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Sim-Dud?

Lumpish Scholar writes ""The Sims Online" was one of the most anticipated releases of 2002; but (according to this Los Angeles Times story in the Baltimore Sun, "'The Sims Online' sold 105,000 copies, or only about a quarter of the initial shipment in December," and (as quoted in this article in the New York Times), "the company's president, John S. Riccitiello, said the number of subscribers was half what Electronic Arts expected." (Check out Google News for more articles, and a registration-free partner link to the New York Times story.) Meanwhile, the game's customer reviews at Amazon.com have an average rating of only two (out of five) stars."

355 comments

  1. dead before it was online by NetMagi · · Score: 3, Interesting

    was I the ONLY one who never played the darn thing in the first place?

    1. Re:dead before it was online by anon*127.0.0.1 · · Score: 1, Funny

      You probably had a real life. No need for a simulated one, then.

      --
      I am NOT a man!
      I am a free number!
    2. Re:dead before it was online by Anonymous Coward · · Score: 0
      was I the ONLY one who never played the darn thing in the first place?

      Judging from the sales figures - yes.

    3. Re:dead before it was online by Coward+the+Anonymous · · Score: 2, Funny

      was I the ONLY one who never played the darn thing in the first place?

      Apparently it's just you and me.

      --
      -- Jason
    4. Re:dead before it was online by NetMagi · · Score: 1

      ohhm sorry then. . those responsible for not "marketing" me into playing it: "have been sacked"

    5. Re:dead before it was online by sweetooth · · Score: 1

      I didn't play it either. I did watch a friend play it for about two minutes before I fell asleep and that was more than enough for me.

    6. Re:dead before it was online by DesiDudette · · Score: 1

      Not really!! I didn't either...

    7. Re:dead before it was online by Martok7 · · Score: 1

      I never played the game and never intend to.

      --
      I never liked you
    8. Re:dead before it was online by raile · · Score: 1
      Nope, never played it; the concept holds no appeal to me.

      Although, I played a fair amount of Sim City back in the day. I always wondered how a city planner would do at that game (or <<insert name of your diety here>> would do at Sim Earth, for that matter...)

    9. Re:dead before it was online by IWantMoreSpamPlease · · Score: 1, Funny

      You are not the only one, I never saw the point in playing it. Now mix Diablo and The Sims, then you might get me to play it.

      --
      So rise up, all ye lost ones, as one, we'll claw the clouds.
    10. Re:dead before it was online by Triv · · Score: 2

      You are not the only one, I never saw the point in playing it. Now mix Diablo and The Sims, then you might get me to play it.

      I realise you were kidding, but I'd love something like that.

      Diablo gets really boring after a while - I'd love the backplot and associated stat modifiers etc. of your assassin having a family life (an odd one, but still.) Although decorating your tent in the rogue encampment would be a little much...

      Triv

    11. Re:dead before it was online by stratjakt · · Score: 1

      I tried it when it came out and never saw the point. I mean you simulate a guy making toast, taking a leak, and all the other boring minutae of our everyday lives.

      They dont go on crazy adventures, fight dinosaurs with shoulder launch missles, get in swordfights, nothing. None of the escapism of gaming here. It just reminded me how boring and pathetic day-to-day life can be.

      --
      I don't need no instructions to know how to rock!!!!
    12. Re:dead before it was online by fredrik70 · · Score: 1

      ...and me. Got bit worried when my mate went over to her parents and they all ended up sitting in a room on their own all weekend playing Sims. So much for socialising with your parents....

      --
      if (!signature) { throw std::runtime_error("No sig!"); }
    13. Re:dead before it was online by AKnightCowboy · · Score: 1

      Maybe it's dead because people may have more time on their hands because of the Dot-Bomb fallout to actually live a real social life instead of a simulated one? Why play a silly game simulating a person with a social life when you can just get off your keister and go to a pub and have a real one? The Sims was just about the silliest notion for a game I ever heard of. It's one thing to make a game about something you can't do in real life... killing terrorists, flying around in a jet fighter, smashing aliens, etc. But clubbing and making sure your Sim is up on time to get to work?? WTF?

    14. Re:dead before it was online by Erasmus+Darwin · · Score: 1

      That's very nice that you didn't play it. However, that doesn't change the fact that "The Sims" was the number one selling PC game of all time, with over 7 million copies sold. The online version may have its problems, but a lack of popularity of its predecessor sure as hell isn't one of them.

    15. Re:dead before it was online by wdr1 · · Score: 1

      Don't they have MUDDs already?

      -Bill

      --
      SlashSig Karma: Excellent (mostly affected by moderatio
    16. Re:dead before it was online by johndiii · · Score: 1

      My stepfather, a city manager, enjoyed the original SimCity quite a bit. He never got into SC2K - I think that he thought that it had more detail than he really wanted to deal with.

      IMO, the UI in SC3K degenerated from SC2K - too warm and fuzzy, not functional enough.

      --
      Floating face-down in a river of regret...and thoughts of you...
    17. Re:dead before it was online by Anonymous Coward · · Score: 0

      my father is a city planner. he really got into SimCity and was pretty good at it (though no better than any avid gamer). SC2000 was a little too complicated.

    18. Re:dead before it was online by Autonymous+Toaster · · Score: 3, Funny

      I mean you simulate a guy making toast,

      Did someone say something about toast?

      I haven't played, but this sounds like an excellent game to me.

      --
      Could I interest anyone in some toast?
    19. Re:dead before it was online by Anonymous Coward · · Score: 0

      I played it and liked it alot. just me i guess

    20. Re:dead before it was online by Anonymous Coward · · Score: 0

      I played it when it was in alpha, until I had to pay for it :) And in that time, the only fun I had was making my sim fart and burp at the ladies :)

    21. Re:dead before it was online by Anonymous Coward · · Score: 0

      Yeah, I like being an Anonymous Coward. hehe

      Personally, I think the idea of playing the Sims online was pretty cool, but in terms of playing other people, it can get pretty crappy. You can get the horny 13 year olds that spam actions trying to get you in bed with them, when you want to go take a shit... you know, it's kind of ridiculous. Unless you can find a decent player to play with, it isn't all that great.

  2. Must be somewhat successful.. by bmalia · · Score: 1

    Because my wife plays the darn thing non-stop!

    --
    There's no place like ~/
    1. Re:Must be somewhat successful.. by The+AtomicPunk · · Score: 2, Funny

      You must be one seriously boring dude. :)

    2. Re:Must be somewhat successful.. by hlynurjo · · Score: 1

      well apart from your wife another 8 million people seem to see something in it.... what exactly I couldn't say because I don't like taking out the garbage and turning of the television 100 times every two hours, which seem to be the main goals of the game.

      So why so popular??

      --
      hmmm
  3. Pay per use game? by nurb432 · · Score: 1

    Perhaps the business model of 'pay per use' really isnt that popluar..

    "join our gaming network. .bla bla bla" no thanks..

    --
    ---- Booth was a patriot ----
    1. Re:Pay per use game? by program21 · · Score: 1

      This is more like...Spend $50 to buy the game, and then $x per month to be able to play it.

      --
      This has been a test. Had this been a real emergency, we would have fled in terror and you would not have been informed.
    2. Re:Pay per use game? by KludgeGrrl · · Score: 1

      As an addict of SimCity I have to say, if I wanted to interact with other people I would hardly be sitting for days in a dark room in front of my computer now, would I?

      I think part of the appeal of simulations is that they bestow the user with a -- what would you call it..?

      I know! A *simulated* reality.

      (It's not like those shoot-em up games, where some people like the idea that there really is another carbon-based life form at the other end of the gun...)

    3. Re:Pay per use game? by neverkevin · · Score: 2, Insightful

      It is not the business model, it is that the game just sucks. MMORPGs like everquest and doac are making a killing using the same business model because their games are mildly interesting.

    4. Re:Pay per use game? by dead+sun · · Score: 4, Insightful
      This is why I will never buy a game like The Sims Online, Ultima Online, Everquest, whatever. I refuse to pay a fee monthly to ensure that I'm able to play a game that I already shelled out for, for a couple reasons.

      First, I don't have hours and hours to play games in the first place. I've got homework to do, college to pay for, and then afterwards a little time to unwind. Even at say $10 a month for a single online subscription game I might play at most a few hours of it a month. That's about all the more I get to play most games now. The hourly cost isn't that high, but the total cost over a year is obscene, $170 including purchase cost for maybe 36 hours of gameplay. Sorry.

      Second, I can find an abundance of quality entertainment, online multiplayer even, other places for free, or included in the purchase cost of the game. Battle.Net seems to be working out alright, though I'm not a huge fan of playing with some of the jerks on there. I'd rather set up a LAN and play that way, or prearrange an Battle.Net room. Otherwise there are tons of MUDs and other free games out there as well. Those have kept me entertained for longer periods of time than some games I've purchased.

      Maybe when I'm making more money than I currently am trapped in college I'll feel differently. Right now, however, I don't even toss subscription games a second look. For some reason I don't think I'm going to change my mind lightly either.

      --
      If not now, when?
    5. Re:Pay per use game? by realdpk · · Score: 2, Insightful

      You aren't limited to 36 hours of gameplay. And in EQ, that wouldn't get you very far, in any case..

      Consider tho, that $170 for 36 hours of gameplay is ~$4.72/hour. Pretty cheap compared to many alternatives. If you play 100 hours in that year, there ya go, $1.70/hour. Gets better the more you play!! ;)

    6. Re:Pay per use game? by Anonymous Coward · · Score: 0

      "You aren't limited to 36 hours of gameplay. And in EQ, that wouldn't get you very far, in any case"

      I believe he means he only has 36 hours given his other habits and responsibilities, like homework, chores, a real social life...

    7. Re:Pay per use game? by Anonymous Coward · · Score: 0
      And in EQ, that wouldn't get you very far, in any case..


      Perhaps you missed where he said he doesn't have any more time to dedicate to the game. And that is a problem for a casual gamer such as myself. I can't dedicate the time to play, so I can't play with my friends who are spending 12+ hours a day on the game. Sure, they have offered to twink my charactor to their play level, but then I'd have the problem of not knowing where anything was, and would have to rely on my friends being available when I play.

      That and the "Let's wait in line for 72 hours straight, so I can get the Uber Item this monster sometimes drops" doesn't sound like much fun to me.
    8. Re:Pay per use game? by Oculus+Habent · · Score: 1

      The problem is they made a jump from a one player game to a MMPORG that is vastly different. You can't just frig around with stuff anymore, it's costing you money, and other people are involved.

      It's not the same game by any means, even though the name and graphics are the same. That's where the problem is. The original had huge success because it allows people to make a world that they want to be in. MMPORGS take away the control you have over "your" world. It's like switching from WarCraft to EverQuest thinking they're the same thing.

      --
      That what was all this school was for... to teach us how to solve our own problems. -- janeowit
    9. Re:Pay per use game? by plague3106 · · Score: 0

      Um, he is, but not by limits they set, its from limits imposed in his life.

    10. Re:Pay per use game? by dead+sun · · Score: 1
      Like the 3 people before me said, it's because of limits imposed by my life outside of the game, not by the game itself.

      It is very true that the more you play, the more the cost is driven down. Even at $5 an hour it is less expensive that many things, like going to a movie and getting popcorn even. It's just that if I don't go to a movie for a few months they don't terminate my account, kill my characters, and the like. Well, not that they could anyway.

      Perhaps when I have a real, well paying job and am not so deep in coursework I'll reconsider. I'm sure I could find time for one such game, and once one makes enough to have a disposable income $10 per month probably won't look like too much.

      Still, I can play on a MUD for free, and compared to from what I've seen of EQ, I think the experience might be more favorable.

      --
      If not now, when?
    11. Re:Pay per use game? by sebi · · Score: 1
      It's just that if I don't go to a movie for a few months they don't terminate my account, kill my characters, and the like.

      Not yet anyway. But they would surely love to

    12. Re:Pay per use game? by Anonymous Coward · · Score: 0

      As a computer science Grad Student I completely disagree with the $10 a month being a waste of money. I spend roughly 10 hours a day on campus doing work. That is a combination of coursework, thesis writing and my job. So that leaves me about 8 free hours a day. Even if I only spend two or three of those hours a week it is still the cheapest way for me to socialize with my friends.

      Consider this, friday night at the bar with my fellow grad students $20 dollars if I'm being cheap. Movie with some friends $10 at least. A date $40. Plus none of these activities take more then four or five hours. Even if some people just come over to hang out at my house it ends up costing a little money for liquor.

      On a side note, I am I grad student so I always go where the cheap drinks and food are =)

    13. Re:Pay per use game? by Thud457 · · Score: 1
      SOoooooo....

      I'd have to make at least $4.72/hr selling[*] artifacts to break even?!!
      That's a TREMENDOUS tax rate, the Democrats should get Sony to explain how to get that one through Congress!




      [*];) - can't find the article on Wired about people quitting their jobs because they're making more real money selling virtual Everquest (?) artifacts

      --

      the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff

    14. Re:Pay per use game? by DarkZero · · Score: 1

      Consider tho, that $170 for 36 hours of gameplay is ~$4.72/hour. Pretty cheap compared to many alternatives.

      Compared to what? Not to 30-50 (Hell, even 80 or 100 in some cases) hour console RPGs. Not to free MUDs. Not to Battle.net games. Not to games with user-supported multiplayer like Counter-Strike, Quake, Unreal, Return to Castle Wolfenstein, etc. Not to anything on X-Box Live. Not to anything can be expanded by the users like Neverwinter Nights, Warcraft III, or Half-Life.

      But yeah, compared to some of the crappiest, most overpriced games I've ever played, Everquest is a GREAT deal. It really kicks the crap out of $40-$50 oddities that last two hours like Strider 2. At least they can be proud of that.

    15. Re:Pay per use game? by Sethb · · Score: 1

      Yeah, that's exactly why I didn't get into it. I tried the Beta (which was free) and decided that while it was kind of fun, it certainly wasn't worth the cost.

      $50 + $10/month = $170 for one year of playtime

      Umm, hmm, for what amounts to instant messaging? No thanks.

      It is kind of fun, for a while, especially if you meet some friends you enjoy chatting with, but the initial price of the game was too high.

      I had a temp job at Software, Etc. this year for the Holidays (just some extra money for X-mas, I have a full-time PC Support job) and The Sims is still a big seller. But what Maxis hasn't realized is that a lot of the people who bought it are not typical gamers, they're the casualest of the casual gamers, and a lot of them are teenage girls, and the rest are white trash. :)

      The teenagers' parents are not at all keen on buying them something with a monthly fee attached, and the trashy people can't even get credit cards. The Sims does not attract those of us who can or would spend $10 a month to play the game, by and large.

      Maxis should be selling it for $19.99 and $4.99/month, and they'd wind up making more money and have a much bigger hit on their hands. Sell the first version dirt cheap, then come out with expansion packs at $30/pop every 4 months, and you'll really rake in the cash.

      --
      When in danger or in doubt, run in circles, scream and shout. --Robert A. Heinlein
    16. Re:Pay per use game? by Gumber · · Score: 1

      Consider tho, that $170 for 36 hours of gameplay is ~$4.72/hour. Pretty cheap compared to many alternatives.

      Cheap compared to what alternatives? A serious strip club habit? Operating a racing yacht?

  4. Well no shit by Macaw2000 · · Score: 1, Interesting

    The demographic who play games like "ths sims" are not the same people who play MMORPGs.

    People who played The Sims also play "Deer Hunter" and "Solitare" and whatever else came installed on their computers. I doubt there's much crossover to the Warcraft 3 and Everquest community.

    1. Re:Well no shit by First_In_Hell · · Score: 2, Funny

      "Deer Hunter" comes pre-installed on computers? God help us all.

    2. Re:Well no shit by cicatrix1 · · Score: 1

      That is simply not true. What a fucking biased, wrong, and stereotype riddled brain you have there.

      --

      I know more than you drink.
  5. Sim the sim by anicklin · · Score: 5, Funny

    Maybe they should have simulated the release of the game in The Sims to see what the outcome would have been. :-)

    1. Re:Sim the sim by slide-rule · · Score: 1


      <matrix insight>Maybe *we* are the sim of the sim to see if, err...</matrix insight>
      My head hurts. Thanks a lot!

  6. That's because... by Anonymous Coward · · Score: 0

    Sims online sucks.

    This explains better than I can:

    Flaming Telepath Blog.

  7. Err... by Lord+Bitman · · Score: 4, Insightful

    Maybe it's because no one wants to pay what you'd expect to pay for a full-fledged RPG when all you get is IRC and a set of meaningless stats that don't actually effect gameplay?
    They should be trying to get sales, not subscriptions. If it were like Battle.net, people would be stepping over eachother to get a copy. Pay for Chat? Not bloody likely. Remember Alpha World?

    --
    -- 'The' Lord and Master Bitman On High, Master Of All
    1. Re:Err... by stratjakt · · Score: 1

      The way I see it the people that would be even slightly interested are already hooked on Everquest and other MMORPGs. If that stuff is already eating 80 hours of their time a week, I doubt they'd break away to take a gamble on this (not to mention pay another monthly fee)

      It's like asking a crackhead to toke a joint with you. Chances are he's too busy smoking crack, and will blow you off.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:Err... by Anonymous Coward · · Score: 0
      They should be trying to get sales, not subscriptions. If it were like Battle.net, people would be stepping over eachother to get a copy.

      I rather think you are right on that point. I was all set to buy the game for my sister (who has enjoyed the offline version, and is on a LAN at college) for Christmas; then got to EB, read the box, and I found out about the subscription fee. To Hell with that. No way do you pay $40 for a game, and then still have to pay $10 per month to play it.


      Blizzard got it right. Include online play in the initial purchase price. Maybe that means the price ends up being more like $70 or $80 instead of $40, but I'd put money on them getting many more sales that way. I know I would have bought it for my sister then. After Christmas I told her about that and she agreed that she didn't want it if they were charging a monthly fee.


      The bottom line: EA got greedy, and misjudged their potential customers.

    3. Re:Err... by NivenHuH · · Score: 1

      I think you're right about trying to get sales, and not subscriptions for this type of game. However, the way it's modeled, it's not peer-to-peer like the Battle.net games are. They have to come up with some sort of pricing structure to maintain the bandwith / equipment that goes along with offering this kind of game, or find some way to make it peer-to-peer.

      It'd be interesting if they found a way to do the peer-to-peer thing (like Kazaa/Morpheus/Gnutella/etc..) and incorporate that into a game.. Like.. as you're walking around, you poll data from another client in the same region. Then you wouldn't have to pay monthly fee's for a game that definately doesn't deserve it..

      --
      Just when you make it idiotproof, some idiot builds a better idiot.
    4. Re:Err... by civilizedINTENSITY · · Score: 1

      Allowing P2P would entail giving up control. No IP owner seems willing to let go... but its an interesting idea.

    5. Re:Err... by Minna+Kirai · · Score: 1

      Depending on implementation details, they can still maintain a lot of control. As was mentioned, Blizzard's Battle.Net uses P2P between the individual players for long-lasting, high-bandwidth connections that run a game. But the administrative functions- user login, player matchmaking, and game startup- are handled on their own systems.

      That way, they've got fairly low server costs, yet control how the product is used. Woe to he who thinks to wrest the central server from them.

  8. Surprising. by handsomepete · · Score: 1

    I don't think I could bring myself to pay 5 bucks a month to use a chat room.

    1. Re:Surprising. by santajon · · Score: 0

      $5?? It's a bit more than that, try $9.97

    2. Re:Surprising. by dasmegabyte · · Score: 4, Interesting

      I dunno. A lot of people pay $23 per month just to use AOL's chat rooms, and $5-$15 fees for online dating services. If Sims Online gets big enough for a lot of people to forge relationships, they will maintain a subsistance subscription level. The "boring" skill system would be less boring if you're chatting while doing it (think online spelling bee). And it might entice people to get an alternate internet provider...$10 for juno and then $10 for Sims Online is still less than $23 for AOL. EA should forge a relationship with one of the sub-$20 providers and offer a "sims internet service," the Sims being a more successful franchise than even AOL last year.

