THE SIMS FREE-PLAY- AUDIENCE AND INDUSTRIES!

 

THE SIMS FREE-PLAY- AUDIENCE AND INDUSTRIES:

Audience


What game information is provided on this page? Pick out three elements you think are important in terms of making the game appeal to an audience.

"The Sims™ FreePlay lets you create, customize, design and build to your heart’s content on mobile! Create your story, your way. Build your virtual town, family and life! Design and decorate dream homes that show off your interior design skills and personal style. Expand your Sim Town and watch your community grow as you earn more Simoleons"


- Ratings 

- Price 

- Reviews


How does the game information on this page reflect the strong element of participatory culture in The Sims?

Creating their own story and customisation

Read a few of the user reviews. What do they suggest about the audience pleasures of the game? 

They all love the game and how they can control a sims life and build a town. 

Participatory culture


What did The Sims designer Will Wright describe the game as?

Will Wright describes it as akin to a train set or a doll’s house where each person comes to it with their own interest and picks their own goals’

Why was development company Maxis initially not interested in The Sims?

Maxis, using the descriptor of ‘doll house’, was met with little enthusiasm. The board of directors thought that ‘doll houses were for girls, and girls didn’t play video games’ (Seabrook 2006). Luckily for Wright – and for Maxis in general – publisher Electronic Arts (which had bought Maxis in 1997) saw potential in the idea – something that would appeal to both boys and girls, and men and women alike.

What is ‘modding’?

This enabled a form of participatory culture to grow up around the game, a culture wherein players were able to modify game assets by manipulating the game code

How does ‘modding’ link to Henry Jenkins’ idea of ‘textual poaching’?

Modding can be seen as a form of textual poaching as fans actively engage with and modify media content to suit their own interests and creativity.

Look specifically at p136. Note down key quotes from Jenkins, Pearce, and Wright on this page.

Participatory culture is inherently social, feeding on the affordances of Web 2.0 and social media, allowing individuals to come together around shifting interests to create digital communities that are ‘held together through the mutual production and reciprocal exchange of knowledge. (Jenkins)

Pearce noted, The original Sims series has the most vibrant emergent fan culture of a single-player game in history.

Wright saying: 'We were probably responsible for the first million or so units sold but it was the community which really brought it to the next level'.

What examples of intertextuality are discussed about The Sims? (Look for “replicating works from popular culture”)

The sims incorporates intertextuality by including popular culture references and allowing players to create custom content inspired by real world or fictional sources. These elements add depth and personalisation to the game play experiences.

What is ‘transmedia storytelling’ and how does The Sims allow players to create it?

The Sims allows players to create trans-media storytelling by using in-game tools to capture and share their game play across various media platforms, expanding the narrative beyond the game stuff.

How have Sims' online communities developed over the last 20 years?

Sims online communities have developed into thriving hubs of creativity and connection, where layers come together to share their creations, stories and experiences over the past 20 years

Why have conflicts sometimes developed within The Sims online communities?

Occasionally due to the differences in creative preferences, competition, and occasional disagreements, but overall the community remains a supportive and vibrant space.

What does the writer suggest The Sims will be remembered for?

Is for the cult following that it engendered well beyond the usual lifespan of a popular computer game; and also for the culture of digital production it helped to pioneer, one that remains such a staple of fan and game modding communities today.


Read this Henry Jenkins interview with James Paul Gee, writer of Woman as Gamers: The Sims and 21st Century Learning (2010).

How is ‘modding’ used in The Sims?

Players can create and add custom content like new objects, clothing and even game play features. Its a way to make the game truly unique ad tailored to your own preferences. It allows players to tap into their creative side and share their creations with others. 

Why does James Paul Gee see The Sims as an important game?

Because it offers players a high level of flexibility and interactivity. Players have the freedom to shape their own experiences, create unique stories and explore their creativity. The game allows for open ended game play where the players can make choices and see the consequences of their actions. This level of agency and customisation is what makes The sims stand out and has contributed to its popularity and impact of the gaming world.

What does the designer of The Sims, Will Wright, want players to do with the game?

