3/30/2023 0 Comments Sims 4 xbox one direct controlAs their lives unfold based on the environment, relationships and specific traits, the player gets to manage the life, needs to organize activities, attend to needs, and react to moods, with non-linear gameplay and no direct control. Just like the previous games one or more custom characters are created through Create-a-Sim to live in a house designed by the player. The Sims 4 is the fourth main game in the real-time life simulation / management series. Nintendo Switch Accessories & Peripherals Nintendo GameCube Accessories & Peripherals Nintendo 64 (N64) Accessories & Peripherals So they seem to struggle with more frustration than a general usability because they have too much information but not enough knowledge.Super Nintendo (SNES) Accessories & Peripherals And I think their struggle is more rooted in the fact they know what they want to do but they have no idea which button will do the thing. “What’s very funny, to me at least, is the people who play a lot of Sims 4 on PC and don't use a console very much, struggle for a while. The length of time has a lot to do with where you tend to play,” he said. “From my experience, you are talking about learning curve. This may also be the case for those delving into The Sims on consoles. ![]() It takes hours of play to operate at a high efficiency. Imagine playing The Sims on PC for the first time. There’s an immense number of options in all the modes, all of which take time to discover and find. “We have tried very hard to follow the conventions that I see across the console market.” The reality is, if you are familiar with console control, a lot of what we have is very common,” he said. People who enjoy The Sims on a console but don't have The Sims 4 experience yet, and watching how they did. “I really wanted to test people who played Sims 3 on console. When we spoke, the game was on its seventh iteration of controls and counting. There was a lot of testing involved, and constant changes to the user interface and controls which ultimately resulted in the combination of two indirect controls. That’s not the case for Build/Buy mode, which Duke said was the most complicated tool to remap controls. There are many other games that incorporate some sort of Sim-creation tool. We really wanted to challenge ourselves to keep it consistent,” Duke said.ĭuke admits he and the development team knew early on to expect usability challenges, especially since Sims 4 on console is not scaled down or focused on a single theme, like we’ve seen in the past. There’s knock-on effects to changing the way that a player interacts with the game. “If we make the change to a direct control schema, there are some systems that we built that are going to need to also change. It’s also the experience The Sims team wanted to replicate on console, or had to, considering it’s an exact port - one of the reasons the game took years of development. It’s how the PC game is and has always been allowing the player to control multiple Sims, stories and elements of the game at once. If you play The Sims a lot, there’s no question you fast-forward through hours of Sim time. Some players complain watching your Sim walk around is boring and less immersive, which it can be. So with that as the guiding light, it actually shut down that conversation pretty efficiently.” It is about where you want to tell your stories, not which stories you can tell. It is the same gameplay, the same features, the same experience. When I am leading a project I try to think about, what is our goal? What is our mission statement? For this time, for this generation bringing The Sims 4 to console, our real goal was that it is the same game. “I think there are always good arguments for any option. “‘Contentious’ is probably a single-word description,” Duke said with a sigh and a laugh. So it’s no surprise this was one of the hardest decisions when Duke and his team were developing Sims 4 for Xbox and PS4. ![]() Sims 2 on console was direct control - you move with your Sim, which meant no more walking in on other Sims while they use the bathroom! Sims 3 on console payed homage to the first iteration, with a bigger glowing green beam as the point-and-click method. The first iteration of Sims on console relied on a waypoint to select where your Sim travelled. “People seem to just fall on one side of that coin.” “There is always a war amongst our fans about whether it should be direct control or indirect control,” Sims 4 console producer Michael Duke told Player.One. This one aspect of control has been at the center of debates surrounding console versions of the game year after year. If you’re a fan chances are you have strong opinions on the subject. ![]() Do you click on a destination and watch your Sim walk around? Or do you move your Sim with the push of an analog stick? That’s the difference between indirect and direct control when it comes to The Sims.
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