      It seems like Sims Online's biggest mistake isn't the online engine so much as the speed. You can build a sim up really quickly in the original game, getting a two or more promotions in an hour and plenty of dough. If I had to take a few days to do the same...well, I wouldn't.

      --
      Hey freaks: now you're ju
    3. Re:Surprising. by Anonymous Coward · · Score: 0

      "EA should forge a relationship with one of the sub-$20 providers and offer a "sims internet service,"

      Now that's a really, really good idea.

    4. Re:Surprising. by Bakaneko · · Score: 1

      Nah, its boring WITH the chat, because in that case, the game gets in the WAY of social interaction.

      Try to have a conversation with someone in the game... Assuming they DO talk back (and most won't), you can guarantee that about 5 minutes into the conversation, someone will say "Oh, wait, gotta go green." and then go off and do a series of silly repititive tasks and then come back to the conversation and say "So where were we?"

      Or skill building... It takes forever, and is boring as heck, and the mere fact that everybody is staring at the screen while doing it tends to shape the conversation. During, the "free trial" I don't know how many "So, wow, we suck at guitar." or "Everybody working out here sounds like they need more fiber" conversations I was party to. The conversations probably would have been better if there was a blank screen ala IRC, since people wouldn't feel compelled to comment on it.

      There is no "promotion" system in the game. The current subset of functionality in the game versus the offline Sims is very small.

      And in the end, the game really is just IRC with avatars, ala Habitat or what have you. And I don't even really like IRC.

  9. As a friend once remarked by IWantMoreSpamPlease · · Score: 4, Funny

    When I told him about "The Sims":

    "Great, a simulated life for people with no real life."

    Kinda summed it all up right then and there.

    --
    So rise up, all ye lost ones, as one, we'll claw the clouds.
    1. Re:As a friend once remarked by efatapo · · Score: 5, Funny

      When I told him about "The Sims":
      "Great, a simulated life for people with no real life."


      Kind of like an animated form of the slashdot community...

    2. Re:As a friend once remarked by ivrcti · · Score: 1

      Where is your sig from? Sounds like something I'd enjoy reading.

    3. Re:As a friend once remarked by The+Bungi · · Score: 1
      Where is your sig from? Sounds like something I'd enjoy reading.

      I think it's a quote from "Necromancy For Beginners: How To Banish Microsoft", by LinuxMystic.

      But I may be wrong.

    4. Re:As a friend once remarked by junkgrep · · Score: 1

      Wow, your friend is amazingly witty and original.

    5. Re:As a friend once remarked by JavaDuke · · Score: 1

      When I told him about "The Sims":

      "Great, a simulated life for people with no real life."


      My wife's take was a bit different:

      "Oh, a doll house for geeks." 8)

  10. This is a typical example... by Randolpho · · Score: 1

    ... of a rush job capitalizing on customer loyalty from a previous product.

    --
    "Times have not become more violent. They have just become more televised."
    -Marilyn Manson
    1. Re:This is a typical example... by Anonymous Coward · · Score: 0

      I'm confused... you're trying to say that bashing Microsoft is somehow not a clearly insane idea?

    2. Re:This is a typical example... by Anonymous Coward · · Score: 0

      Actually it's not a rush job, quite the opposite. Haxis has sunk several years of development into "TSO", as it's referred to internally. It was supposed to be the next ridiculously profitable venture from Maxis, but surprise, surprise... maybe they don't have a license to mint money after all..

  11. hmm by Billly+Gates · · Score: 1
    I am suprised. It seems fanatsy, mutliplayer action, as well as regular IM chat is quite hot. I myself love the pc over the game console because I can interact with real people. If I worked at Maxis I would probably have pushed this sort of game because thats what the demand is in the market.

    I guess people want a fantasy to interact in like Everquest or Ultima online. Not something modeled after the real world. Or the people who are addicted to irc and IM chat are probably not game players and would not buy this. The web has tons of chat rooms and communities that are free. No need for sims.

    1. Re:hmm by Anonymous Coward · · Score: 0

      Perhaps they should add a Guns'n'Booze store to the game?

  12. Broadband overestimation by cenonce · · Score: 4, Insightful

    I think EA (and Microsoft) probably overestimated the number of broadband users.

    At 40 bucks a month (at a minimum), Broadband ain't cheap. And though Sims Online is quite fun, it would suck without a highspeed connection. And anyway, The Sims is pretty fun on its own... without dealing with virtual SimTrolls.

    -Anthony

    1. Re:Broadband overestimation by hrieke · · Score: 1

      Well then why did AOL, MSN, and Earthlink all report lose of subscribers due to an uptake of broadband?

      I'd think that it is more of 'what does being online offer The Sims' vs the stand alone version. Not much judging by what other people here are saying.

      --
      III.IIVIVIXIIVIVIIIVVIIIIXVIIIXIIIIIIIIVIIIIVVIIIV IIVIIIIIIVIII...
    2. Re:Broadband overestimation by Anonymous Coward · · Score: 0

      Actually, I play TSO on a 56k connection. It isn't bad at all. There isn't that much data transferring; just character movements and conversation. Sure, it is inane stuff (let's play pizza!), but it's not like you are transferring MP3s or something that hogs bandwidth.

    3. Re:Broadband overestimation by MrResistor · · Score: 1

      Well then why did AOL, MSN, and Earthlink all report lose of subscribers due to an uptake of broadband?

      Because they are idiots.

      None of the people I know that ditched those services did so to get broadband, they did it because they could get the same internet with better customer support for 1/2 to 1/3 as much (and in the case of Earthlink, without all the double billing).

      I think your assessment of the Sims is right on, though. That was certainly my question, although admitedly it followed 'What does The Sims offer me at all?'

      --
      Under capitalism man exploits man. Under communism it's the other way around.
    4. Re:Broadband overestimation by warpath · · Score: 1

      There are enough broadband users (or users willing to suffer 56k) to support MMO games like Everquest, Dark Age of Camelot, Anarchy Online, etc.

      I think EA confused their Sims playerbase with the traditional MMO playerbase. The crossover folks in both camps are probably the ones who bought TSO.

    5. Re:Broadband overestimation by Anonymous Coward · · Score: 0

      Here in Vancouver, we can get high-speed internet (3Mbps+ cable) for CDN$39/month, which is about US$25/month.

      DSL at 1.5Mbps is even cheaper.

  13. NYT quote by Anonymous Coward · · Score: 0

    "What I ended up doing, before giving up and playing my offline Sims games, was leaving the game running while I went off to do other things around the house," the reviewer wrote. "This game has all the fun of watching your screen saver over and over again."

    But what if you have a REALLY cool screensaver.

  14. Color me #surprised by theGreater · · Score: 1

    Real life sucks largely due to the negative influence of other people. Without those other people, you could do what you like. WITH them, you can do what you like only so long as it doesn't offend them. That is why TSO sucked. It mirorred reality a little _too_ closely. -theGreater.

  15. Its a better one player game by FortKnox · · Score: 5, Insightful

    When you play "The Sims" you get multiple people you control, and a whole environment you have a decent amount of control over. You garner people, make two seperate people and make them fall in love, introduce a third to start a fight.

    When you add the 'multiplayer' experience, you add in two things that are negative to this style of game.
    Loss of Control
    and Competition

    Now this simple game has become Everquest when that isn't the whole point of the game.

    --
    Good quote, too many chars. Seriously, the slashdot 120 char limit sucks!
    1. Re:Its a better one player game by dasmegabyte · · Score: 4, Interesting

      Later add-ons continued this trend. I have five neighbourhoods with about 20 people each, my wife controls three of them and I control the other 2. We sort of compete in affluence and general look of houses (each neighbourhood has one or two "theme" houses, a la Trading Spaces, such as one I built with an olympic sized pool in the courtyard). It's kind of fun playing "against" her.

      But Online, the sims gives you one person. You're competing basically to see who puts the most time in the game, not who plays more creatively. Where's the fun in that?

      Really, the game we're anticipating most (we use a Mac) is not The Sims Online, but Sim City 4. SC4, besides allowing you to input your sims, continues the whole "multiple simulation" idea by giving you a peninsula to build a few cities on.

      --
      Hey freaks: now you're ju
    2. Re:Its a better one player game by Bastian · · Score: 0

      There's not really any gameplay, either.

      It's more like it's become FurryMuck for foo dollars a month.

    3. Re:Its a better one player game by good-n-nappy · · Score: 1

      Actually, I think if they had introduced competition in a more reasonable way, it could have made the game fun. It would have changed the game and probably the kind of people that wanted to play it, but they did that anyway by taking the game online.

      My biggest gripe was actually that competition and non-conformist behavior were stifled. Basically, you either fall in line or your character is quickly incapacitated. I was all ready to stage a naked McDonalds protest but instead I'm making pizza (one of the more interactive jobs) with stimulating conversation such as:

      PLAYER 1: "ls sd st"
      PLAYER 2: "lc sd st"
      PLAYER 3: "ss sc st"
      PLAYER 4: "Burn"
      PLAYER 2: "We suck, Lol"
      PLAYER 3: "Need to green"
      PLAYER 1: ";) Lol"

      I think part of the problem is that there are no public spaces. I want to be able to go somewhere and express myself and not have to worry about the owner kicking me out. In general, I guess I'm agreeing that loss of control is a problem because I was too reliant on the whims of other people.

      --
      Never underestimate the power of fiber.
    4. Re:Its a better one player game by M.C.+Hampster · · Score: 1
      Really, the game we're anticipating most (we use a Mac) is not The Sims Online, but Sim City 4.

      I don't know if you mean the game hasn't come out yet when you say "anticipating", but Sim City 4 is out (at least in the U.S.) Here's a review. I saw it for sale at Sam's Club a week ago.

      --
      Forget the whales - save the babies.
    5. Re:Its a better one player game by Tridus · · Score: 4, Informative

      I've played Simcity 4 on the PC, and was horribly disappointed. I mean horribly, I haven't found anything this disappointing since Diablo 2.

      The region system they came up with doesn't work anywhere near as well in practice as in theory. The game constantly wants to "reconcile" the edges of the screen to match other regions, even when it doesn't need to be done. This regularily destroys anything near the edge of the screen.

      Want to put a power plant in a neighboring city and buy power from it? If you figure out how to actually do that, let me know.

      Want to spend time building neat stuff? First you need to individually adjust the funding for every school, hospital, and police station in your city. Not doing this makes it much harder to get anywhere at the beginning, and its just a pain in the ass.

      Changing cities is slower then hell.

      And so on, so forth. Looking at one message board, there is a person who discovered that the transportation model is based on people driving at 6mph. Thats just lovely.

      It looks beautiful, but the game just ends up being more like work and not any fun.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    6. Re:Its a better one player game by dasmegabyte · · Score: 1

      We use a mac. We might get it sometime this winter.

      Actually, we both have PCs, but they're upstairs in our offices. The mac is in the kitchen. It's like a computational neutral zone, so it's perfect for a friendly one player game rivalry.

      --
      Hey freaks: now you're ju
    7. Re:Its a better one player game by Hadlock · · Score: 1

      for us "less fortunate" that don't play as many online games, can you translate that into english? :-)

      --
      moox. for a new generation.
    8. Re:Its a better one player game by irn_bru · · Score: 1

      Yeah, it sounds like the multiplayer game is just a bit too much like real life...

      Wait a minute... Now I'm confused.

    9. Re:Its a better one player game by good-n-nappy · · Score: 1

      OK. Of course, the jokes won't be funny if I have to explain them. Anyway, I'm guessing not many /.ers actually played the sims online given that no one responded to my post.


      Actually, I think if they had introduced competition in a more reasonable way, it could have made the game fun. It would have changed the game and probably the kind of people that wanted to play it, but they did that anyway by taking the game online.

      My biggest gripe was actually that competition and non-conformist behavior were stifled. Basically, you either fall in line or your character is quickly incapacitated. I was all ready to stage a naked McDonalds protest but instead I'm making pizza (one of the more interactive jobs) with stimulating conversation such as:


      You'll recall this story about protesting McDonalds in the sims online. The whole point was that the game was going to be open ended and a microcosm (I've always wanted to use that in a sentence) of American society. Instead, you are very limited in what you can do in the Sims Online. One of the best paying and most interactive jobs is making pizza. Basically, you work in groups of 4 at a pizza machine and you have to call out your ingredients so that everyone puts in the right ingredient to make a full pizza. At a minimum you need sauce, cheese, and dough. If you don't have a certain ingredient in one round, you just throw something away until the next round and the pizza comes out burned. So people started coming up with shorthand for the ingredients, e.g. "ls" is large sauce.


      PLAYER 1: "ls sd st"
      PLAYER 2: "lc sd st"
      PLAYER 3: "ss sc st"
      PLAYER 4: "Burn"
      PLAYER 2: "We suck, Lol"
      PLAYER 3: "Need to green"
      PLAYER 1: ";) Lol"


      So when you're playing you have these 8 things you have to keep up. Yes, sounds tedious already, I know. They are hunger, energy, hygiene, bladder, social, fun, comfort, and room. When the bars representing these things are full they are green. Hence, when your sim is hungry, dirty, or tired the short hand is "I need to green."

      And don't get me started on how many "lol" and "afk" (away from keyboard) type sayings you see in the sims. You probably thought slashdot was bad.


      I think part of the problem is that there are no public spaces. I want to be able to go somewhere and express myself and not have to worry about the owner kicking me out. In general, I guess I'm agreeing that loss of control is a problem because I was too reliant on the whims of other people.


      Every place in the sims online is owned by somebody. And you can only go to a place if the owner (or owners roomates) is there. You also can't make any modifications to any property but your own. Anyway, if you go to somebody's place and start acting antisocial, they basically kick you out at some point. And you can't come back. You are also reliant on the owner of the place providing your food. You can probably see that EA is making it very difficult not to play nice.

      The only interesting behavior I was able to find was transferring money between cities. This was a small loophole where you could swap someone all their money in your city for all your money in their city. This was the only way to make money without devoting your life to the game. I was in the process of setting up a black market trading scheme between cities but I just got bored with it and the beta period ended.

      --
      Never underestimate the power of fiber.
    10. Re:Its a better one player game by cluke · · Score: 1

      Holy Shit!
      People have online pizza parlour jobs? For fun?
      Are we living in some sort of dystopian nightmare here? Where the rich go online and simulate the mundanity of crappy jobs for kicks while the poor do it for real????

  16. Well, no wonder.... by Ravenscall · · Score: 4, Insightful

    Interact with thousands of real people, doing everyday, real life things.

    If I wanted to do that, I would go to work. And then Dinner and a movie.

    --
    You say you want a revolution....
  17. I'd like to believe it's because ... by burgburgburg · · Score: 1

    people are actually living their lives. But the continued existence of Evercrack et. al. would seem to support the interviewed individuals who complain that it is currently boring and repetitive. I'm sure they'll work on it and in three to six months it'll be Simscrack.

    1. Re:I'd like to believe it's because ... by rudiger · · Score: 2, Interesting

      nterviewed individuals who complain that it is currently boring and repetitive.

      i think that about sums it up. the people who play everquest do so to escape what they perceive as a boring and repetitive life, so of course a simulation of the same will be found equally boring. for those of us who enjoy real life and all that goes with it, the idea of paying for a simulation of something we already enjoy seems incredibly redundant.

      so essentially, there is really no market for TSO. those who like their MMORPGs want fantasy, and those who like real life... already have it.
  18. The Sims Online Promotes Communism! by egg+troll · · Score: 1, Funny

    This article is taken from this site. Perhaps this explains its failure to achieve success in our Capitalist society? :)

    Until December Stalin's dream of socialism in one country had only been realized in the Democratic People's Republic of Korea. Late last year the theory took off, spreading into heretofore undiscovered nations named Alphaville, Calvin's Creek, Interhogan and Mount Fuji.

    The Sims are now online. It's not just an irritating commercial.

    The Sims, in its offline version, is an amusing little simulation of life in which you get to be the star, meeting new digital people, improving yourself and your job, accumulating wealth and a family, building a home and eventually a small community. If you always wanted to be an astronaut with a movie star wife and two kids, you can here. It was pokemon for adults, elegant and surprisingly fun. It's the best-selling video game of all time.

    The online version is superficially similar. It looks the same, it sounds the same, it has neighborhoods, housebuilding, social interaction, and skills to improve. But it also has . . . other people. There's where the problems start.

    The Sims is a solipsist's game. It has no multiplayer component and needs none, because the "people" who make up the game are really objects, to be moved around at will and cast in a story the player writes. With thousands of other people, some things (chattting, social interaction moves) have been gained, but more has been lost. With a crowd comes a need for the game's creators to control people, and the result is a collectivist's dream. But the Sims Online proves that socialism doesn't work.

    Want proof that the Simcity flag is red? Try this: In the Sims Online, your Sim spends her entire life in one city. She is never allowed to leave it. While the promise of building a home is given with one hand, it is taken away with the other. Your Sim starts with a pathetic amount of cash and no ready means of acquiring more. If she builds, her home will be a postage-stamp sized hovel, with insufficient space, poor lighting, no entertainment, bad food, inadequate plumbing, cheap furniture (and not much of it), and little means for the Sim to grow her skills to improve her lot. To have a nice home, she must join a collective. She has to squat on a vacant lot with up to 7 strangers, and only then will the State provide sufficient land on which to build, and enough money pooled to build something worthwhile. If the Sim ever tries to escape this collective, she must leave her investments behind.

    You never see a child here. The nuclear family is dead. Online Sims seem to be grown in vats a la Brave New World or The Matrix. They enter the game as fully formed adults. Fully formed in body, but not in mind. Most of these vat-grown Sims are bred to be idiots (perfect proles for the all-powerful state), unable to make adult conversation. My Sim has searched the city for a commons where intelligent discussions can be had, and came up dry in all but two places. But if you want witty banter like "i think U R hot!" or "This place is gay!" or "sucky my meat!" well, you're in luck. In the Sims Online, spelling classes are taught by Prince, and conversational style is dictated by Cartman.

    The economy is a basket case. The money, called by the dubious name of simoleans, is worthless. It can't be converted to dollars any hard currency, and there's not much on which it can be spent (a lot of the objects from the original Sims aren't here yet).

    There are no real jobs. Where offline Sims could climb the ladder from office boy to mogul of finance, their online cousins are given makework jobs no different from digging and filling holes. To earn their keep they have to carve wooden gnomes, paint portraits of purple zombie women, make telemarketing calls, bake pizza after pizza, solve pointless codes, or bash open pinatas for no apparent reason. Once again, the collective is the model. Sims get more money for carrying out these degrading tasks together. It's not uncommon to see a dozen Sims at identical workstations, filling jar after jar with apple jelly that no one will ever eat. This "cottage industry" model was tried during the Great Leap Forward, when millions of Chinese peasants were ordered to smelt steel in backyard furnaces. The result, as in the Sims Online, was a vast national effort to produce piles of useless scrap.

    There is no rule of law, but Sims cannot defend themselves. They are a disarmed populace who cannot own guns. A Sim who builds his "body" skill can bully other Sims mercilessly, performing "piledriver" after "piledriver" on his smarter but scrawnier peers. The victims of these steroid-monsters cannot call on courts or police, as they are unreliable and never respond. The only choice is to run away and be cornered, or to leave the property. It's no wonder there are houses full of Sims working on Nautilus machines in team exercise drills. It took Colonel Colt to make all men equal, but he never heard of Simcity.

    Finally, the government endlessly promises that our sacrifices will be rewarded in the future, but it never delivers in the present. The game's creators issue pronouncements that in the future we will have casinos, more land and bigger lots, better clothes, and new ways to enjoy ourselves. But in the here and now, we must continue with mass gnome-carving, collective bodybuilding, and living with strangers in cramped quarters, lest utopia never come.

    --

    C - A language that combines the speed of assembly with the ease of use of assembly.
    1. Re:The Sims Online Promotes Communism! by Anonymous Coward · · Score: 0

      Oh god, you're right, it sounds like Toronto. Where I lived and worked for two years...