Will Wright is doing in an extreme way what lots of game designers want to do: empower people to think like designers, to organise themselves around the game to become learn new skills that extend beyond the game, and to express their own creativity. Many say the Sims is not a game--and I myself used to believe that.

Do you agree with the view that The Sims is not a game – but something else entirely?

I believe that is is more than just a game because it offers a unique blend of storytelling, creativity, and social interaction 

How do you see the future of gaming? Do you agree with James Paul Gee that all games in the future will have the flexibility and interactivity of The Sims?

I do agree with James Paul Gee that there is a growing trend towards games having more flexibility and interactivity. The sims is a great example of that, where the players have the freedom to shape their own experiences. As technology continues to advance, we might see even more immerse and interactive games that give players even greater control and creative possibilities. 


Industries

Regulation – PEGI

Research the following using the VSC website PEGI page - look at the videos and Q&A section.

How does the VSC and PEGI ratings system work and how does it link to UK law?

The VSC AND PEGI ratings systems classify and provide age ratings for video games in the UK. The VSC rates physical copies, while PEGI rates both physical and digital games. These ratings are endorsed by UK law making it illegal to sell games without appropriate age ratings 3+ and 18+ and consider factors like violence and language.

Click on the PEGI Rating tab in the top menu. What are the age ratings and what content guidance do they include?

Ages: 3 ,7, 12, 16, and 18.

These age rating let you know whether a game contains certain elements, such as violence, sex, drugs, or bad language, that might be harmful, upsetting, disturbing or just unsuitable for children blow that age. 

What is the PEGI process for rating a game? 

Game publishers provide information about the games content and PEGI assigns an age rating based on that information. Trained raters consider factors like violence and language. The rating is communicated through symbols and descriptors on the games packaging, helping parent make informed decisions. 


The ‘Freemium’ gaming model

Read this Lifewire feature on freemium gaming and answer the following questions:

How does the freemium model work?

Free-to-play is a successful revenue model for app developers. Typically, the developers give away an app's core functionality for free and offer upgrades to add certain features. For example, the app may contain ads, and you can pay to disable them. Or, a game app might allow you to purchase additional game currency to advance more easily through the game.

Why do some gamers believe freemium is ruining games?

There are plenty of examples of the freemium model executed poorly. Some games enable players to "pay to win," meaning pay money to quickly become much more powerful than other players. Others use a "pay to play" model in which players encounter a time limit unless they pay to extend their time. Unfortunately, many games use these methods.

Players become frustrated when it seems like the developers of these games are trying to nickel-and-dime them to death. 


What are the positives of the freemium model for gaming?

This model also places emphasis on longevity, which players like. That is, a popular game with an existing fan base can continue to add premium content to keep the game fresh and keep those loyal players.



Note the key statistics in the first paragraph.

The “Freemium” model dominates mobile games. From Candy Crush Saga to Clash of Clans, “freemium” games and their in-app purchases account for about 70-80% of the $10 billion or more in iOS revenue each year.

Why does the freemium model incentivise game developers to create better and longer games?

Developers are then incentivized to put that stream of revenue directly back into the game to improve it.

What does the article suggest regarding the possibilities and risks to the freemium model in future?

Spending money just adds customization to the experience. It’s a benefit that many players are more than willing to do. However, some players — as evidenced by this League of Legends subreddit — complain of spending more than $2,000 on the game over the course of several years.


Read this New York Times feature on freemium gaming and answer the following questions:

Why did Temple Run use the freemium model?

Temple Run used the freemium model because it allows them to reach a wider audience and generate revenue through in-app purchases.

The bigger gaming studios like Electronic Arts used to avoid the freemium model. Why are they now embracing it?

The freemium model has become quite popular in the gaming industry. Big studios like Electronic Arts have started embracing it because it offers a way to monetize games while still allowing a large number of players to enjoy them for free. 

Why does Peter Farago suggest independent game makers benefit more from the freemium model than the major publishers like EA?

Peter Farago suggests that independent game makers benefit more from the freemium model than major publishers like EA because it allows them to reach a wider audience and compete with big studios without the need for a large marketing budget. The freemium model provides independent developers with a way to generate revenue through in-app purchases and create a sustainable business model. 


