first and starts cleaning the tub, the first sim will get angry because they
are blocked from their task. Worse, if one sim is almost finished making dinner
for the whole family, another sim will start making their own dinner (yes I know
there are real people who do this, mostly not adults).
- Sims have no concept of pre-requisite actions, for example if they want to
make dinner and there is junk blocking the preparation area then they will
get part way into the "make dinner" action, then get blocked, then throw a fit,
then put down whatever they have on the floor and go off and do a random
action. Again, very small kids might behave this way, a teenager or adult would
immediately see that the pre-requisite of a "clean bench" is required and would
queue that action ahead of the "make dinner" action. If the bench is already
clean then the "clean bench" action should turnsinto a quick check and nothing more.
Even more annoying, you can't manually queue up a "clean bench" action to
protect from this because unless the bench is dirty AT THE TIME OF ENTERING THE ACTION,
you cannot enter the action.
- You have to manually "pump" the social interaction. If you leave a bunch of sims
talking together they will gradually make some friendship but to actually get somewhere
you have to keep queuing social actions (like telling jokes, appreciating people, etc).
I guess this also makes the game "harder" but in a pointless way.
- You can't talk to someone while making dinner or while doing just about anything
else for that matter. Clearly the guys at EA don't watch many cooking shows.
- The relationships are highly linear. You either like someone more or less,
you don't like something about them and dislike some other thing (at least, if this
sort of multi-dimensional evaluation is going on behind the scenes, there is no
sign of it when you go to review the relationship list of any particular sim).
- The path-finding doesn't allow for changing circumstance. What I mean is that
if there are two toilets, one indoor and one in an outhouse in the yard then when
the sims bladder fills up they will try to go to the closest toilet and will avoid
the outhouse in the yard. They will do this even if the indoor toilet is occupied
and then they will throw a fit because someone is blocking them. Then if you leave
the desperate sim to his/her own devices they will try AGAIN for the indoor toilet
until you FORCE them to go out the back. Watching childish behaviour is amusing
for a short while, with the emphasis on short.
It has become a cliche that computer game graphics dominate the market and
both gameplay and game intelligence have been thrown aside. I would very much
like to say something different in this case but I can't... Sims-2 is entirely
graphics oriented and the gameplay sucks shit after three days.
Game Rules
There are also some strange items in the rules. Everyone starts with no skills.
If you start an adult, they never learned any skills as a child,
if you start an elder, they never learned any skills as an adult.
Thus, starting a character as an elder is a waste of time, you cannot get a
job of any sort without skills and your chance of promotion is about zero.
Starting as an adult isn't too bad but you run out of time very fast.
Starting as a child, you have to run an adult as well, just to give the child
a parent and this is about the only way to get a highly skilled sim.
The diurnal cycle is non-existant when you are playing the sims -- they
will wake up whenever they feel like it and sleep whenever they are tired.
Humans don't naturally do this, they react to the sun. Stranger still, the
NPC sims (i.e. the sims you aren't playing at that moment) will keep certain
hours and will get angry when you ring them late at night. The objective is
to force the player to impose a diurnal cycle so again you have the fun
of doing the job of a timer clock.
Sales and Success
The original sims sold very well and it's an adage in the gaming industry that
graphics is what sells games; good gameplay just stops people wanting to buy the next game.
Sadly, the Sims-2 is proving this true once more.
The sims sells well because it is a bit like Reality TV, because it is one of the
few games that girls are interested in playing and because parents buy it when
they are sick of yet another shoot-em-up, beat-em-up, kill-em-up sequel and
there's just a shadow of a chance that the sims series might have educational
elements.
the thing is that with the first sims, EA sold a huge range of expansion packs
which people kept buying because they thought that each one would extend the
playable life of the game. With sufficiently crap gameplay you can keep getting
people buying that next "hit" when they get bored.
Reviews
Here's a bunch of reviews, and my comments on the review.
- IT Reviews UK -- Independent Reviews by Professional Journalists
Positive review, barely mentions the gameplay other than listing the easily visible features, probably played it for an hour.
- Kidzworld
Positive (5 joystick) review with the only complaint that it takes up 3.5G of hard drive, obviously never tested the game on a machine with 256M of RAM,
probably read the box, briefly describes the features, not even passing consideration of the gameplay. Are kids really as stupid as this site seems to regard them?
- User reviews at PriceGrabber
Mostly positive excepting for the lack of custom content creation. I'd guess that's going to be another
of the after market, gimme-a-dollar add on extras.
- RealGamer UK
Rave review, obviously had played the game quite extensively and loved the gameplay... seems there are plenty of micromanagement fanatics out there.
- Supposed Consumer Reviews
These just don't have the "sound" of genuine consumer reviews to me. Hint for authors of web shoppers, if the list price is the same as your price
then don't make a point of telling the customer that they save nothing at all, it doesn't impress.
- Metacritic Collected Reviews
Most of them good, most of them either don't mention the repetitive micromanagement or consider it desirable.
Summary
It's eye candy, good quality eye candy but the content is shallow at best.
Judging from what people are writing, I'm a very strange individual not to like it.
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