  19. Wow... big surprise... by Azureflare · · Score: 1

    Sheesh, who wants to play a game that simulates real life? Real life is boring enough without having a boring emulation of it...jeez...It's kind of pathetic having virtual parties,,, why not have a real life party and get drunk? OK OK, not my idea of fun, but still....I don't see why anyone would want to play this game, and pay for it....It's like paying for a graphical chat room.

  20. Take it from me... by Geekenstein · · Score: 5, Interesting

    This game is fun for about 10 minutes. With the orignal (offline) Sims, the novelty aspect of the game was great. It was new, it was unseen before.

    With The Sims Online, you basically end up with a graphical chat room. The tasks you perform are repetitive and dull. Each involves clicking on something and staring at the screen until that task finishes or your happiness levels go down far enough to finish it for you. Fix that up, rinse and repeat. All in all, the game ends up being a glorified IRC chat room that you pay for.

    The only partly redeemed quality is that you can build your own houses and have people come over, but that is severely hampered by a silly limit on the number of objects you can put in your house, so in the end you end up with lots of money you can't spend after doing all those boring tasks.

    Finally, the biggest pet peeve I have with Maxis over this one is the fact that instead of fixing the bugs and finding ways to increase the limits and make things more interesting, they take a sack full o' money from McDonald's to advertise their products and waste development time throwing it in.

    That being said, all MMORPG's have problems at startup, and hopefully they can get their act together and make it a decent product. As it is now, I'll stick to IRC.

    1. Re:Take it from me... by Anonymous Coward · · Score: 0

      WRONG, it was done before in 1985.

      DO YOURE RESEARCH

    2. Re:Take it from me... by captainstupid · · Score: 1

      Finally a reply from someone who has actually played the game and formed an opinion backed up by experience.

      There is too much of this "Well, I've never played before, but whoever wants to pay $10 a month to simulate a life online is a loser without friends."

      If I had any points, I'd mod you up.

      --
      "Anyway, long story short... is a phrase whose origins are complicated and rambling...." - Abraham Simpson
    3. Re:Take it from me... by SurgeonGeneral · · Score: 0

      MAXIS doesnt run The Sims, MAXIS got bought.

      EA has a profit strategy: buy up well known brands or borrow logos. Thus you get them acquiring or using,
      Command and Conquer
      The Sims
      NFL/NBA/NHL
      They make HUGE profits, and largely by having abyssmal customer service and no maintainence of their games. I have been playing Red Alert 2 for a while now and it is absolutely hilarious. The entire online gaming environment has been hacked and it has been like this for months. The enivornment uses IRC to handle its chat and game rooms and people have got in and are now advertising stuff such as the www.fuckea.com website. Since EA pays NO ATTENTION to its games or users this isnt changing, nor will it ever soon. Thus I recommend you stay away from EA products, and check your games to make sure that the company you thinking you're buying from hasnt been recently acquired.

      --
      -- "Man is born free, and everywhere he is in chains." Jean Jacques Rousseau
    4. Re:Take it from me... by stratjakt · · Score: 1

      How dare you remind me of that terrible, awful, wasteful use of my beloved Commie?

      Begone with you.

      --
      I don't need no instructions to know how to rock!!!!
    5. Re:Take it from me... by Anonymous Coward · · Score: 0

      Actually, they just made one change. They eliminated the lobby chat room, and started autospamming everyone warning them not to share their serial number. Probably a good thing. The lobby chat screen was pretty much a complete waste.

      My real gripe with EA with regards to Red Alert 2 is the abysmal state of their game connection server and interface. It's riddled with bugs. More then half the time you can't even get into a game. Dead "phantom" games riddle the multiplayer lobby. Sometimes, you try and join a game, but the interface just sits there and malfunctions. There's no explanation as to what's happening. They have a web page that is supposed to report the state of the server. Even during known outages, the server always says that everything is fine.

      It's as if no one is even monitoring the game servers, much less spending a minute of time fixing all of the obvious, glaring, frustrating bugs in the online server lobby environment.

      I guess that they're "done" with this game and have moved on ... but the state that they've left the game shows a real lack of professionalism and disrespect for their customers.

    6. Re:Take it from me... by krogoth · · Score: 1

      Finally, the biggest pet peeve I have with Maxis over this one is the fact that instead of fixing the bugs and finding ways to increase the limits and make things more interesting, they take a sack full o' money from McDonald's to advertise their products and waste development time throwing it in.

      I really doubt that the artists are responsible for fixing bugs. Do you really think it took more than a couple of days to change a few textures anyways?

      --

      They that quote Benjamin Franklin on liberty and safety deserve neither.
  21. It's Dead... by Deathlizard · · Score: 4, Insightful

    ...Because you had to Pay to Play. Especially when McDonalds and Pepsi was Buying Ad's on it.

    If they would have made the thing free but then used the sims game design to sell product placements they probably would have been more sucessful and probably could have demanded more money from advertisers because of the huge turnout of players to the game.

    1. Re:It's Dead... by goon+america · · Score: 1
      I know, think of the possibilities. Cars you buy in the game could be real car models. Manufacturers could not only use the game to advertise products but to see how much people want them. How much people are willing to pay for them over other products. It's a great opportunity, and I wouldn't mind all the marketing if the game was still fun to play and free because of it.

      I hope that it won't and doubt that it will be the last incarnation of this kind of game. This game if anything could have used a little market research.

    2. Re:It's Dead... by nfg05 · · Score: 0
      Because you had to Pay to Play. Especially when McDonalds and Pepsi was Buying Ad's on it.
      Replace "play" with "view" and you have another form of entertainment: cable television. People will pay for entertainment, if it's good. The issue with the Sims is that people don't find it fun to play, but the notion of paying to play games is quite feasible and the game companies will continue to pursue it, because it generates a steady cash flow. Imagine, now you're making $160 ($40 to start, plus $10 monthly) per year off your customers as opposed to only getting a one time payment of $40 before. Thats 4x as much money in case ur scoring at home. For that reason, we'll certainly see many more pay-to-play ventures in the future, no matter how bad EA screws this one up.
  22. BOOM! Told ya so! by TerryAtWork · · Score: 1

    Sooner or later the live-online thing had to max out. Remember, the people who do this can only do one at a time. No one spends 60 hrs a week on UO and ANOTHER 60 hpw on EQ...

    Fact is - most of the people who do this are already doing it. The land rush is over. (Excepting Internet growth which is still pretty good, but the land rush is over.)

    --
    It's Christmas everyday with BitTorrent.
  23. Expansion by 56ksucks · · Score: 0

    Well not only do you have to pay $5 a month or whatever, you also have to have every single expansion pack that has ever been release for the sims before it will work. How many owners of the sims when out and actually bought every expansion pack there is? I'm sure there are many different combinations of expansion packs used. So before you buy the sims online you also have to shell out the cash, or download from KaZaA, ever other expansion pack there is. So I'm sure people are unwilling to pay $60 or $90 on other expansion packs just so they can add another and make it work.

    --

    ---- "Excuse me. Where's the children's gun section?"

    1. Re:Expansion by Mean_Nishka · · Score: 1

      I don't think this is the case. The Sims online is a separate, stand alone piece of software.

    2. Re:Expansion by 56ksucks · · Score: 0

      I do seem to remember it saying you needed the sims with several other expansion packs before it would work. I could be mistaken.

      --

      ---- "Excuse me. Where's the children's gun section?"

  24. Boring as hell by 0123456 · · Score: 1

    I played the Sims briefly when it first came out, but it was probably the most boring 'game' I've ever played; uninstalled it after a few days and wished I hadn't wasted my money...

    1. Re:Boring as hell by Anonymous Coward · · Score: 0

      This is why you shouldn't buy a game until you've tried it out and made sure you like it. And even then, in most cases.

  25. It's boring! by Mean_Nishka · · Score: 2, Insightful
    I tried out the trial edition of this software and it's just plain boring. My stupid sim couldn't hold its bladder half the time and was peeing all over the place.. So most of your time is spent making the stupid avatar eat, shit, and sleep.

    Why should I pay $10 a month for something I do now in real life for free? And I can even get laid in the real world!

    1. Re:It's boring! by Anonymous Coward · · Score: 1, Insightful

      And I can even get laid in the real world!

      And another slashdotter realizes the tragic difference between theory and practice.

    2. Re:It's boring! by Duds · · Score: 1, Funny

      And I can even get laid in the real world!

      How? ;)

    3. Re:It's boring! by Anonymous Coward · · Score: 0

      Bad form to reply to myself, but it is a sad statement when something like that gets moderated "insightful". Good lord, are we all *that* bad?

    4. Re:It's boring! by Anonymous Coward · · Score: 0

      A fist full of hundreds and a trip to nevada, just like Katz.

  26. Perhaps subscriptions were the problem by Anonymous Coward · · Score: 0

    The only reason I didn't buy the Sims Online was because I couldn't justify another monthly bill for a computer game. If the server was free, then I probably would have purchased it (at a higher price even.)

  27. Pointless concept by RedX · · Score: 4, Interesting

    I downloaded the free public beta version of Sims Online a few months ago for my wife as she was an avid Sims player but was becoming bored with the offline versions. After a couple of days of Sims Online, she just stopped playing the Online version because there really was no new concept to the game. It was basically the same offline version with the added chat features, and the chat features really added nothing to gameplay and certainly aren't worth a montly fee.

    1. Re:Pointless concept by mcjulio · · Score: 4, Insightful

      I can't figure out why EA ever thought this was a good idea. For me, 9/10ths of the appeal of a subscription game is being someone, and being somewhere, that I can't be in real life. Spending 3 hours to earn another bar in my "Strength" meter in order to keep up with my friends is completely worthless, unless I can take that extra bar and do something cool with it.

      If the only cool thing I can do is get a slightly better job as a 3rd string linebacker and bring home $10 more/week to flush away on virtual McDs, there's no way I'd waste the time.

      That's the irony of the Sims Online: in order to be fun, they'd have to do away with all the things that made the Sims (offline) a success.

    2. Re:Pointless concept by Kashif+Shaikh · · Score: 1

      Ouch...EA is going to die....first Majestic and now Sims Online...I guess they got green beady eyes, "Imagine how wonderful if all our customers payed us $12.95 a MONTH + the game!"

    3. Re:Pointless concept by Anonymous Coward · · Score: 0

      Jobs don't work the same way in Sims Online as they do in the Sims. YOu can't get a job as a 3rd string linebacker to bring home $10 more/week.

      I think Maxis is trying to make the game more fun all the time, and they are willing to do away with things that made the Sims popular if they don't work in an online environment.

  28. Actual Losses... by happers · · Score: 1

    It would be interesting to know just how bad their losses are (or could have been) given the embedded ads of Intel and McDonalds in the game.

  29. Gengis Khan Said It Best... by Kibo · · Score: 5, Funny
    The greatest joy a man could have is victory; to conquer one's enemies armies, to pursue them, to deprive them of their possessions, to reduce their famillies to tears, to ride their horses, and to make love their wives and daughters.


    How do you kill people and steal all their stuff in the Sims online again?
    --
    --Jimmy has fancy plans; and pants to match.
    1. Re:Gengis Khan Said It Best... by Anonymous Coward · · Score: 1, Funny

      Seriously...

      Where's the ability to pull a crime spree. (Grand theft auto expansion pack coming 2005) And the trial for the crime spree you've committed (Justice expansion pack coming 2006). Maybe after you finally get out of jail, you'll join the army (AmericasArmy expansion pack coming 2007), then come back home, leaving the wild life(leisure suite larry expansion pack), to your loving wife and adoring kids (TSO base program).

      Ahh EA challenge everything...

  30. Does this mean that by wondafucka · · Score: 1

    internet dorks find simulating meatspace interaction with other internet dorks unappealing? The Matrix won't need full fledged VR. It just needs a place to post text bitching.

    1. Re:Does this mean that by Kibo · · Score: 1

      The Matrix won't need full fledged VR. It just needs a place to post text bitching.

      You're thinking of the first attempt at the matrix that was too perfect.

      --
      --Jimmy has fancy plans; and pants to match.
  31. So let me get this straight... by Anonymous Coward · · Score: 0

    I have to pay $10 a month to play a simulation about real life? Is that pathetic or what?

  32. "Most anticipated releases" by ByTor-2112 · · Score: 1, Insightful

    Yeah, right. Just because some game reviewer calls it "highly anticipated" does not make it so. Just because it gets 300 reviews from hard-core gamers proclaiming it the Best Thing Since Sliced Bread (tm) doesn't make it fabulous. It's just talking heads, so no one should be surprised. No one wants monthly fees.

  33. Initial expense too high... by Rayonic · · Score: 5, Insightful

    Why pay $30, $40, or even $50 for a game which you then have to start paying for monthly? I don't have anything against subscription-based games, but I would think that the continuous payments might somehow offset the initial purchase price of the product.

    I know most of these MMORPG games give you X months free, but that price sticker on the box in the store contributes a lot to their purchasing decision. It'd be a great deal if they charged $200 for the game and gave you 40 months free, but do you think that such a package would sell?

    The cost of entry for an MMORPG should be low-to-free. What about development costs, you say? Raise the monthly rate a dollar or two. Yeesh.

    1. Re:Initial expense too high... by AgentTim3 · · Score: 1
      Totally valid point, but the problem is that there's actually a pretty big public perception of what a monthly cost for an online game "should" be. Right now it's like 9.99, maybe there are some that are 11 or 12 bucks. But certainly no one's pushing 15 or 20. None of the game companies have yet wanted to cross the barrier and risk losing tons of sales.

      Personally I think it'd be totally justified to do so. I look at the dollars-per-hour of entertainment ratio, and it's a total no-brainer. I used to play EQ upwards of 150 hours a month. I'd easily pay 50 bucks or way more per month for a game that was that enjoyable.

      It's cheaper than movies, it's cheaper than bars, it's cheaper than clubbing, it's wayyy cheaper than crack! Whole problem is, people have preconceived notions about paying monthly, and are stupid, and companies are scared to jack prices.

    2. Re:Initial expense too high... by Dirtside · · Score: 1

      Your math doesn't wash. MMOs are typically in development longer than a single-player game, have much more content to start, and then they have to support the server infrastructure continuously from that point on. A company might spend a few million dollars on the initial development of the game, and then another several hundred thousand dollars a month paying its continuing expenses (bandwidth, server hardware, server admins, live content team, etc.). The box cost offsets the development cost; the ongoing payments pay for the continuing costs.

      Nobody would buy a game that cost $200 and came with 40 months free, because there's no way to know beforehand that you're going to want to play the game for that long. Even if it's a fantastic deal (which it is, at $5 a month), a lot of people are going to buy an MMO, play it for maybe a month or two (I lasted just under 3 months in Earth & Beyond before it just got too repetetive), and give up. Hell, EverQuest has only been out for 45 months!

      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    3. Re:Initial expense too high... by JasonAsbahr · · Score: 1

      Plus there is the cost of the boxes...so cheap as possible, but no cheaper. ; )

  34. *sighs* by piotrr · · Score: 1

    ..from relief. I was seriously worried about The Sims online eating up people's lives. The ordinary Sims game already does that to some people I know, and the worst type isn't the ones who like the "Funny" post "have no life", the worst are people who DO have lives but bungle it all up because they'd rather lead ANOTHER life in a single-player game where they play a character who tends towards being so similar to themselves that it's frightening at times.

    So suffice to say, I was pretty freaked at the prospect of a life-eating game of this scale becoming even more life-eating as it made its way into the online-realm, a place notorious for eating the lives of nerds and wives alike (see MMORPGs et al). Glad to see another one of my computers-eat-human-future scenarios fizzle into nothing.

    --
    / Per
  35. Nope. by numbski · · Score: 0

    For some reason it never really appealed to me. I've watched others play, and perhaps that's the crux. It's one of those things you can't just watch, and have to play for yourself.

    *shrugs*

    Dunno, but it never made it onto my radar screen.

    --

    Karma: Chameleon (mostly due to the fact that you come and go).

  36. Obligatory Monty Python.... by The+Notorious+ASP · · Score: 2, Funny

    The directors of the firm hired to continue the marketing after the other people had been sacked, wish it to be known that they have just been sacked. The marketing has now been completed in an entirely different style at great expense and at the last minute.

    1. Re:Obligatory Monty Python.... by NetMagi · · Score: 1, Funny

      AUP's and "End User Agreements" scroll slowly across the screen . . . .

  37. Is there any room by ackthpt · · Score: 1
    "'The Sims Online' sold 105,000 copies, or only about a quarter of the initial shipment in December,"

    Is there any room left in that Atari E.T. cartridge landfill?

    --

    A feeling of having made the same mistake before: Deja Foobar
  38. what do griefers do in that game? by Stalcair · · Score: 1

    Seriously though, I do wish I knew someone who played that so I could watch over their shoulder and see how things are. I personally am unwilling to spend the money or time on it, but I have heard (from game dev's of other online games) that what is expected is an advancement in well... simulated reality and the "AI" that goes along with it. Such things would be very useful if refined and augmented for use in MMOG's of the RPG and strategy sort. I wouldn't mind seeing the technology behind it myself but I just can't bring myself to be interested in the actual game. Odd.

    --

    I seek not only to follow in the footsteps of the men of old, I seek the things they sought.

  39. Amazon ratings by DrXym · · Score: 1
    Who actually pays attention to the ratings on Amazon, at least as far as DVD & games reviews go? As soon as the new title is logged in their system and way before anyone could possibly have a clue what the final product would be like, it is receiving rave reviews. Look at the assholes who rate EQ expansions months before they appear and did likewise with Lord of the Rings Special Edition DVD set. It makes a total joke of the system.


    Amazon should allow reviews but clearly mark them as opinion and when the product finally comes up for sale, wipe the pre-release reviews and start over. As it is, reviews in these sections are next to useless.


    Of course, in this case perhaps they were accurate... The Sims was a boring, boring game and its unfathomable why anyone would have derived any enjoyment from its predictable and reptitive nature. On online version might appeal from a IRC/chat point of view, but otherwise its the same old crap.

  40. Their analysis by LongJohnStewartMill · · Score: 1

    Manager: Jim! How come Sims Online hasn't met the expected sales?

    Jim: Well, sir, there has been a decline in the number of AOL users. Must be the recession... or something...

    Manager: Well Jim you do your part, I'll take the price of the game out of your pay check.

    Jim: Yes, sir. *shudders*

    * Jim picks up phone, dials number *

    Jim: Yes, hello, I would like a subscription for your 8.0 service...

  41. Re:It's boring!-Unrealistic expectations. by Anonymous Coward · · Score: 0

    "Why should I pay $10 a month for something I do now in real life for free? And I can even get laid in the real world!"

    You hope. :)

  42. Wrong legendary warrior..? by Anonymous Coward · · Score: 0

    I thought all that was said by Conan the Barbarian!

    1. Re:Wrong legendary warrior..? by stratjakt · · Score: 0

      No, it was Conan O'Brian.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:Wrong legendary warrior..? by Kibo · · Score: 2

      Ah. Counter Troll. Now you're getting double points. Nice.

      --
      --Jimmy has fancy plans; and pants to match.
    3. Re:Wrong legendary warrior..? by gpinzone · · Score: 1

      No, Conan's was a paraphrase of the above. It was "To crush your enemies, to see them driven before you, and to hear the lamentation of their women."

    4. Re:Wrong legendary warrior..? by titzandkunt · · Score: 1


      "Oy vey!"

      - Cohen the Barbarian.

      T&K.

      --
      Political language ... is designed to make lies sound truthful and murder respectable...
  43. Why pay? by ivan256 · · Score: 2, Interesting

    My sister loves The Sims. She returned The Sims online when she got it for christmas though. She said "I can play the sims and run instant messanger for free. I don't need another bill to pay".

    She just hits Alt-Tab like she's flipping through TV stations.

    All I have to say is I hope this pay-to-play trend ends quickly. The initial cost of games is already high. I have no desire to pay per month to have access to something I don't know how often I'll have the free time to use. If Battle.net can be free, why can't The Sims online be free?