Electronic Arts

Read this Pocket Gamer interview with EA’s Amanda Schofield, Senior Producer on The Sims FreePlay at EA's Melbourne-based Firemonkeys studio. Answer the following questions:

How has The Sims FreePlay evolved since launch?

The Sims FreePlay has evolved since its launch by introducing new features, expanding gameplay options, and improving graphics and performance. Over the years, the game has added more content, such as new locations, careers, hobbies, and social interactions. It has also introduced events, challenges, and limited-time quests to keep players engaged. The game has undergone updates to enhance the overall player experience and provide a more immersive simulation of life.

Why does Amanda Schofield suggest ‘games aren’t products any more’?

Amanda Schofield suggests that "games aren't products anymore" because the gaming industry has shifted towards a service-based model. Instead of just releasing a game as a one-time product, developers now focus on providing ongoing updates, expansions, and additional content to keep players engaged and invested in the game. This shift allows for continuous improvement, community engagement, and monetization beyond the initial purchase.

What does she say about The Sims gaming community?

Amanda Schofield highlights the vibrant and passionate community that has formed around The Sims. She emphasizes how players of The Sims have embraced the game's creative and open-ended nature, using mods and custom content to personalize their gameplay experience. The Sims community is known for its active participation, sharing creations, stories, and mods, which adds a whole new dimension to the game. 

How has EA kept the game fresh and maintained the active player base?

EA has kept The Sims FreePlay fresh and maintained its active player base by regularly releasing updates and new content. They introduce new features, such as new locations, careers, and hobbies, to keep players engaged. They also incorporate limited-time events, challenges, and quests to provide ongoing excitement and incentives for players to continue playing. Additionally, EA actively listens to player feedback and implements improvements and optimizations based on player suggestions. By continuously adding new content and improving the game.

5) How many times has the game been installed and how much game time in years have players spent playing the game? These could be great introductory statistics in an exam essay on this topic.


Finally, read this blog on how EA is ruining the franchise (or not) due to its downloadable content. Answer the following questions:

What audience pleasures for The Sims are discussed at the beginning of the blog?

“The Sims” games center on the players’ ability to create “Sims” — virtual humans with personalities and ambitions — and take complete control of their lives. Players can also use the game to experiment with architecture, decoration and landscaping. Traditionally, each main series entry begins with a base game containing a large portion of the content, but not the entire package.

What examples of downloadable content are presented?

As the lifespan of the game progresses, various “expansion packs” are sold to add new gameplay features, while “stuff packs” add items, such as new clothing or furniture options, without expanding on the game mechanics. These all fall under the umbrella term “downloadable content.”


How did Electronic Arts enrage The Sims online communities with expansion packs and DLC?

Electronic Arts has faced criticism from The Sims online communities regarding expansion packs and DLC. Some players felt that these additional content releases were too expensive and that they should have been included in the base game. There were also concerns that certain expansion packs lacked substantial new gameplay features or did not meet the expectations of the community. These issues led to frustration and disappointment among some players, resulting in an enraged response from certain segments of The Sims online communities.

What innovations have appeared in various versions of The Sims over the years?

One notable innovation is the introduction of open-world gameplay in The Sims 3, which allowed for seamless exploration of the neighborhood without loading screens. The Sims 4 introduced a more intuitive Create-A-Sim tool, allowing for more detailed customization of Sims' appearances. Additionally, the expansion packs and DLCs have brought new features like pets, seasons, and even supernatural elements like vampires and witches. These innovations have added depth and variety to the gameplay experience, giving players more creative possibilities and enhancing their overall enjoyment of The Sims. 

In your opinion, do expansion packs like these exploit a loyal audience or is it simply EA responding to customer demand?

Well, it's hard to say for sure as it can vary depending on individual perspectives. Some might argue that expansion packs could be seen as a way for EA to monetize their loyal audience by offering additional content at an extra cost. On the other hand, others might argue that EA is simply responding to customer demand for more content and features in the game. Ultimately, it's a complex topic with valid arguments on both sides.













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