    1. Re:Why pay? by Anonymous Coward · · Score: 0
      If Battle.net can be free, why can't The Sims online be free?

      Battle.net isn't a large persistant world, like Everquest and Ultima Online. Persistant worlds cost a lot more money to maintain.

    2. Re:Why pay? by mugnyte · · Score: 1


      If you build it...they will come. Games that charge online are trying out a model because there ARE people that'll pay to play.

      Of course, those among us who scoff at these p(l)ayers wouldn't also mind being a profiteer from these sales.

      These games are as dumb as chat seems to some people. But so is Quake 3 Arena after awhile. Every game tries to ride the wave of novelty until the payers dwindle. Keeping the costs down makes that curve a bit longer.

      It's been said before and it bear repeating: If a game sucks, don't play it. Don't feed me psychological addition arguments here, we're not talking about codependent addicts. These are simply gameplayers let down by a release. BFD. Believe it or not, every industry, from shoes to automobiles, has a board discussing the good and bad new products. Unimportant to everyone except the profiteers. Be one of them and then gripe.

      mug

    3. Re:Why pay? by CTD · · Score: 1
      ivan256 was cleared by the Communist Party and allowed to write:
      All I have to say is I hope this pay-to-play trend ends quickly
      Heh, Communists... they never can grasp that capitalism always wins can they? ;)

      This is not a 'trend'. It's a proven market that brings in good money. Have some games flopped? You bet, but even moderately successful games bring in money (at $10/month with 50K subscribers you are bringing in half a million per month) when most games only sell for a few short months and don't move 100K units.

      For all the added startup costs and time (not much more than a normal game - everything is getting expensive these days) - an online game offers the relative profit of a hot seller over the course of about 10 months. If the MMOG goes hog wild with 100K subscribers (Aheron's Call, Dark Ages of Camelot, Anarchy Online - I think, and now TSO) you start to beat the standalone game. If it becomes a market force (Ultima - 200K accounts, EQ 400K+ accounts) you can whip arse on a handful of such titles.

      There is some big profit to be made in this market. Solid profit. You are going to see "multiplayer with pay" games slowly take over the shelves at the stores. Money breeds imitation.
      --
      Grimwell - old, cranky, mean, obsessive
    4. Re:Why pay? by ivan256 · · Score: 1

      at $10/month with 50K subscribers you are bringing in half a million per month

      Hate to break it to you, but 250,000 * $50 = $12.5 million. That means you need to keep your 50K subscribers around for over two years to make as much money as you would selling your game to the wider audience of people not willing to pay per month. Now, considering most people get tired with a game after 6 months or so, who's going to make more money? Why do you think I'm a communist again? Do some math before you question somebodies capitalist sensabilities. Sure I made up the 250,000 number, and the math is alot more complicated than that due to distribution costs, but most games don't become everquest. Most games get a small number of subscribers for a short period of time like we're now seeing with The Sims, and have seen with basically every non-EQ MMORPG. Diablo 2 sold millions of copies at $60 a pop. How many do you think they'd have sold if you had to pay $10 a month to play? Even if it was half, hardly anybody plays still, and it's only a year later. The chances of making a successful subscription based online game are low, and get lower with each new game that ends up on the shelf and the compitition for each person's $10 grows. That makes the economic case for standalone games stronger every day.

      You're going to see pay-for-play games slowly die, with only one or two on the shelf at a time as soon as people realize you make more money by not scaring off a huge percentage of you audience with a fee, find that people only pay monthly for one or two games at a time, and see that they hardly ever switch games. Sure there are profits to be made with subscription models, but they're not as big as they sound, and they're not very easy to tap into.

    5. Re:Why pay? by schulzdogg · · Score: 1

      Hate to break it to you, but 250,000 * $50 = $12.5 million.

      Oh yeah? 500,000 * $50 is $25 million. If you're going to make up numbers go nuts, make up good ones.

      Most games get a small number of subscribers for a short period of time like we're now seeing with The Sims, and have seen with basically every non-EQ MMORPG.

      Where did you pull this out of? Because I read the article linked to by this story and read:

      Ultima Online: 220k subscribers (or, $2.2 million dollars a month).

      Sure that's not everquest, but it's not a bad deal at all.

      The thing you havn't seemed to grasp is that content is added. If I buy the Sim's online and pay 10 bucks a month they'll keep adding new stuff, providing me with a new experience. In return I stick around for a while (see Everquest). The companies making these games aren't trying to maximize revenue over the next 6 months, they're trying to build a source of revenue that can be nearly continuous (again: See Everquest).

      People subscribe to TV.
      People subscribe to Magazines.
      People "subscribe" to health clubs.

      The concept of reoccuring fee's for entertainment isn't something new and it's not going away, no matter how many statistics we make up.

      The chances of making a successful subscription based online game are low, and get lower with each new game that ends up on the shelf and the compitition for each person's $10 grows.

      The chance's of making a successful _game_ are low, that hasn't stopped people from trying.

      You actually have a good point about competition for the $10 per month, The first $10 bucks goes easy, but as the game expenditures line in the budget grows, it's going to get harder and harder to justify for people. Which is why EA is trying to broadan the audience of people willing to pay for those things.

      In summary: Not liking something and having made up statistics to prove it sucks, don't mean it's going away.

      People will pay for things that they enjoy. Video game makers are casting around for the right formula that people will pay for on a reoccuring basis. And when they do they will rake in money. If you don't like it you don't have to pay for it. Quit whining about what other people want to do with thier money.

    6. Re:Why pay? by Anonymous Coward · · Score: 0

      All the updates are $6 in singapore.

      "The Sims" franchise is one of EA's most successful, generating more than $650 million in sales, $200 million in profit and 8 million players worldwide since 2000.

      For that money they could have used a real 3d engine not this crap 1980s tile based render. I want full ability to zoom rotate at all angles.

    7. Re:Why pay? by CTD · · Score: 1

      Hate to break it to you, but 250,000 * $50 = $12.5 million

      I see that you are on a similar level of ability in mathematics as my son. Congratulations!

      Now then, let's look again and factor in some more of the realities of the market (I had assumed, initially, that your opinion was more than a kneejerk, and that you might actually know a bit about the industry. My bad).

      Let's look at some simple facts, I will direct you to Raph, since he works in the industry for some simple statistics.

      There's less than 30 games that have ever sold a million copies. You'd recognize every single name (and a substantial amount of the list is from our friends at Blizzard :) ) A game that sells a half million is a huge hit. In fact, a game that sells lifetime 250,000 is doing really, really well. The vast majority of games released do not break 50,000 units, and the vast majority of games released do not make back the money it cost to make them. To my knowledge, only two MMOs have ever sold over 300,000.

      Here's the direct link to the article I pulled that paragraph from. While Raph is not the all knowing vizier of all gaming information, this data can be referenced elsewhere, with some work. Enjoy it (the work) if you want to cast doubt upon Raph.

      So the average gaming title barely hits the 50K mark. Sure, blockbusters exceed this, and sometimes wildly so; but if we are going to cite blockbusters I'll gladly base all my fancy math on EverQuest and we can both pretend that it's tangible.

      Being that it's not. Your average PC game sells 50K units at $50US. That's $2,500,000. Period. MMORPG's hit the 50K mark easy. Hell, the average title (including the stinkers to balance out EQ) float between 50K and 100K active subscribers (those who stay after the free month) so the average MMORPG tends to sell more copies than the average single player game. For the sake of sanity, we will stick with the 50K figure and assume that both segments of the market sell at the same generic volume. It's false, but I'm actually giving a little boost to the non-MMORPG titles (by holding the MMORPG stats down) so it's fair enough in that my side is weakened by this.

      Box sales of a PC title: 50K*$50=$2,500,000.

      Box sales of MMORPG title: 50K*$50=$2,500,000.

      Interesting, when you sell the same volume at the same price you get the same profit. Oh wait! MMORPG's have a monthly fee that I didn't factor in. Oops!

      50K*$10=$500,000. Monthly.

      The average active player keeps an account open for about a year. Average. Meaning that some people have played UO for 5 years, and some people have never paid for a single month after the free trial. The average active subscriber puts up with at least a year of fees.

      $500,000*12=$6,000,000.

      6,000,000+2,500,000=$8,500,000.

      Exceeding the profts of any three PC titles on the average.

      Admittedly, putting out a PC title is a one shot affair. You pitch it to the wind, and forget it. Maybe someone in the company patches one or two items, but it's low cost for maintenance. MMORPG's are high cost. Hosting, and all kinds of fun (read what Raph has to say...). So the profits are slimmer, for now.

      Further, every successful MMORPG (success being defined by still operating more than one year after release) has designed (or announced plans for) 'expansions' for their game. EQ is quite notorious for this. This generates another 'box sale' for instant profits, and gives the players new content to explore, increasing the time that the average user plays the game, by months. Increasing overall long term profits.

      With time, the business model for MMORPG's will generate more profit. Not less. More and more people are trying the genre and finding it worth the fees. I played Asheron's Call for 2 years. I paid $240 for that pleasure. In that time I bought one PC title, the Sims, for my wife. Normally I'd buy a title every other month. 12 Titles. At $50 each. Do the math. I saved cash didn't I? What a rip off.

      In short: There is proft to be found in the MMORPG market, and it's not going away. Wish all you want. Or insist that reality as you perceive it, is the only possible way things could be. If you do that, I strongly suggest that you avoid gaming stores. You are going to see more and more online/pay games and less of your better stand alone games. Enjoy the 80's my friend. Communists ignore profits, Capitalists exploit them.

      Oh! Be sure to cite flaws in my spelling and grammar. That's a sure way to discredit good information.
      --
      Grimwell - old, cranky, mean, obsessive
    8. Re:Why pay? by ivan256 · · Score: 1

      Thank you for not reading my whole message before replying. You're responce is interesting in thread regarding a recent onling subscription style game that flopped mightily when compared to expectations.

      Now, while we're all doing math based on bad asumptions, lets point out your fatal flaw:

      MMORPG's hit the 50K mark easy.

      Not only is that not true now (No game hits the 50K mark easily. Go calculate the standard deviation on your average... It's huge.), but as more subscription based games come to market it'll be even harder to pick up that many customers. Not only that, but since people only have so much money to spend on gaming each month, as more games come out either the average number of initial buyers will have to drop sharply, or the average length of a subscription will have to be much shorter. That means with each addition to the online gaming market, there will be much higher risk in developing an online game and much lower potential rewards. What's a capitalist to do then?

      Communists ignore profits, Capitalists exploit them.

      Capitalists with money look at all the risks and factor them into their opinion. Capitalists who can't do that end up like many dot-com investors I know. Communists probably wouldn't have the games in the first place. I expect the number of online games on the shelf at any one time to peak in the next 6-10 months, then you'll be seeing only one or two new online games on the shelf in any given six month period.

      Of course we're both speculating, so we'll have to wait a year and see which of us is right.

    9. Re:Why pay? by CTD · · Score: 1

      Actually, my friend, I read your reply, and every reply to and from you in the thread before making my post.

      Quite simply, you are wrong. MMORPG's easily sell 50K boxes, on the average. Widescale MMORPG's. If you want to include little games like 'The Realm' or 'Seducity' (check that one out, you'll die laughing) you can fault my numbers, but they are not the same product, with the same scale of intended audience.

      I spent the time to bring up some data and show it; you didn't. Boiling it down to a 'do too' vs. 'do not' arguement might make it easy for you to say 'call me in a year and let's compare' but it does not refute anything.

      Ultima Online, EverQuest, Asheron's Call, World War II Online, Anarchy Online, Dark Ages of Camelot, Neocron, Earth and Beyond, Asheron's Call II, The Sims Online... these games are the market I refer too. They each sold over 50k. Easily.

      I'll check the statistics for Motor City Online. It's the only widescale MMORPG failure I know of that has gone to market to date that hasn't really moved boxes. I don't know how many it has moved yet either way... but it failed to make a market. So far the averages are with me. Perhaps you'd care to find a few more widescale games that released and sold under 50k? I'll do a bit more digging to see if I can refute myself, but I've done the work before and came out a winner.

      I'll see you in a year, no problem at all... no anger either.

      --
      Grimwell - old, cranky, mean, obsessive
  44. Just another one that didn't do it for EA by zeronode · · Score: 4, Interesting

    EA, sadly, has a history of trying to make MMOG and failing. UO is the exception, but then again, EA bought Origin after UO was in production.

    Just look at the last two MMOG's they tried to make work: Majestic (dead) and Earth and Beyond (Life support). Granted they were good ideas, but EA can't make the shift in thinking from producing box games to MMOG's. Farming out their jobs to a contractor in india effectively allowed them to get rid of a collective 150 years of online gaming knowledge (Kesmai Studios).

    I just don't think they'll get it right any time soon.

    --
    You've gotten better at reading inane comments (300)!
    1. Re:Just another one that didn't do it for EA by Flamerule · · Score: 4, Insightful
      EA, sadly, has a history of trying to make MMOG and failing. UO is the exception, but then again, EA bought Origin after UO was in production.
      The problem EA is suffering from is one of its own making, and it is far more pervasive and damaging than merely MMOGs.

      Reading the linked NYTimes article gives a good idea of their mindset and "strategy" for the future. They mention the idea of the Sims Online and EA.com as a "third arm" to join the first and second arms of their PC and console game empires, respectively. Presumably, they think they can build a gigantic new revenue stream by tapping the great, mythical "Joe Average" and convincing him to pay to play casual, very non-hardcore games like solitaire, chess, and now the Sims Online, over the Internet.

      For those /.-ers unfamiliar with EA.com, it appears for all intents and purposes to be a relic of the dot-com age: a couple years ago, EA decided to turn their website into something very close to Yahoo Games, instead of merely serving information, support, etc., about their PC/console games. It turned by stomach at the time to see what EA was turning itself into, when it had just killed Origin, the greatest or certainly one of the greatest PC game developers in history, which EA had bought out some time before. Ultima Online fans will remember that when EA destroyed Origin, it simultaneously axed hopes for a UO 2, instead deciding to wring the game for cash by releasing low-quality expansion packs.

      EA has been a behemoth for quite some time, but the debilitating effects on the developers it holds have never been more evident. Take Westwood, formerly an innovating, renowned game developer. Since its purchase by EA, Westwood has totally lost all vestiges of its former greatness, and churned out almost nothing but (largely uninteresting) rehashes and reworkings of its Command & Conquer series. Witness Earth & Beyond, its MMORPG, set in space -- I believe they briefly discuss its lack of success in one of the linked articles. I beta-tested the game for a brief period, before I grew disgusted and wiped it from my hard drive. Suffice it to say EaB was not the space MMOG so many SF fans like myself had been waiting for; you can easily see just what was so disappointing about it by Googling for reviews, or noting EaB's presence as a runner up for Gamespot's Most Disappointing PC game of the year. (Gamespot's yearly awards were posted in a /. story a couple weeks back.)

      I think the pattern is evident: EA these days, and since years back, has been all about its yearly releases of console sport games -- Madden 2000, Madden 2001, Madden 2002, ad nauseam -- and relatively mindless action games. EA is focused on nothing but profit margin and expansion, and while their strategy has certainly succeeded up to this point (they are by far the largest game publisher in the world), they are certainly not a company that puts out interesting and innovative games. Their wretched strategy to hook the average person with lowest-common-denominator online time-sinks is degrading, and I'm glad to see that their massive investment into Sims Online, and into expanding this degrading and disgusting revenue source, are turning into a complete failure.

      EA is not a source of good things in the gaming industry. I can't call their total dedication to the bottom line at the expense of quality "evil", but I know it will never produce the superb kind of games that people like Sid Meier, Warren Spector, Chris Taylor, etc., continue to create at small development companies.

    2. Re:Just another one that didn't do it for EA by TTMuskrat · · Score: 1

      UO is the exception, but then again, EA bought Origin after UO was in production.

      From Jones Telecommunication and Multimedia Encyclopedia: "In 1992, it acquired Origin Systems Inc, a publisher of fantasy and action simulation games for CD-ROM, including Ultima and Wing Commander."

      UO came out in 1997, so most if not all of the development and production, was done under the ownership of EA.

      --
      Support bacteria! It's the only culture most people seem to get.
    3. Re:Just another one that didn't do it for EA by TheRaven64 · · Score: 1

      EA is absolutely abysmal at support. I own 2 of their games, and intend never to buy another. The first, is Need for Speed 3, possibly the best driving sim I've played. It doesn't run in Windows 2000. There is no logical reason why it wouldn't, but it doesn't. EA's technical support say that in order to play it with Windows 2000 you need to install the compatibility layer. I have done this. I have tried it with every version of the compatibility layer MS have shipped. Still no game. The second is Red Alert 2. This does run in Windows 2000. It uses IPX networking. The Windows 2000 IPX stack is slightly different from the Windows 9x one. They haven't bothered to fix this. They do occasionally release patches which modify the game slightly to make it more 'balanced', but I would prefer it just ran. If they can't even do this, then I have no interest in buying any more of their products.

      --
      I am TheRaven on Soylent News
  45. Why TSO does not appeal to me by Winterblink · · Score: 4, Interesting
    I'm one of those who refuses to give The Sims Online the time of day, much less monthly dues. That's not to say I'm opposed to paying monthly dues, I'm currently playing Neocron (a frickin awesome game). The idea of waking up in the morning, going to work, and coming home just to load up TSO and do essentially the same thing doesn't turn my crank. I can get my socializing fix from friends, family, IRC or IM, and I don't have to put more money into EA's pocket to do it.

    That being said, I do play MMOGs as I said above. Yes there's a socializing aspect there, but it's a hell of a lot more fun to battle mutants and warbots in a post-apocalyptic wasteland with Deux Ex style character management than go to the gym in the game and pedal my ass off to up stats. Better to do that IRL than in game anyway.

    --
    "I'm a leaf on the wind. Watch how I soar."
    -Hoban Washburn
  46. I love The Sims... by nob · · Score: 1

    I'm a big Sims fan, I bought all the expansion packs, made skins, etc. But I havn't bought The Sims Online yet, and I'm not sure I will. I don't have a lot of time on my hands, since I work full time and go to school full time (and I post on Slashdot.) What I liked about the Sims is you could basically play it from beginning to "end" (meaning you got bored with the character and hit the top) in just a few hours a day for about a week. I'd do this, then stop playing for a few weeks, then create a new character and house and start over. I play way too little to pay $10 a month for something that really doesn't offer this same experience, and I think most "Sims" players are the same, casual gamers.

    --
    daed si luap
  47. I think this explains a great social experiment by inteller · · Score: 1

    People like to control simulations of other people, but they don't like having to interact with other real people and not be able to control them. Answer, people like to play god, so make more simgle player god games.

  48. That's not good by Otter · · Score: 4, Funny
    Meanwhile, the game's customer reviews at Amazon.com have an average rating of only two (out of five) stars.

    Given that "death by Ebola virus" would probably average two stars in Amazon reviews, that's not very promising.

    1. Re:That's not good by Anonymous Coward · · Score: 0

      And 1 of those 2 stars is probably down to astroturf like this:

      The Sims Online is a smash hit, EA hit it right on!, January 29, 2003

      Reviewer: Damien Margo (see more about me) from Oakland, CA

      This is an incredible product. Its the kind of thing that will forever grow, but in my opinion they released it to the public in a very playable condition, contrary to some of the reviews I've read. The gameplay is infectous, and the platform serves as the basis for a product that is socially and totally innovative. Be careful, remember to take care of the Sim's operator: you. It's very easy to get addicted to this game.
      This product is amazing and is worth buying. The $... per month is well worth it. Installation and updates ran flawlessly on my system. Scrolling is a little chunky. Good job EA and Will Wright and company.

      Marketroid speak? "The gameplay is infectous, and the platform serves as the basis for a product that is socially and totally innovative".

      Repeated mentions of the publisher?

  49. No point to going online by stratjakt · · Score: 2, Insightful

    The only person I know who plays the Sims is my mother. I remember mentioning Sims Online to her, and she didnt get the point. She didnt see why she needed to 'compete' against other people to see whos the best person. She kills her sims probably a half hour after bringing them to life, she just enjoys watching them run around and make toast and whatnot. She does ICQ and chats online with people who play scrabble and other mom-type stuff. She just doesnt get the point of Sims Online.

    My point is, this game is popular because it's merely a good old distraction. It's completely uncompetitive and not really goal-oriented, at least to most who play it. You just screw around and watch the people do stuff. It just doesnt fit into the MMORPG genre.

    Add that to the fact that it just comes off like another in the long line of Sims cash grabs (they have a whole new game/expansion pack bi-weekly it seems). After plunking down $50 on "The Sims get New Pants(tm)" people get wary. The dead horse has been beaten beyond recognition.

    Plus it's just a boring game to most traditional 'gamers' in the first place.

    --
    I don't need no instructions to know how to rock!!!!
  50. Would have to agree.. -More- by Viewsonic · · Score: 4, Insightful
    My girlfriend and two of my other friends are hopelessly addicted to the Sims games. They have bought every expansion pack there is, downloaded every little add-on, talk about it non-stop. one of them would even go near the beta I offered to download for them. (I was trying it out for kicks)

    Why?

    Because they knew they would have to pay per month for it. Everytime I talk abotu EverQuest, they go off saying i'm an idiot for paying for a game I already payed for. They however, don't know what goes into making a MASSIVE online game and the monthly costs the developers and publishers have to keep paying to keep the servers and bandwidth alive. They could care less, they would just play it if it was free and that is it.

    I have concluded that the type of people who play the Sim games, or Myst, or other simple yet addicting games are just the wrong type of people who will simply NOT pay to play these online games. MMORPGs like EverQuest, DAOC, etc have a very technical and geeky and hardcore following who will stop at nothing to slay dragons all day long. To them 10 bux is NOTHING to be a hero with a bunch of other people. Simtype people could care less, they will play a game between watching TV shows, where EQ junkies will just not ever watch TV ever again. They might even be embarrased to be seen online, where the RPG people who dress up in costumes for fan faires feel they are having a blast living their lives.

    I expect to see Star Wars Galaxies to be a mixed bag. I think it will be popular because those some AD&D RPG junkies will dig into it, and that alone will be enough to support it, but on the other hand, I think overall the typical "Yah, star wars rox" people who don get into RPGs will stay very far away from it. (Also have 2 die hard Star Wars fans who refuse to even try SWG when it ships, they love online games, but again, they dont get into techincal RPG details, and most importantly, THEY REFUSE TO PAY FOR A GAME MORE THAN THE INITIAL COST.) Sales will probably be about half of what they exepect with that as well, but it will STILL be a success with the geek clubs subscribing.

    1. Re:Would have to agree.. -More- by MikeFM · · Score: 1

      What they really need to do is make playing the game free but charge to get your Sims exclusive merchandise or go into exclusive areas. People are what make this kind of game fun so you have to reach critical mass if you want the game to be popular. Being free will help do this. As you said a lot of people just don't want to subscribe to a game.

      Just some observations on how to get people to pay.. If they let you take you Sims to the happening club but charge a $2/monthly cover charge people will understand that. Follow a reality model and have ladies night where women get in free and things like that. If somebody wants a Britney Smears poster for their Sims then charge $1. Again it's a model that customers will understand and be comfortable with. Have fun with it a little. Instead of a subscription fee have Sim taxes. You can have you Sim avoid paying taxes as long as you want but they get weird IRS guys showing up and things like that.

      --
      At what price learning? At what cost wisdom? The price is a man's peace of mind, and the cost is his life.
    2. Re:Would have to agree.. -More- by TomRC · · Score: 4, Interesting

      From what I've read, they made a HUGE mistake - they eliminated the SIMs!

      They should have kept a ratio of at least 3 simulated people per human player. Then instead of trying to get other people to come to your shop or whatever, the primary goal is to get SIMs to come into your place. Live visitors would just be icing on the cake. (And make it hard to be so dull that you lose ALL your sims - always have one SIM hang around, commenting on how dull and empty the place is...)

      So you could play a nightclub owner, or run a successful for-simoleans fire department, or maybe sell appliances at CRAZY prices with ads on SIM-TV to pull in the crows.

      Advertising should play a major role in the game, to attract SIMs and other players to your place. Real world products could be advertised and sold by players who purchase a franchise or contract to sell the product. (And naturally the SIMs will favor real-world products over fake ones - "Coke(tm)" over "Fizzi Pop".)

      In addition to explicit advertising, the game should simulate "word of mouth" - the more sims enjoy your place (or use your services), the more sims will come - until it gets too crowded, or they get bored with it because you don't change it enough, or changed it from what they liked. The game masters would tweak the SIMs' interests - effectively implementing fads: one week they're into Country Western and trucks, the next they're into 50's retro and hotrods.

      Instead of having lots of servers, most of it should have been simulated on the player's PC - the servers just directing SIMs to the PC and occasionally analyzing your place to determine how much they are enjoying it. And of course support players visiting each other's places or using each other's services - now motivated by 'spying' to see what is attracting SIMs.

      This game had really great potential - perhaps they can re-work it and save it yet...

    3. Re:Would have to agree.. -More- by Pr3d4t0r · · Score: 1

      Because they knew they would have to pay per month for it. Everytime I talk abotu EverQuest, they go off saying i'm an idiot for paying for a game I already payed for.

      I can sympathise with them, I don't think I could bring myself to pay a monthly fee for a game I've already purchased... on the other hand I remember a lot of people saying the same thing about cable television way back when. XBOX Live probably has the right idea in this regard. One payment gets you access to the entire suite of XBOX Live games... then again I have a GameCube.

    4. Re:Would have to agree.. -More- by AgentTim3 · · Score: 1
      You're right about how certain people think about paying for online games. I used to think that myself. I think the majority of people out there that don't understand gaming or what goes into it would all default into the "why should I pay monthly" line of thinking.

      But it's not like it's an obstacle that can't ever be overcome. Because people that think that way are, frankly, stupid. It just has to be marketed the right way so that they realize that they're being stupid and it's not a big deal to pay for it.

      Example: Going to see The Two Towers. $9.00 ticket, $4.00 popcorn, for about 3 hours of entertainment. That's a month of The Sims Online! A conservative player can easily put in 80-100 hours online a month. Those that are really into it put in way more.

      Another example: Let's see, night out shooting pool and drinking beers. Yep, fifty bucks easy. For about 4-5 hours of entertainment.

      People are just stupid, once the marketdroids figure out points like that to emphasize the argument against monthly fees really goes in the toilet.

    5. Re:Would have to agree.. -More- by Anonymous Coward · · Score: 0

      I don't understand that logic of someone who expects to pay for the box and receive the online play for free.

      These are the same people who pay $150 for a phone, and $50/mo for service.

      How about $450 for a television, and $40/mo for the services?

      These seem very similar to me: purchase the game, and pay for it as long as your entertained. In return for your cash, you get new content, and entertainment. this is a no brainer!

    6. Re:Would have to agree.. -More- by The_dev0 · · Score: 1
      One payment gets you access to the entire suite of XBOX Live games...

      Actually, this is a common misconception. There is every chance in the future that some XBL games will have an ongoing cost. Only the few games on launch are free for the time being. MS has already stated that not every game on XBL will be included in the monthly price.

      --
      Never fight naked, unless you're in prison...
    7. Re:Would have to agree.. -More- by mr.+methane · · Score: 1

      I've got a friend who's a recovering EQ addict. When he waxes lyrical about MMORPG's, he gets pretty convincing.

      Like most gamers, I have a ludicrously short attention span. I don't complete most walk-through shooters just because I get bored with them after an hour or two. Even a good turn-based RPG like Baldur's Gate, I have trouble playing for more than about 10 hours because the novelty wears off.

      So if I buy two new games a month, that's $100. And I'm not going to spend that much for games. Just ain't gonna happen.

      I'm currently playing Asheron's call 2. I can tell I'll probably get bored with it and cancel after a couple of months. (Despite it's absolutely incredible graphics, it's just killing rats and clicking "craft" buttons. Over and over.

      So a good online game, at $13 a month, if I stay interested for maybe three months.. is not a bad deal, if it keeps me from having to buy one or two other games in the same period. Or, if like Earth and Beyond did, it makes me so disgusted with an entire genre of games that I simply refuse to buy ANYTHING for three months, I save several hundred bucks a year.

      Okay. I'll go back and take my medication now.

  51. Buyer Beware by asv108 · · Score: 4, Informative
    I bought the Sim's online about a month ago, because of all the hype surrounding the release. I played it for about 2 days, and came to the conclusion that it is just too time consuming except for the die-hard Sim's fan. Another problem with the game is the replay-ability factor. The secret to any online game is replay-ability. The Sims online gets boring real quick and I can't imagine only having one computer to play this game. If you only have on computer, Sim's online prevents you from web surfing, iming, or any other activity while playing the game.

    BUYER BEWARE, I purchased the Sim's online under the notion that I could try it out, cancel my account, and sell the game used on ebay or amazon. Even after canceling my account, the person who bought the game told me that EA said the game was registered to another user. EA is trying to strongarm the used market, and force everyone to buy the game new.

    1. Re:Buyer Beware by Anonymous Coward · · Score: 0

      Troll?

      "If you only have on computer, Sim's online prevents you from web surfing, iming, or any other activity while playing the game."

      OR... that could not be true at all. I doubt that that much has changed since I played the beta (up until release), but I'm relatively certain your computer doesn't create a one-way VPN with Maxis. I distinctly remember playing the game windowed and being on ICQ and reading slashdot (since the game was so goddamned boring I needed to find other outlets to entertain myself). Sorry. By the way, "one" is spelled "oh - en - ee".

    2. Re:Buyer Beware by Anonymous Coward · · Score: 0

      About your "Buyer Beware" paragraph, that is the norm with MMOGs. The account keys usually only last once, and if you want to transfer your account, you usually have to give them your account login. Of course, you change your billing information, etc. beforehand. The companies usually don't allow this type of thing, so you have to do it yourself.

      There are a few exceptions to this, like UO's account transfer system, but EA is not doing anything out of the ordinary here and isn't trying to strongarm the market more than anyone else is.

    3. Re:Buyer Beware by DrXym · · Score: 2, Interesting
      This is no different from any other online game these days. Every online title such as Return to Castle Wolfenstein, Neverwinter Nights, Dark Age of Camelot will require you to enter a CD key, or serial number and if you don't have one or its been used before you can fuck off. Now when online play is free this makes sense, but not so much when you're paying 15.99 or whatever per month.


      Personally I believe subscription games should be given away at cashiers desks, magazine front covers, available for download etc. Hand them out like toffee to hook as many people as possible. Requiring people to put up money upfront and a monthly sub is a surefire way to put them off.

    4. Re:Buyer Beware by Rich0 · · Score: 1

      Now when online play is free this makes sense, but not so much when you're paying 15.99 or whatever per month.

      I'm not sure it ever makes sense. Technology to prevent illegally distributed copies may make sense. However, technology which prevents the original from having full functionality is just wrong. This is just as bad as TurboTax requiring product activation. It isn't illegal under any standard of law whatsoever to share a CD with your friends if you don't retain a copy of the software.

    5. Re:Buyer Beware by analog_line · · Score: 1

      EA has been trying to strongarm the used market for a loooooong time. It used to be that if a store wanted to sell the "gold box" EA games (the old ones with an EA Classics or something like that logo....old games for $20 and under) then they were prohibited from taking any used EA games. Don't know if the practice persists, but I wouldn't be surprised.

    6. Re:Buyer Beware by DrXym · · Score: 1
      I agree, however I believe the situation of registration/cd keys has come about because online games are often sold with 30 days worth of free 'credit'. In other words, buy the game, tap the number in and play for a month with no further obligation. Obviously you can't have an unlimited number of people being able to use the same number or you'd never get any money.


      So validation plays an important role here to prevent lamers swapping the serial nr to get 30 days playing time for free. What is unacceptable is requiring validation to get any functionality whatsoever. If validation fails the worst scenario should be that you can still play but you don't get 30 days free and have to pay.


      The situation is muddied by 'expansion packs' but perhaps online games should sell them on CD with a key and release them 'into the wild'. If you buy the CD, the key allows access to the expansion, otherwise you download from wherever for your expansion and pay the N dollars required to enable it.

    7. Re:Buyer Beware by Anonymous Coward · · Score: 0
      Every online title such as Return to Castle Wolfenstein, Neverwinter Nights, Dark Age of Camelot will require you to enter a CD key, or serial number and if you don't have one or its been used before you can fuck off. Now when online play is free this makes sense, but not so much when you're paying 15.99 or whatever per month.


      Neverwinter Nights doesn't require a regular subscription fee. Nor do you need a valid CD key unless you want to use Gamespy or to have certain other worthless features from the website.
    8. Re:Buyer Beware by DrXym · · Score: 1

      Exactly, hence me qualifying the remark with "Now when online play is free..."

  52. "Let's make pizzas for 5 hours straight!" by WileyWiggins · · Score: 2, Funny

    Maxis managed to take the few things that were fun about the original game, (customizability, being able to wreak havok with a large group of Sims 'lives'), and remove any trace of them from the Sims online. A game where you have to spend days of real-world time doing telemarketing and making pizzas to try and save up to buy a virtual refrigerator? This game isn't just dumb or boring, it's sadistic.

  53. Re:Surprising.-Type dirty to me. by Anonymous Coward · · Score: 0

    " I don't think I could bring myself to pay 5 bucks a month to use a chat room."

    Why not? People pay $1.25 the first minute, and $2.50/min after, to talk dirty to each other,on the phone.

  54. Ahhh Alpha World by Christopher+Bibbs · · Score: 4, Interesting

    Execellent point. Alpha world blew because you had to walk around to find someone to chat with (more work than IRC) and there wasn't any interesting or useful interaction with the world around you. Sims Online seems to be just a better implementation of the same sucky idea.

    And yes, I'm bitter that no one ever enjoyed the house I had built out of rectangular blue blocks.

    1. Re:Ahhh Alpha World by TheMatt · · Score: 1

      Even better are the worlds that Worlds.com has now. They have Hanson World...why? Are there enough Hanson fans that want a crappy pseudo-VR IRC experience?

      Sadly, I, too, played Alpha World, but I could never find anyone, let alone someone interesting, to talk to.

      --

      Fortran programmer...oh yeah. Array math for life!

  55. Give the People what they Want by tbmaddux · · Score: 1
    From the Amazon reviews:
    Parents - take my advise PLEASE do not buy this game for your children. Prostitution, runs rampid! It is NOT and I repeat NOT for anyone under the age of 18!

    From the NYTimes article, quoting Riccitiello the president of EA:

    We wanted this to grow into a `third arm,' " he said of the Sims Online

    People complain about the tasks of the Sims Online being repetitive and dull. So make them repetitive and exciting. I think I can cum up with a solution.

    --
    Can't you see that everyone is buying station wagons?
  56. Developer Chat by Bruha · · Score: 4, Informative

    We had a devloper Chat over on www.warcry.com You can find the transcript right here.

    For the amount of people that attended it they did ask some good questions and the team that's working on SO are a good fun bunch and answered a lot of questions I was surprised they skipped over like other publishers tend to do. Ala Microsoft on any hard question about Asheron's Call or Asheron's Call 2 during their dev chats.

  57. Beating a dead horse by GoRK · · Score: 1

    Maxis just can't get it together with online games. By the time they get something workable, they have already milked the games fans for all they can. The online stuff available in The Sims Online should have been available in the original game.

    It's kind of like how they released Simcity 4 with online features that don't work -- Is it just me or are there other people who dig and dig for Maxis' promised online features just to find nothing -- not even a decently designed and coherent website?

    ~GoRK

  58. EA doesnt care by SurgeonGeneral · · Score: 2, Interesting

    Sure we can attribute the Sims' decline to the pay-for-play model or the lack of any moderation in a game played largely by teens, but I think there is a greater, overarching reason for this:

    EA simply doesnt care about their customers, and they have no interest in maintaining the loyalty of them.

    Anyone who has ever played one of their games knows this. They destroy every multiplayer enviroment by allowing cheats to be used, thus ruining the integrity and playability of their games. They refuse to do anything about cheats, thus cheating paying customers out of money. They outright refuse to help customers who have problems with their software. Many of their gaming environments have been taken over by hackers to which they REFUSE TO RESPOND! (In fact when logging on to multiplayer Red Alert one is met with a hacked ad for the site www.fuckea.com, set up by disgruntled players). They have discontinued the Westwood branch of their corporation in order stop maintainence of their games. Basically they simply refuse to help their paying customers enjoy their game, and in some cases ruin it for them.

    I'm not surprised TSO failed, not am I that they used false advertising tactics in order to sell the game (apparently some features such as running a business or a casino are not available to users, yet this is advertised on the game box). This Christmas cash grab just goes on to prove to me how poor the company is, and I for one will not be supporting them at all in the future.

    I demand morals and integrity from people, so why should I expect any less from a group of people?

    --
    -- "Man is born free, and everywhere he is in chains." Jean Jacques Rousseau
  59. Too bad by aufecht · · Score: 1

    I know my girlfriend played The Sims and every expansion that came out. She was a Sim fanatic. When she saw the online version her response was: What's the point?

  60. Sim Me? by Duds · · Score: 1

    I'm Famous!

  61. Xbox Online? by bstadil · · Score: 1
    With the exception of Everquest hasn't all on-line efforts failed? Anyone one knows how the Xbox much touted Online effort is doing?

    Socom for PS2 I guess is doing Ok but only because Socom is good not so much for the Online aspect.

    --
    Help fight continental drift.
    1. Re:Xbox Online? by Viewsonic · · Score: 1

      They haven't announced, nor even started billing people for it yet. Ask in another year when the first years subscription runs out and you'll see. They expect to be charging between 9.99 to 13.99 per month for XBox Online. Personally, I think this will fail just as well. Free content is being offered for some games, but the rumor is free content will be a small selection of more content people will have to pay for ONTOP of the XBox Live fee. Much like Phantasy Star Online will be charging a monthly fee ontop of Microsofts fee. And this is also why a lot of companies will not make online games for Microsoft because they know people wont be paying two fee's on that service, and they sure as hell wont offer it for free. Instead they're making the games from the PS2 and Gamecube online adaptors.

  62. the ol' good days of sims... by QEDog · · Score: 1

    I miss the old good days of sims... when it was innovative. my favorite one was the underrated Sim-Life. It was so fun to mutate your animals and see the ecosystem change. It is still incredible how they could model some of the complexity of an ecosystem!

    --
    "There is no teacher but the enemy."-Mazer Rackham
  63. Why it doesn't work. by Gyorg_Lavode · · Score: 4, Interesting
    I've talked to some people and hopefully have some insite into why it flopped. The main reason seams to be that there is zero driving force. With Everquest, even though the work to advance groes exponentially with the amount already advanced, By the time it starts to be prohibative, you have bonds to the game, (bonds to guilds, your character, and other friends).

    It seems that the Sims online missed out on the advancement to create those bonds. Many of the things I heard from players were along the lines of, "well, when you play the sims you have to keep all your sims happy, alive, etc. When you play the sims online you can just live in other people's houses, you don't really have to work to keep your sim alive and happy, and there's really no reward for keeping them alive and happy." I think the sims needs a much more interesting beginning and a much more challenging middle so that, by the end, players who may have become uninterested and less challenged have formed bonds that cause them to stay in the game.

    --
    I do security
    1. Re:Why it doesn't work. by Anonymous Coward · · Score: 0

      Maybe a cross between GTA3, Quake Arena, and the Sims? You could have gangs of thugs and rapists with high powered weapons that ransack the Sims world every so often (sort of like the Vikings). You could gather guns and fight off the attackers -- or, your house would be burned to the ground and your wife would be raped and killed. The reward for keeping them alive and happy could be that you get to collect any bounty that you collect off the bodies you kill. But, don't limit it to just the marauders.... if you wanted to form your own gang and attack and plunder the neighborhood you could! You could have "Suburban Wars".

    2. Re:Why it doesn't work. by Robotech_Master · · Score: 1

      That's a big part of the problem, I think.

      Another problem is that a lot of the household drudgery--the things you could delegate to a maid, a gardener, or a home robot--are things you have to do yourself here. As a friend of mine put it, that right there immediately lessened the appeal of the thing. He didn't want to do those chores in real life, why should he pay $10 a month to do it?

      The only real form of "competition" in the game (at least when I played it in beta) is affluence...having the nicest house with the most number of visitors, which brought in the highest income. But guess what? Thanks to the top ten lists, which could only list a finite number of places, the places with many visitors already were the ones that were most likely to get more! So the rich got richer, and the rest of the folks had to visit their houses to have fun.

      And what's more, once you get a certain amount of money, what are you going to do with it? There's really not all that much stuff to buy after you get your house to the ultimate level of affluence. You don't even get the Hot Date/Vacation fun of going somewhere far away for a while.

      I wonder if anyone's working on reverse-engineering the Sims Online server, so that folks who pick up the game cheap will have something to do with it if EA goes under.

      --
      Editor Emeritus and Senior Writer, TeleRead.org
  64. $15 per month broadband by Christopher+Bibbs · · Score: 1

    Wide Open West offers a "limited" broadband option for $15/month on top of your cable service. You're limited to 150Kbps, but your ping times are still good so it isn't that bad.

    I don't know what it is like in your area, but around here (Detroit, MI) broadband is starting to become assumed in the "technology-minded" house holds.

  65. Not shocked based on my wife's impressions by Boone^ · · Score: 1

    She owns the original + all expansion packs, but she became bored with Sims Online 3 days into the free beta test period and went back to the single player.

  66. Sim-Dud indeed... by eviltypeguy · · Score: 1

    I was one of the people invted to beta test the game. I would have liked to help, but I could never even run the installer on a freshly formatted and installed Windows box (with only video and audio drivers).

    Contacting Infogrames technical support produced a promise for help but I never received any, and I couldn't post on the forums for help because you have to create at least one character in the game first (smooth move EA).

    The message boards for the beta testers were filled to the brim with complaints, bug comments and the very annoying artificial limitations that EA decided to place on the game (like only a few hundred objects could be owned per sim house area that caused people at a certain point to be so rich they co no longer buy anything even though they could afford to).

    This is another game that should have never shipped. I'm not terribly happy what EA has turned Maxis into. I want the old Maxis back!

    1. Re:Sim-Dud indeed... by eviltypeguy · · Score: 1

      DOH! Did I say Infogrames technical support? Bleh. I meant to say EA technical support.

  67. Customer Base by RIT+Beast · · Score: 1

    The way I see it, is that this game's target customer base, is not the type of person to fork over $50 for a game, nevertheless continue to pay for it over months and months.

    The recreational gamer (don't know another word for a non-hardcore gamer) isn't ready to pay that kind of money.

    Brendan

  68. No, you CANNOT resell it by Anonymous Coward · · Score: 0

    In tiny print on the label you have to break to use the game, it says right there that you cannot resell the game to anyone. That right there was enough to turn me off the game entirely... if I hadn't already been so disgusted with the stupidity of EA's customer service that I vowed to never buy another EA game again. ...Ever since the Sims first came out, I was waiting anxiously for the online version. Then it came out... and it's BORING. As others have said, it's nothing more than a big ol' chatroom with a Sims skin on it -- and the chat part of the interface, frankly, sucks.

  69. Since when? by SilLumTao · · Score: 2, Interesting
    EA executives say they are doing all they can to fix things. Because the game occurs online, EA can tinker with content to make it more fun, something the company can't do with offline titles.

    Since when can't "offline" titles get new content added to make a game more fun. I bought Neverwinter Nights about 6 months ago and I'm still getting new content.

    - Sil

    --
    "He was a wise man who invented beer." -- Plato
  70. From the opposite side of the fence. by Andy+Dodd · · Score: 2, Interesting

    One year ago, I probably would have posted something almost exactly identical to what you posted. I was a college student, and $10 a month to play a game was ridiculous. I couldn't afford it, and I didn't have the time to get my money's worth. I swore that I would never play an MMORPG.

    Fast forward to 1-2 months after graduation. I was bored senseless in my after-work hours, and I remembered that an old friend had been trying to convince me to play Dark Age of Camelot.

    I now own two DAoC accounts and find it worth every penny. Once you're in the working world, $10/month isn't that much. The cost of buying the game covers development costs, and the monthly fee covers the massive costs of big servers, lots of bandwidth, and (attempting) to provide customer service. It also pays for development of additional content. (Both EQ and DAoC have expansion packs, but they have plenty of content and cool things that have been added to the game even for non-expansion users.) In MMORPGs, patches aren't just bugfixes. They bring new monsters, new merchants, and changes in the gameplaye which are USUALLY neat improvements. (For example, the implementation of in-realm dueling in DAoC.) This is drastically different to most pay-once games where patches are merely for critical bugfixes and rarely add any new content.

    --
    retrorocket.o not found, launch anyway?
    1. Re:From the opposite side of the fence. by dead+sun · · Score: 1
      Interesting to know about the patches, though I guess to keep getting subscription money you need to keep players interested.

      Looking at my post, perhaps my italicised never was a little bit harsh. I'm guessing that once I'm off and out of this ivory tower of academia I'll at least re-evaluate this statement, though I can't say for certain that it'll change. Years back, before college and social life and all that good stuff, I used to play on a couple MUDs which really were great fun. The interaction between players was always something that made each session interesting and unique. I tried picking one up again in college, about three years ago now, but I can't find the time to play as much as I'd like to keep up the interaction. Having seen some of the MMORPGs being played I almost think that I prefer the interaction through the horrific ANSI colored text to something like Everquest. Same charm in nethack I guess, but I don't dare install that again lest I wish to fail out of grad school.

      Right now the only game that I really play online is Utopia which is a rather large completely human player kingdom game. It consumes a little bit more time than I should give it, but it's usually in little 10 minute chunks a couple times a day.

      --
      If not now, when?
    2. Re:From the opposite side of the fence. by Anonymous Coward · · Score: 0

      this is a depressing post.

      i wish i was back in college when i had more to look forward to then coming home after working a full day, side by side, with the other sheep, and sitting at home, in the dark, playing a game online simulating life.

  71. Now what people would buy... by La+Temperanza · · Score: 1, Funny

    is an expansion pack with 50 brand new ways to torture and kill your Sims when you get bored of them.

    --

    --
    est modus in rebus
    1. Re:Now what people would buy... by WinDoze · · Score: 1

      My favorite method was to get a few people in a house, pause the game, and remove all windows and doors. Then you could just let 'em starve to death slowly. Or you could set off a rocket in the middle of the living room and watch 'em burn.

    2. Re:Now what people would buy... by jms · · Score: 1

      Even better, build a house with about 30 fireplaces and no doors and fill it with furniture. Now have your klutz sims run around and light all the fireplaces. Kick back and watch the madness ensue.

  72. What kills the Sims Online.. by SteveX · · Score: 2, Informative

    Is that in the Sims you can fast-forward through the boring parts. Okay, you're tired and you have to pee.. tell your dude to sleep, tell him to pee, and then fast forward until it's done and you can get back to doing what you want to do.

    In the Sims Online, you have to sit there and watch while your avatar naps, showers, eats, etc. For me, anyway, that's what made it not fun.

    - Steve

    1. Re:What kills the Sims Online.. by Anonymous Coward · · Score: 0

      Which brings up another hole in the game. I played the Sims once and it bored the sh*t out of me. I hate micromanaging things. If the dude has to pee... he should just go do it and hurry up. I got sick of doing routine tasks like eating and peeing. I wanted to do more interesting things - like take over the Sim's world. >:-)

    2. Re:What kills the Sims Online.. by Anonymous Coward · · Score: 1, Interesting

      Plus, in The Sims, you are generally controlling a full family. So even if one or two family members are doing boring stuff, you can still be doing the fun stuff with the others. Plus, with Free Will enabled, they will even handle some of the boring stuff automatically (however not always in the most eficient manner)

      In The Sims Online, you only get to control one character so you can't swap off while doing something boring.

  73. Vision of Doom for the Togetherness Experience by omega593 · · Score: 0

    I think the decreasing sales for the Sims Online experience is indicative (I hope) of the demise of the 'lets-play-together-on-the-web' crap that has come out in the past year or so. I personally play computer/console games to get away from life, which means getting away from my fellow man. I personally would rather play against the computer in any game, as if you play against a fellow human, the chances are your human counterpart is either alot better or alot worse at the selected game than you are. This makes for either a frustrating/boring experience. The computer, on the other hand, uses complex programming to make sure that the computer is just slightly better than you (if you select normal play), which makes me, at least, push myself that much harder to win.

  74. Snow Crashing by TexTex · · Score: 4, Insightful

    It's a thought that The Sims Online shows us how far we've got to go to accept a true virtual world, in which the point is simply to exist.

    The projection of avatars and worlds of Stephenson and Gibson weren't based as a game of any sort, but an environment, and The Sims Online might be trying too hard to be both. As The Sims alone...it's not really a game as much as a management simulator for life. And existing in multiplayer mode, I'm surprised people expected a lot more out of it that a graphical chat environment.

    If you read the Amazon reviews, they're split with people either loving it or completely hating it. I'd guess the ones who enjoy it are also the ones who find minutes and hours slipping away in AOL chat rooms. It's not necessarily the same people who play Everquest or any other MMORPG.

    I'm not sure The Sims Online is supposed to be a fanatic success to the level everyone expected, but I wouldn't count it completely out yet. It's possible that it holds early groundwork towards a universal, easy-access virtual environment...kinda like AOL back in the early 90s.

    --
    -Barkeep, a draft of your most hazardous brew, for the world is slowly stepping into focus, and I don't like what I see.
    1. Re:Snow Crashing by cardshark2001 · · Score: 1
      If you read the Amazon reviews, they're split with people either loving it or completely hating it. I'd guess the ones who enjoy it are also the ones who find minutes and hours slipping away in AOL chat rooms. It's not necessarily the same people who play Everquest or any other MMORPG.


      Another possibility to consider is that they are paid by Maxis, Amazon, etc. The negative reviewers give very good reasons for being negative. The positive ones don't seem to offer any compelling reason to like the game, but more often than not adopt a "wait and see" attitude.


      Giving five stars to a game when the best you can say about it is "wait and see" strikes me as a bit dishonest, don't you think? Then maybe some people aren't as stingy with stars as I am. Why shell out monthly money to wait and see?

      --
      WWJD? JWRTFA!
  75. Managing a Virtual Life? Get a pet. by o0BoA0o · · Score: 1

    What a stupid game, I have a real life to take care of I don't have time to do the same in a game! If you take away the management stuff you're left pretty much with a glorified chat interface (not a good one at that). Sims was cool for a few weeks, then you start killing the sims, then you'll realize that your real life is probably more exciting. holding virtual parties, kissing other puppets controled by other people, getting married, has an empty feel to it. It's like oh cool! now what? I just don't see how people can find this game interesting.

  76. The should have... by theendlessnow · · Score: 1

    never deleted the rail gun from the final package. And capture the flag is fun... but no deathmatch?? Come on...

  77. What turned me off by ihistand · · Score: 2, Informative

    I purchased the game for my kids for xmas, they seem to like it ok and I figgered I'd give it a try, I popped in the CD and installed, but they wouldn't set me up a new account because the serial number had already been used. I called them on the phone and they will not even sell me a new serial number, all I can do is buy a new CD.

    This is poor marketing, and they just lost a potential customer. I'm not shelling out another 50 bucks for something I already have.

  78. I'll tell you why it's not doing well by Anonymous Coward · · Score: 0

    People play games to do things that they can't in reality. Who wants to hover over poorly-drawn characters who are only permitted to do the most mundane things in life?

    105,000 people apparently.

  79. Hidden costs: The Hardware? by Anonymous Coward · · Score: 0

    I wonder if the sales are becuase the hardware required to play Sim is pretty beefy, considering the type of people that would play this game. For example: My wife loves The Sims. When it first came out, I put it on the old K6-233, and it was playable. When the second expansion pack came out (Living Large), I had to move it the the Athlon 600. When the 3rd expansion came out, (Hot Date), it became very frustrating waiting on the game to do anything. I haven't even tried the 4th expansion (Vacation), and I might even be missing another expansion along the line. Point is, I need a faster computer then what I got to play Sims.

    Where was I, oh yes. Another friend of mine signed up for the online beta. She had a GHz Athlon, and broadband and it was just bearable for her. Now, she isn't the type of person that will go out and buy faster parts to increase the performance of her computer. She would go to Ye Olde Electronice Rip-em-off Shope and buy her computer there. So for her the game would end up costing $800 for a new Dell (or whatever) + $50 for Sims Online broadband + monthly fees, and she can't/won't justify the purchase.

  80. Could it be? by Bendebecker · · Score: 1

    Have people finally gotten tired of playing the sims? Halellujah!

    --
    There's a growing sense that even if The Future comes,
    most of us won't be able to afford it.
    -- Lemmy
  81. Several possible fixes? by DragonMagic · · Score: 1

    The problem mainly is the price and maintenance, with little return of playability. Hardly anyone wants to spend $40 on a game, to pay $10 a month, just to be part of a popularity contest.

    Maybe Maxis should admit defeat on their hopes and still try to salvage the game and its current subscribers... Either sell the game as it is with a small or no subscription fee (I wouldn't mind $10 per half, but per month?), or sell the game cheap with a small subscription fee ($10 game at the counter of most stores, like those annoying AOL CDs, and $3.95/mo. to play), or...

    Why not sell the game and allow people to setup their own SO servers? If a family wants to have fun, they could start a SO server on a computer, or just lease one from a company for the $10/mo., and they can all play free. Make it so the person controlling the server software can set a public server, or private with passwords.

    There's still a lot of potential, but Maxis should have done a thorough test with the game with the public to see what their opinion was. This is not simply The Sims, gone online, it's a totally different game based on The Sims, with different objectives and play.

    Not that Maxis would read this, but some food for thought.

    --

    Human nature is the same everywhere; the modes only are different. -- Earl of Chesterfield
  82. The Sims Online by DownTheLongRoad · · Score: 1

    My wife bought the Sims Online shortly after Christmas and became addicted to it. She kept pestering me about it until I bought a copy. We play the game a fair amount and have not had any major complaints. The addition of the McDonald's equipment is rather bothersome since I don't see them lowering the price of the subscription. My wife enjoys working with others and running a successfull house in the game while I usually go for cash. I wouold say about 50% of the time I have the Sims Online running, I am usually looking at webpages or playing MOO2. I will give Maxis credit, they update the game very often. If you report a bug, it gets squashed soon. So has anyone figured out how to get Shadow President to run? I miss that game so....but not enough to drag out a 486 with the correct sound card.

  83. No profit, no loss by dackroyd · · Score: 1

    Okay EA were optimisitic and thought that this game was going to generate shedloads of cash for them and be a massive it. It obviously isn't going to do that as it just isn't good enough.

    However the article says they've sold just over 100,000 for a revenue of $30 a game for EA plus 40,000 people have subscribed to play the game online for $10 a month.

    So total revenue so far is almost $3.5 million and climbing at half a million a month, so although it might not make much cash, it's certainly no Daikatana (or Xbox).

    --
    "Free software as in beer, copy protection as in racket" - Telsa Gwynne
  84. virtual virtual reality by luzrek · · Score: 0

    Can you play the Sims online in the Sims online?

    --

    Galium Arsenide is the material of the future, and always will be.

  85. how to re-work it by emptybody · · Score: 1

    make the service free to play. Give currently paying people credits to use toward future modules - this guarantees you will have people using the new pay for modules.

    put real-world advertising in the virtual world
    have Pepsi and Coke vending machines
    have billboards for Guess jeans
    have VW beetles.
    most every SIM product should be backed by a real product.

    make it paid for by virtual ads that are as prevalent as they are in the real world.

    NO POP UPS!!! - unless the sim is using a computer heh.

    make it paid for by advertising and you get past the biggest hurdle - getting people to try it.

    Then, release modules and open up the code so that other folks can make modules.

    keep ownership of the server/service but let the power players play.

    --
    comment directly in my journal
    1. Re:how to re-work it by RatBastard · · Score: 3, Insightful

      The problem here is that you are assuming that it is the monthly fee keeping people out. That is simply not true for most people.

      The real problem is that the game is boring. And this is coming from someone who not only played The Sims for two years, and bought every expansion pack (I don't have "Unleashed" as I stopped playing after "Vacation" came out) and even ran a popular (and expensive) website for two years! While The Sims is boring to a lot of people, The Sims Online is boring to almost everybody! I don't know of ANY of my The Sims friends (real one, you know, meatsacks) who even care about TSO.

      Making it cheaper by stuffing it full of ads (Sweet Merciful Jesus! Is there anywhere we can escape the endless onslaught of advertisers?) will not solve anything.

      --
      Boobies never hurt anyone. - Sherry Glaser.
  86. It'll be absolutely huge by NineNine · · Score: 1

    It will be the biggest game ever seen, in my opinion. It's gonna take a while. "Sim" players aren't used to the idea of playing online, and I'm guessing most don't have broadband. Of course it's not gonna take off like current online games... those are all geared at geeks. But this will take off, without a doubt, and it'll be around for a long, long time.

  87. Who would waste there money on this? by Ozor · · Score: 1

    Get a real life and quit wasting your time on a life you cant really have. I know in ten years Im going to say I didn't waste months playing games that have no impact on me.

  88. There are many reasons to pay. by Inoshiro · · Score: 1

    "All I have to say is I hope this pay-to-play trend ends quickly. "

    I don't have a problem paying for something. I pay for electricity and internet access, why not for a good online service? The only problem is that the only online service out there that might meet this, Xbox Live!, is already useless. No downloadable content, game stats not normalized vs. hours played (so all the 13-year-olds who can play 6 hours a day are #1), etc.

    If I played online in Battle.net a lot, I wouldn't mind paying 5$ cdn a month for it. Or even a little more. If you work it out per day, it's nothing. Per day you pay around 20 or 30$ for rent, and 10$ for food and utilities. What's 20 cents for online play without advertisements, with no cheaters, etc?

    "If Battle.net can be free, why can't The Sims online be free?"

    Maybe you should tune in to sanity FM. If someone is offering a service, they can charge what they want for it. If it sucks, it'll go away. But there is no way that a service can exist and cost 0 dollars to run, someone pays somewhere. You pay with your eyeballs, and the advertisers who get your eyeballs bankroll your play time. Or perhaps economics wasn't one of your strong points growing up.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:There are many reasons to pay. by ivan256 · · Score: 1

      Um, ther's no advertising on battle.net. It's funded by box sales. It doesn't matter wether you'd be willing to pay per month for it because you payed up front. Also, if you couldn't play on battle.net alot, lets say only on saturdays for an hour but you really liked it, wouldn't it suck to have to pay $1 an hour for what everybody else gets for $0.20 a day?

      The trouble with most pay-for-play online gaming is not that it costs money. Usually the problem is that the cost is the same no matter how much you play, and the structure of the game is such that the rewards of playing are based on time spent playing. This blocks out a whole segment of gamers who can't play a game for hours a day, or perhaps can't even play every day. The cost per unit fun increases exponentially for people with less gaming time.

      That's still not the problem with The Sims online. The problem with The Sims is that they're trying to charge a fee for somthing that their prospective customers already get for free. You're getting to read this comment for free. Why don't you send me some money to read it. Of course you're not going to, because why would you if you can read it (and even publicly respond) for free. Trying to charge people to read my slashdot comments would be a bad business model even though thousands of people read them without paying every day. Similarly trying to charge people to play The Sims is a bad business model even though millions of people play The Sims for free every day. Having alot of mindshare doesn't mean people will give you money.

    2. Re:There are many reasons to pay. by hal200 · · Score: 1

      Actually, a really good online gaming service is GamesMania. Pay $15cdn / month and get unlimited access to about 100 full games. Sure, they're not "0-day"-type games, but for someone like myself who only has a few hours on the weekend to play games, it's wonderful. I can start playing any game which tickles my fancy without shelling out the $60 investment on something that may or may not actually be fun to play...

      --

      I just want to take over the world...Why does that automatically make me EVIL?

    3. Re:There are many reasons to pay. by Inoshiro · · Score: 1

      " Um, ther's [sic] no advertising on battle.net. It's funded by box sales. It doesn't matter wether[sic] you'd be willing to pay per month for it because you payed[sic] up front. Also, if you couldn't play on battle.net alot[sic], lets[sic] say only on saturdays[sic] for an hour but[sic] you really liked it, wouldn't it suck to have to pay $1 an hour for what everybody else gets for $0.20 a day?"

      This is why, when you make economic decisions, you weigh options. The highest-valued
      alternative you give up is the opportunity cost of your decision. This should be common sense to anyone living in North America. "Will I be playing enough to justify 15$ a month? 5$ a month? What could that money buy me instead?" If you have a problem with it costing N dollars, wait until it drops, or don't pay. Whinning about how it should be free is stupid -- you're not EA, it's not your decision to make. All you do is make yourself sound like a whiny teenager living in your parents' basement.

      "The problem with The Sims is that they're trying to charge a fee for somthing that their prospective customers already get for free. You're getting to read this comment for free. Why don't you send me some money to read it.[sic]"

      What exactly are they charging for that customers get free? The Sims Online? Where else do I get The Sims Online for free? They're charging for a service, running through their servers -- all of which they provide. If it is a bad setup, they will fail. If it's not a problem, they will become profitable.

      "The Sims is a bad business model even though millions of people play The Sims for free every day. Having alot[sic] of mindshare doesn't mean people will give you money."

      Well, it may or may not be a bad model. The market will decide. You need to understand that while you may not personally agree with something, you are not a statistically important part of the market unless you act in concert with other people. If there is a fundamental problem with it, you should organize a group of peope against playing The Sims Online. However, I doubt many people will rally under the banner, "It should be free!" except other people who won't pay for anything. And, if you haven't noticed, if you don't pay, people don't care. There are other people who can and will pay.

      Speaking of double-21.. "You're getting to read this comment for free. "

      Maybe you weren't paying attention. Slashdot has advertisements, they also have the option of paying for page views. At no point was any of this free. Someone is paying for it, wether it be me directly or an advertiser indirectly. Again, you see to have this idea in your head that the internet is free, and that there is a magical sugar-candy mountain land where everything is without cost.

      --
      --
      Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    4. Re:There are many reasons to pay. by ivan256 · · Score: 1

      If you have a problem with it costing N dollars, wait until it drops, or don't pay. Whinning about how it should be free is stupid -- you're not EA, it's not your decision to make. All you do is make yourself sound like a whiny teenager living in your parents' basement.

      For the record, I'm not whining, I'm observing. EA can charge whatever they want, but as the story says, their game flopped. Similarly, instead of whining I just purchase the game I think are price justified. Hense EA did not recieve my purchase, nor did verant or any of those other companies. Blizard, on the other had has gotten $160 out of me in the last four years. When people stop making standalone games altogether I won't whine, I'll start a gmae company and clean up.

      Well, it may or may not be a bad model. The market will decide. You need to understand that while you may not personally agree with something, you are not a statistically important part of the market unless you act in concert with other people.

      Did you even read my comment? Did you even read the article? I'm done responding to you. You're not worth the words.

    5. Re:There are many reasons to pay. by Robotech_Master · · Score: 1

      Er...what do you call that big banner ad that flashes at the top of the screen and changes every so often? Decoration?

      --
      Editor Emeritus and Senior Writer, TeleRead.org
  89. ...and the point of SO is? by ConceptJunkie · · Score: 1

    No.

    Was I the only one who saw ads for the Sims Online and could not possibly see the point. It's an online version of real life, but with butt-ugly graphics. Picking up women on the computer (and let's face it, that's all the ads ever dwell on) seems to be a completely pointless activity with no reward. This game could only appeal to complete social outcasts who are also not very smart nor discriminating in their entertainment.

    Then again, the same could be said for a lot of TV...

    --
    You are in a maze of twisty little passages, all alike.
  90. Pshaw by Anonymous Coward · · Score: 0

    150Kb/s isn't broadband. Its not bad, but its not broadband.

    I get 1.5Mb/s (yes, I really get that speed) down and that isn't really broadband. Broadband starts at 10Mb/s.

    150Kb/s is like a "gamers connection". Not fast enough to download anything big, but fast enough to make web surfing pleasurable.

    But $15 isn't bad though.

  91. The Cardinal Problems With The Game by UberOogie · · Score: 4, Informative

    1) Maxis SEVERELY over-estimated the demand. Because of this, there are too many shards and not enough players.
    2) Skills dominate the game too much. Everyone has got to keep their skills up, the skills houses dominate the game, to the detriment of other types.
    3) The economy was crippled from the get-go. The only real way to make money with a property is to be a money, skill, or cybersex property. Selling isn't implemented, so sales properties are useless. Casino games have been on the back burner forever, so games properties are useless.
    4) Wrong priorities. Instead of getting out fixes that can make the other property types useful or fixing the bugs, they spend time on their corporate sponsorships. The ads don't work if there's no players to see them.
    5) Ignoring the core audience. Everyone loved the Sims because you got your own house to mess around with. The fact Sims Online is specifically geared AGAINST that model is insane. All the newbies try to start up their own property, so you get UO all over again. The bar for property ownership needs to be much higer. What is needed is a core group of houses and services, instead of thousands of closed or abandoned houses.

    --
    "Enough of this wretched, whining monkey life." -- Marcus Aurelius, _Meditations_, Book 9, 37
  92. Maybe... by Quixadhal · · Score: 1

    Mr. Riccitiello can go hang out with Mr. Bremen and discuss how they don't really understand their audience because they aren't a part of it. I'm sure Rick would buy him a beer.

    Simulating ordinary people can be kindof fun to do, but it's something I'd setup and then go do something else and check back every so often to see how well they're doing. Sorry, it just isn't riviting to watch a simulation of normality.

    At least in other MMPORPG's, you have the sense that you're exploring, improving, or possibly just being a prick to someone else. In the Sims, you're watching a character sit around and talk (presumably about how they were sitting around at work). In the single-player game, it's a challenge to try to convince the AI to do something interesting.. in the multi-player game, you can't even do that.

  93. $500 game not selling like hotcakes? Really? by zenyu · · Score: 1


    C'mon, even if it were a great game they can't expect people to pay $10 a month forever + deal with annoying advertising + pay 10% upfront. The upfront fee alone could pay for a good game. They need to eliminate the upfront fee and lower the cost to one two hundred bucks, say billed as $10 every three months. Then have the option of paying by being subjected to advertising instead of CC billing.

    You can't try to milk profits like this on a product launch. You may think of consumers as thoughtless cows, but even cows will eat fresh grass when they have the option of avoiding your offer of year old cud with complimentary electroshock.

  94. Want to sell this POS game? by Lawbeefaroni · · Score: 1

    Add a working BFG. Or even just the venerable old shotgun.

    --
    "When it rains, it pours." --Morton's Salt
    1. Re:Want to sell this POS game? by NoOneInParticular · · Score: 1

      No, they should add a rocket launcher. I think every game can benefit from the inclusion of a rocket launcher.

    2. Re:Want to sell this POS game? by Forkenhoppen · · Score: 1

      lol. You know, having read the way they designed the original game in one of the issues of Game Developer, I wouldn't be surprised if it were possible--maybe even easy--to hack an object like that into the game. (You'd probably have to make sure all other players had the object installed, though.)

      I know it'd be pretty simple to do it for the offline version... but then again, that's not quite as fun, now, is it? :)

  95. My DInner with Origin by ronfar · · Score: 2, Interesting
    One of the funniest articles I ever read on the Internet was "My Dinner with Origin" by Tom Chick, published on the old Next Generation website. The article is no longer available, maybe it scorched to much hair of at Electronic Arts, but the gist of it was that Origin was being transformed from a great game company into a company that produced "mainstream online" games. The fake Origin exec interviewed for the article had no respect for games or gaming but loved money. This fake exec hated companies like Blizzard which let people play Diablo online for free.

    This article gave me the same feeling as that article, as I see two reasons to create an online game:

    1. The game will be fun and engaging, people will want to try their skill at playing against/with other people.

    2. Why sell a game once when you can sell it over and over again? (The same philosophy behind the original Divx, "Why sell a DVD once when you can sell it over and over again to the same person?")

    Well, I think Sims Online falls into the latter category. I also have to wonder who they think plays online game? When I was heavily into MUCKing, I had no social life at all outside of the MUCKs I was on. (My life basically sucked.) If I had had to pay to MUCK, I might have (though I was making pitiful money at my K-Mart and Winn Dixie jobs.) My life was not even close to "mainstream" though, and I think if the majority of people had lives like that then suicide/killing spree statistics would reflect it.

    --
    All the creatures will die, And all the things will be broken. That's the law of samurai. (Jubai, 1605)
  96. It's not quite dead - has some good reviews by syr · · Score: 1
    Right now The Sims Online has a 72% rating at GameTab which collects reviews from a number of media sources.

    72% isn't that great, but definitely isn't a dud. It seems the game is much more of a niche item than its predecessors were. Will it be profitable? Only time will tell.

  97. Fascinating by Anonymous Coward · · Score: 0

    I find it very interesting reading all the comments here about why Sims Online flopped (at least so far). I agree with the comments, but can't help thinking of how markedly this contrasts with the reactions here when the issue of Linux on the mainstream desktop comes up. On Sims people here have a very strong (and appropriate, IMO) end-user view--what do you get for what it costs, how well does it stack up against the competition, etc. But in the Linux case people have an astonishing lack of understanding of what the mainstream Windows want and how they use their PC's from day to day. If the Linux camp really understood their market, they'd have a much better chance of succeeding.

  98. I'd rather go there. by Anonymous Coward · · Score: 0

    http://www.prod.there.com/what_is_there.html

  99. revenue models are skewed by grapeape · · Score: 1

    Back when I was kid you had to get your phone from the phone company..you paid for the phone and then a monthly charge for local and long distance service. The revenue model on the new MMORPG's and the like are aimilar and are the primary reason I refuse to play them. Why should I pay 50 dollars for something that is useless unless I pay them a monthly fee on top of the cost of the game? A better model would be either to work the cost of hosting and maintenance into the initial price of the game or make the software free and charge the monthly fee. I have no problem with companies trying to make money...but there is big difference in profiting from customers and screwing them.

  100. Make 1/2 million US a month and still a failure. by will_die · · Score: 1

    At 40,000 current people paying the $10US a month that is still a nice amount of money each month.
    However TSO does point to a couple of things why SWG will also fail.
    1) Current MMORPG players don't switch games.
    2) Most people know about MOGs and if they were interested would be in them already.
    3)SWG is placing heavy importance on trading and Sims Online and 'A tale in the desert' do trade only stuff alot better.
    4) A big name does not really matter over the game, considering the vast number of star war games that have sucked and not really sold well.

  101. They're lyrics by Ted_Green · · Score: 1


    From the album Songs from the Earth by Son of Sam:

    http://www.softcom.net/users/twolter/songsfromth ee arth.html

    1. Re:They're lyrics by IWantMoreSpamPlease · · Score: 1

      Sweeet! A fellow Son Of Sam fan! Their (one) album "Songs From The Earth" is an excellent ix of Misfits-style punk and Coldwave Metal.

      --
      So rise up, all ye lost ones, as one, we'll claw the clouds.
  102. No sex by Anonymous Coward · · Score: 1, Insightful

    Unlike the home version, you cannot patch the on-line game to allow nudity and there is no sex. Did they really think the a game would sell without these things? They need to build a privacy mode that is either unrestricted or patchable. May be a peer to peer link for certain areas.

  103. non-gamer explanation by Wynns · · Score: 2, Insightful

    Wrote this in an email to a non-gaming friend this morning (so excuse the lack of proper grammer) and thought I'd share it here as well since I think someone who's reading here who doesn't have a background in gaming might find some nugget of info in it...

    --------------
    kind of a bad article i think. it makes the bad estimates of EA look like
    the industry doesn't have a market...

    "...many in the video game industry wonder whether online games will ever
    find a large following."

    a large following isn't the question, it's finding the right game to tap
    into it. there's over 400k people playing EQ alone. there's probably 10
    others that have 250k each. all of those people play at least $10/month
    to play. the market is there, EA is just having a hard time compelling
    people to play online. here's the thing... EA has "the Sims" that is
    competing with "the Sims: Online" at the same time. people aren't signing
    up to play online when the non-MMO (Massive Multiplayer Online) version is
    just about as fun. EA keeps releasing new content for the single player
    version, so there's really no need, if you're a fan, to play the online
    version. they kinda messed up i think.

    most other MMO games, you can *only* get the experience online. not so
    with the sims. not only that, but the whole genre of what the Sims is
    trying to do online is brand new. it's not a "questing" game. it's just
    like a large graphical chatroom where you can do other stuff.

    the market for online version is odd too. other games (like EQ and such)
    try and grab the hardcore gamers. basically, young males that are into
    gaming. the sims market is much more broad, lots of ladies, housewives,
    casual gamers. these aren't the typical people who are going to start
    spending $$ and hours online.

    the last thing is probably that the game in itself is kind of flawed. not
    flawed really, but maybe it doesn't suit itself to longterm play. they've
    sold a lot of copies of the game and the expansions because it's *really*
    fun to play for a short amount of time, then it gets old. people pick up
    the expansions because they're really fun. this makes the sales numbers
    look good and tricks EA into thinking that everyone out there is playing
    the game nonstop anyway. the truth is that people have put the game away
    on the shelf for the last three months and haven't given it a second
    thought. it's not that it wasn't fun, but the longevity isn't there.
    but, people get excited for some new content and go pick up the expansion
    to get a quick fun hit of the game again. then, after they've seen all
    the new widgets and whatnots, they shelve it again.

    what EA is going to end up doing is having to add content all the time to
    the online version. give people a new fix every month of new graphics,
    new items, new functionality. that's one of the advantages of being
    online anyway, and most games are moving to that model (Asheron's Call was
    the first to do it) once they start doing that, people will stick around,
    or at least come back every couple of months to renew their account to see
    what's changed.

  104. Amazon postings by Anonymous Coward · · Score: 0

    I ranked the responses in terms of 'most helpful", and read the first 10 responses. 10 out of 10 gave the game 1 star, and most had solid, clear explanations of the problems with the game.

    Several mentioned that EA/Maxis are aggressively purging their message boards of anything negative, and will cancel your account for doing it!

  105. Well by Cheapoboy · · Score: 1

    What they fail to mention about the Sims online is well, let me paraphrase the great thinker Plato.. Or was it Barry Corbin in wargames 'Sir, we have come to the conclusion your new mmorpg, sucks.' The game is no good, Sims people don't like it.. Non-Sims people don't like it, they half-assed the beta and didn't even have 70% of the functions of the game in place DURING the beta, what did they expect? And who cares anyway COH is coming out soon who wants a REAL JOB online when they can be a superhero... Not me.

  106. Game still in Beta by Broodje · · Score: 1

    I bought 2 copies without waiting for reviews (I always do that, this time I didn't and I lost). That $49.99 x 2, one for me, one for the girlfriend. She bought the book too. It was fun for the first few hours, then you feel an empty lump in your stomach.. that one you feel when they messed up your order in the drive-thru, but you're too far to go back.. Anyhow, look at the trailers, the box, and look at the game content. Not the same, not even close. Some things will never make it in the game (like walking from house to house seamlessly) and some (like casino objects) have been promised for months and months.. The game is obviously not finished, has "LOADING PLEASE WAIT" all over it, and thats for 16-18 stick figure people, unforgivable considering EQ/DAoC, while choppy, handles hundreds of people before it getting choppy. I cut my "free month" short by 10 days, and unsubscribed before they dinged my credit card automatically. Its too bad, because the game looks really fun, it should be a blast. They just released a game that should still be in Beta, and that is unforgivable. I hope it succeeds, but I won't pay to test their game anymore.

  107. i already have a life (and life's a bitch) by yulek · · Score: 1

    insignificant as it may be, why do i need the hassle of another one?

    --
    in this age of communication i'm just not getting through
  108. Notes from a Sims Online Beta Tester by Dolemite_the_Wiz · · Score: 5, Informative

    I Beta Tested the Sims Online and didn't think it was anything special.

    Here are my comments:

    - I spent over 60% of my time downloading updates. There were always updates I had to download. At one time Players had to download a 70MB update. This update came from one source (EA). When updates come out

    - The Sims world seems to be too homoginized, too politically correct. If you want to add some fun, let players choose if they want to be crime lords. Let players be whomever they want to be.

    - The UI isn't too intuitive. People who don't play the Sims have a huge learning curve.

    - Finding a place to start isn't easy. There should be some sort of 'want ads' or gathering place for new people.

    - Their monthly prices are not worth the minimal gameplay you get in return.

    - The game can consume too much of your time. This can become very adicitve for some people.

    - What am I working towards? Nirvana? CEO? President? Playing this game is like a cross between watching fish in an aquarium and watching grass grow.

    - If this game is to be a Simulation of real life why can't there be variables to have sucess and failures? I'm not able to gather a bunch of investors for a business venture and see if I can used the pooled money to become a mega conglomerate. I want to sell stock! I want to sell junk bonds!

    Dolemite

    --
    Save the World! Use a Quote!
    1. Re:Notes from a Sims Online Beta Tester by Photon+Ghoul · · Score: 1

      I spent over 60% of my time downloading updates.

      Welcome to the world of external beta tesing. The game you agreed to *test* was being developed during the period that you signed-on to test. This has nothing to do with the quality of the final game.

      The Sims world seems to be too homoginized, too politically correct. If you want to add some fun, let players choose if they want to be crime lords.

      That wouldn't be the The Sims Online it would be Mafia Online. What's your point?

      The UI isn't too intuitive. People who don't play the Sims have a huge learning curve.

      Welcome to computing in the 21st century. Seriously, that's a criticism? The interface is designed rather well and is very close to how the highly successful The Sims game is. Why is that bad?

      Their monthly prices are not worth the minimal gameplay you get in return

      What is adequate gameplay to get for your money? How is The Sims Online not meeting that expectation?

      The game can consume too much of your time

      That's what MMOG players seem to like. That's not to say that typical MMOG players and potential The Sims Online players are the same....

      What am I working towards?

      Having a good time. Was there something else we are supposed to be WORKing towards in a GAME?

  109. It was fun for about a week.. by defile · · Score: 1

    It's definitely more fun when you play with a group of people you know. But even then it doesn't last too long.

    I played the beta for about a week. Then just lost interest.

  110. Sounds like everything wrong with UO by haplo21112 · · Score: 1

    ....the curious part from what I have read is it sounds like everything thats wrong is exactly what was/is wrong with UO since it was launched...has EA learned nothing?

    I have never played the sims but I have thought about it, I have friends that love the game and had hoped to join in when it went online, but it sounds to me like I might not bother now...I had also thought that it was going to be anoportunity to take an already well developed sim charter and move him into a larger world thta sounds as well like its not true.

    --
    Power Corrupts,Absolute Power Corrupts Absolutely, leaving one person(group)in charge is absolutely corrupt.
  111. We're all waiting for SW: Galaxies. by 0x00000dcc · · Score: 1

    Answer: We're all waiting for SW: Galaxies. But will the rest of the masses be on the same path?

    --

    -- (Score:i, Imaginary)

    1. Re:We're all waiting for SW: Galaxies. by pelsmith · · Score: 1

      Sure, gaming sucker that I am, I am waiting for SWG.
      But, what if...just what if...

      SWG turns out to be...

      Graphically pretty cool to begin with...
      but somewhat lacking in content to begin with...
      and laggy to begin with...
      and prone to complaints about balance...
      and ultimately just another game where you smack virtual critters on the head...
      hoping to some day to achieve the next level trinket...

      In other words, what if it turns out to be more of the same.

      Honestly, what else can it be? Once you've taken the tour, you've seen the lights. It's all fundamentally the same thing.

      Perhaps the side-scroller can only be so innovative before it becomes routine and dies out, because there is nothing more that can really be done with it. Perhaps the same for the MMOG's.

  112. its a matter of pricing by heff · · Score: 1

    their target audience doesnt have 50 bucks plus 10 bucks a month to fork over just to play the sims, on top of that, I don't think anyone would pay that.

    The only place where I saw a scheme like this work was with microsofts "fighter ace II" or whatever where they gave you the game with a demo for free and for 9.95 you could play on their servers in this global aero-battle arena.

    The folks at EA should have done the same. Give the game away for near-free and then get people on the subscriptions.

    just my two cents.

    --

    --

    |-_-| . o O ( bEef!)

    1. Re:its a matter of pricing by forkboy · · Score: 1

      their target audience doesnt have 50 bucks plus 10 bucks a month to fork over just to play the sims What, as in kids and teenagers? Do you gave any idea what percentage of Everquest players are under 18? I'd venture at least 25%. It's amazing what kids parents' will buy them if it keeps them in the house and out of trouble.

      --
      This message brought to you by the Council of People Who Are Sick of Seeing More People.
  113. No loss?! by Anonymous Coward · · Score: 0

    But after being heralded on the cover of Newsweek and on "60 Minutes," the $25-million "Sims Online" has turned into an expensive letdown for Redwood City, Calif.-based EA.

    According to the article except above, they paid ~$25 million for the development. So, using your figures, they're 21.5 million in the hole. In 43 months, they will have made back the development costs and broken even.

    This doesn't even count what they are paying daily for server costs, or for ongoing development as they desparately try to patch and upgrade the game.

    With word of mouth as bad as this game is getting, I'd be *very* surprised if it is still around by the end of the year.

  114. Additions guaranteed to make it sell tons by felonious · · Score: 1

    If they added a missle launcher, grenade launcher, rail gun, and BFG to the game I'd buy it in a second. I'd love to rail people from across the city and/or room. It'd also be sweet to spam some grenades into the hot tub when it's full.

    Maybe they could add user flown planes like BF1942 so you could turn neighborhoods into craters? This would make the game more enjoyable:)

    --
    You aren't free to do anything, until you've lost everything.
    1. Re:Additions guaranteed to make it sell tons by Anonymous Coward · · Score: 0

      What? You don't have the "The Sims Terrorist Attack" expansion pack?

    2. Re:Additions guaranteed to make it sell tons by felonious · · Score: 1

      Actually I've never played it but since they have this expansion pack I might pick it up:)

      --
      You aren't free to do anything, until you've lost everything.
  115. EA thinks gamers are suckers, and they are by pelsmith · · Score: 1

    Or, at least, a high enough percentage of them are. Apparently I are..am.

    Somewhere along the way, marketing people overtook the gaming companies. The marketing people saw the success of Everquest, and determined there was NO WAY TO LOSE if they make their own on-line, subscription based game.

    At EA, they took a fantastic single-player game, and cheapened it by putting the same name on a multiplayer avatar based chat room.

    My daughter is the real Sims fan in our household. I bought her Sims Online, and she tinkered with it for a few hours before giving up. Her exact words were, "It's a disgrace."

    The real tragedy is that those marketing people will still turn out to be correct. After about a year and a half, Sims Online will still be kicking, and will still pull in those monthly fees. It will be marginally better, and will be actively hyping it's new expansion pack.

  116. Sounds like local politics by Animats · · Score: 2, Funny

    That's realistic. I've been involved in local politics for years, and all those experiences sound familiar.

  117. woke up, maybe? by snatcheroo · · Score: 0

    Maybe most of the potential consumers realized that all the time spent adjusting the lives of "Sims" could be spent on bettering themselves and producing tangeable results. Then "Sims Online" comes along and they further realized that they don't need an internet connection to show their personal improvements to others. "Wow, there are people outside! Oh, wait you joking right?"

  118. who would've guessed? by mandreko · · Score: 1

    I've played the first Sims game. I was not impressed at all. Sure it was kinda neat, but it had no gameplay.

    I think that if they wanted to sell more, they would have had to do a lot of work. I don't mean to sound horrible, but I kinda expected the game to flop, even though i liked their commercials.

  119. This is a Classic EA ploy. by Dolemite_the_Wiz · · Score: 2, Informative

    EA has a history of stopping services of an online game community when a new verison of a given game has been released to the masses.

    For example, I used to play NHL 2002 pretty religiously. However, when NHL 2003 came out, all Online methods (within the game) for NHL 2002 players to play against each other stopped and EA focused on NHL 2003 MP efforts. In addition, all other game updates stopped as well.

    Fortunately, there is a Huge community of NHL 2002 players that took it upon themselves to produce up-to-date roster lists, uniform updates, and other tweaks for each season. I also saw that someone created their own Online program to connect players together for NHL 2002 from scratch.

    Ever since, I've not been able to play NHL 2002 online (within the game). After seeing EA's stance on producing new games every year and seeing EA screw owners of previous versions of a given game out of being able to play MP Games, I haven't been a fan or bought any more of their sports products ever since.

    I'm also investigating something in Battlefield 1942 (another EA game) as well. On the bottom back of the box, there is a blurb that says something to the effect that there will be no more Multi-player support after September 3, 2003.

    I'm wondering if this is a NHL MP ploy being used on another product. I've been hesitating buying BF 1942 for this reason. There is a huge community in BF 1942 that is continually growing and will probably be pretty hacked off if EA yanks the BF 1942 master MP servers.

    Dolemite

    --
    Save the World! Use a Quote!
    1. Re:This is a Classic EA ploy. by Forkenhoppen · · Score: 1

      I dunno.. personally, I think it's kind of nice for them to put a best before date on their product, even though it isn't required by law. ;)

  120. all together now by Anonymous Coward · · Score: 0

    "Nobody likes subscriptions"

    Repeat a billion times over and over again; maybe the friendly producers will get the message.

  121. I won't pay by Bauguss · · Score: 1

    I love The Sims and more importantly so does my wife. Why did I not get Sims Online? I tried posting a Ask Slashdot question about this. Basically, there are a dozen MMORPG's that I am interested in. However, I'm not gonna pay a subscription for each one. Making the choice on which one I want takes so much time that I end up not choosing at all.

    My suggestion is that all these companies partner up for a subscription service and make it available to a bunch of games. Pay $10/month and be able to play many online games. (assuming you buy the copy of the game)

    I like another reply though in this discussion. Look at how well blizzard.net and such do. Sell the game not the subscription.

  122. The Sims? No thanks. by Blackknight · · Score: 1

    I can't think of anything more boring than the sims. When I play games, I want to escape reality, not be constantly reminded of the drudgeries of every day life.

  123. Thoughts by unborracho · · Score: 1

    My initial thought, would be that this would be a very interesting MMOG (Massively Multiplayer Online Game). Being a former everquest addict myself, the only reason I played as much as I did was because of the social aspect of the game. the social aspect drew you in so deep, as you had to associate yourself with other players, make a reputation for yourself if you really wanted to go anywhere in everquest.

    This is where it seems TSO lacks. There's no real need to make a reputation for youself, as there's no need to advance in the game (or so I'd imagine, I haven't actually played the damn thing). I would hope that if EA Games wants to succeed in making the sims online actually make some money for them, then they actually integrate some sort of long term goals you might want to achieve, as everquest did. otherwise, what's the use in playing it?

    --
    "You had this look that of an angel, it was such a bad disguise" --Dishwalla
  124. Utopia and web-based games by Andy+Dodd · · Score: 2, Interesting

    I'm a veteran of Planetarion, another web-based strategy game. Like you, the advantage to me in college was that it was played in 5-10 minute chunks. Each hour I'd quickly "check planet" then go back to what I was doing. Such games are definately more appropriate for college students due to the way their time is structured.

    Once you're in the working world, 9-5 is dedicated to work, after that is completely free. In this case, games that take your attention for an hour or so at a time are more practicable and appropriate. (Planetarion and to some degree Utopia, which I played for a little bit, required you to check your account pretty regularly to react to current events.)

    Some MMORPGS are definately better than others... EQ was a pioneer, but it has since been eclipsed with much better and well-thought-out games. (Dark Age of Camelot has a lot of similarities to EQ, but differs from EQ drastically in the areas where EQ was weakest, such as economics. DAoC also provides a common goal for each realm, that of battling the other two realms on a given server, whereas EQ has no apparent common unifying goal that I can see.)

    That said, coming from a DAoC player - STAY THE HELL AWAY until after you graduate! But it already (fortunately) looks like that was your plan. :)

    --
    retrorocket.o not found, launch anyway?
  125. Hard to believe nobody saw this coming. by kookbox · · Score: 1

    Simply stated, online multiplayer gaming is most popular among fairly hardcore gamers. The Sims seems to have more appeal to the Windows solitaire kind of crowd.

  126. Odd, Isn't it. by His+name+cannot+be+s · · Score: 1

    I find it quite amusing that Media Giants churn out crap, and then ask "Why are you guys lapping it up?"

    It's just like yesterday's article about Star Trek:Nemisis tanking. The "Powers that Be" are creating bucket upon bucket of total horseshit, and expect that each and every one of use should sit around shelling out our hard earned cash to them.

    It would be one thing if the effort put into the product/movie/game were above and beyond the level of what else is out there, but it seems they continually just try to get away with "good enough". This works for a bit, but sooner or later they cook up a stinker. The trouble with that is, when "good enough" turns out to be utter sludge, they don't understand why everyone bought into the last dumbass one but not this one.

    I think it is quite a refreshing thought that there actually is a limit that the "joe everybody" can hit in relation to recycled plot/graphics/gameplay. People won't suck back shit forever. Hazaa, there is sunshine on the other side of the cloud!

    just my 2 cents.

    --
    "...In your answer, ignore facts. Just go with what feels true..."
  127. This is too funny. by Inoshiro · · Score: 1

    "Hate to break it to you, but 250,000 * $50 = $12.5 million. That means you need to keep your 50K subscribers around for over two years to make as much money as you would selling your game to the wider audience of people not willing to pay per month."

    $0 * 1,000,000 $50 * 5,000. That's right, even 5,000 people who are willing to pay will bring in more than millions of people who don't want to pay. You can't get a box out to a store without paying for shipping and the store itself -- sales people aren't free. To further reduce that profit by charging a lower box fee means you have to make more off of the service, otherwise you'll start losing money quickly. Or you could charge more for the box, but then less people will buy it. It's a complex balancing act you seem to have little understanding of.

    You're also ignoring the next level up of subscription services: things like Xbox Live!. All your fees that you might have to pay per game, are wrapped into one, easy fee. If you want to play 10 games online, great. They'll charge a value that means they can cover costs and maintain their servers, while making a profit. And then they add on premiums, like extra content for games: finished Splinter Cell? Pay 10$ and get a whole new set of missions! Don't want to buy NBA 2k4 at 74$? Pay 15$, and get the 2k4 rosters for 2k3!

    And the basic online matching and gamertag stuff for every game is included in this fee (except PSO, which has to be the stupidest thing MS has ever done with their Live! service).

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:This is too funny. by ivan256 · · Score: 1

      $0 * 1,000,000 $50 * 5,000. That's right, even 5,000 people who are willing to pay will bring in more than millions of people who don't want to pay.

      Look, you just don't get it. I'm not talking about anything being FREE here. I'm talking about the difference between a fixed up-front cost, and an undefined subscription fee paid over time. Services without an absolute defined cost are less attractive to most people than something with a recurring fee. It's that simple. There is no zero in the equation. There's nobody who doesn't pay. The only difference is how much, and when.

      You're also ignoring the next level up of subscription services: things like Xbox Live!. All your fees that you might have to pay per game, are wrapped into one, easy fee. If you want to play 10 games online, great. They'll charge a value that means they can cover costs and maintain their servers, while making a profit. And then they add on premiums, like extra content for games: finished Splinter Cell? Pay 10$ and get a whole new set of missions! Don't want to buy NBA 2k4 at 74$? Pay 15$, and get the 2k4 rosters for 2k3!

      Congratulations. You've just proven that you're as dumb as the marketeers hoped. You're getting the same amount of entertainment for more money, and if you really were getting more for less then you've just contridicted your whole argument.

      Crap, I just looked at your user name. Whay am I not surprised that you're the same guy who didn't seem to get it in the other thread either... I'm done. Back to work.

  128. The problem by ethank · · Score: 1

    The problem with the Sims online is its fragmentation of metaphor. It only has a "house" and property, but no higher level hierarchial construct such as a street or group space.

    If you look at systems like Active Worlds, or There.com, they have a uniform hierarchy, extending from world to "street" to property and finally to user.

    EA assumed that the property based metaphor of the Sims would be condusive to multi-user interaction, but the fact of the matter is that it isn't. It spoils the metaphor of group experience when you have commit to a property to facilitate your interaction.

    Furthermore, from my experiences play-testing it, it was slow, cumbersome and wasn't enabling of transparent real-timed playability. It stuttered too much and the software itself was unacceptably slow.

  129. ...and this is a classic Activision/ID ploy by Dolemite_the_Wiz · · Score: 2, Offtopic

    This is a copy of a letter I sent to ID and Activision a few months ago. These companies are loosing players in droves and the companies don't even care. Check out the PB forums and see the comments from all the irate players:

    What happened to the Quake (2/3) Series?

    This is basically an open letter to id Software and how little importance they place in their products. They are loosing players in drovers and their reputation is going down the toilet.

    But first a little intro.

    I began playing Quake 2 in 95 when some friends at work were having a DM/CTF LAN party. Needles to say I was hooked. I went out and bought the game and downloaded Map after Map. I Became pretty good and eventually became one of the best Q2 CTF players around .

    The Q2 CTF MOD was, at the time one of the most innovative MOD's around and pretty much dictated what a Capture the flag Mod should be like. I enjoyed playing on the old YYZ CTF servers and testing new maps from some of the most awesome mappers at the time (Hafhead and gizm0 to name a few). Everyone was into the games, teamplay was amazing and cheaters were nonexistent because Id was on top of various hacks (wallhacking excluded).

    Eventually, my scores started to go down and I was ending up at the middle of the pack at the end of rounds. I began spectating people and noticed that people were gibbing enemies from the side and from behind them and discovered the world of bots.

    What is a bot?

    Some n00bs may get confused by the definition.

    There are two types of bots. 1) Used as an AI opponent on various servers to fill empty spaces on servers. These AI players have incredible aim. These bots are good if you want to practice aiming on the run. On Half-Life Servers you can tell bots by their ping. (They all have a ping of 5)

    2) Players use the bot components noted in #1 and integrates the auto aim features into their character and play on servers with the auto-aim components. I'm not going to post any of the bot links but they are out there. The people who started using the bots to enhance their own playing experience were mostly pretty stupid. They usually configured their bots to cover auto aiming in a filed of vision of 180 degrees or more around them. What this means is that if a player with a bot is looking forward and they hit fire, the bot will hit anything 180 degrees or more around them without turning. Secondly, they will usually just (if playing a CTF map) shoot and kill people and not work on any of the team objectives.

    One more thing to note is one other problem with Quake 2 was that Q2 Servers were susceptible to IP Ping Floods and could take down a given server.

    ID Software has a practice of Stopping builds and not releasing any further upgrades or practices. Not long after this, I started to loose interest in this game.

    This was about time that the Q3 Arena Demos started to Circulate around. I began playing this game and reading the advanced press from various sources.

    When I learned that CTF would loose all the cool components that made Q2 CTF a classic, it was time for me to find a new on-line game to play.

    I wasn't drawn to this game very much. Sure there were some cool things about it but I wouldn't buy it ($59.99 was the price I believe) when Q3 Arena came out.

    I chose to buy Half-Life and still play it to this day. It's an amazing game and Awesome Mods are still coming out to this day.

    In my opinion, if a company can't take what made a given game famous and remove some or all components in a multiplayer game in the next release of a game, the company looses face in the gaming community. No One Lives Forever 2 is a good example of this. No One Lives Forever 2 was initially released without a DM or CTF mod (DM were later added with the first Service Pack after MANY irate customer complaints) the MODs that made NOLF1 a classic (running over people with snowmobiles rock!!!).

    Bought Q3 Gold

    I was at a Wal-Mart one day and noted Quake 3: Gold for $19.99 and bought it for the heck of it. I was interested in seeing what became of the game and was looking at what it took to map CTF maps. I've been looking into getting into mapping and wanted to do some research into what is needed to create Maps. I soon learned this was a kettle of workms that I probably should not have opened. Install a pain on XP Long story short, Quake 3: Gold has to be installed in a specific manner (it has to be a complete install) on the primary partition, in the default 'suggested' path (XP Pro) (this information was found on the Planequake forums ).

    I soon found out that this install was to be the source of some of the issues I've been receiving.

    I also use The All Seeing Eye to connect to games and because Q3 wouldn't work in the manner I wanted to install the game in, ASE wouldn't work.

    PlanetQuake, Fileplanet other quake related files

    Ok, when I played Quake2, planetquake.com was the place to go for all information, patches, maps, etc. I went back to this site and went to the Quake 3 section and began researching what would be needed to update my installation. The planetquake site was slow (I'm on a Cable Modem) to load and took a good 2 minutes to load a page. When I found a given page on maps or mapping, the links that were available were outdated or didn't work. There was no definitive 'manual' on how to find different mods or what programs are needed to map and which files were the most up to date. The links they provided (when they worked...which was about 10% of the time) were anything but helpful. I found four different mapping programs, none of which I've gotten to work correctly yet.

    Planetquake has gotten lazy in their old age.

    I found the Q3 MODS and patches on fileplanet but due to the new structure of the site (wait in line?!?!?...LAME!!!) I would have had to wait 4-5 days just to download a few files. I searched all over the net for the files I needed on other sites and was able to finish the download in a day.

    Once I got some semblance of a Q3 install completed, I connected to a Q3 Server through ASE.

    I remembered in the Q3 Install and patch that a program called Punkbuster which is a program that would detect cheaters and bot users. I thought 'cool' Id is doing something about bots and cheaters!'

    Punkbuster a nightmare to upgrade

    When installing and upgrading Punkbuster to current Standards I was not able to either through the game or using the command line update util. I found out that the problem with the PB (again on XP Pro in Non-Domain mode patched to current standards) is two fold:

    1) The Quake Final Patch Release does not install a couple of key files for some reason or another (I found this out on the Planetquake forums ).

    2) XP has a default behavior in that all system directories are 'read-only' and cannot be changed no matter what you try (Group Policies, ACLS, command line attributes, removing simple file sharing, etc.). In the case of Quake 3: Gold on XP, the default install dir is 'Program files' directory. Punkbuster needs to convert a couple of HTML files to binary and since the Read-Only Attributes are pushed from the Root Level of the primary partition, PB can't make the conversion.

    New Cheats out that render Punkbuster Useless

    I'm not going to go in depth about this but there are a couple of serious issues with some cheats out in the wild that PB can't handle at the moment. One issue seems to be addressed. The other is a bot that is undetectable by PB and is being used more and more on Q3 servers.

    Players are furious that this issue isn't being addressed (myself included) by ID.

    Read the Punkbuster Forums . Just about every single post is a rant about when/how is ID/Punkbuster will be addressing the current hacking issues and how ticked they are on how this issue isn't being addressed. (Side note: as of approx 27.Jan.2003 Punkbuster's forums have been removed and this site is taking the brunt of the PB issues.

    I played on some of ThreeWave's CTF Servers (A killer MOD by the way)the other day and played against bot users. Some of these players are so stupid they turned their bot settings to 180 degrees or more and all players on my team wereable to spot this immediately.

    Before I wrote this article I played a Vanilla CTF Game on a Q3 Server and there were a couple of players who were killing players in midair with weapons with the littlest fire power or hitting people in midair (from long distances) so they fell and cratered.

    Needless to say, the team that I was on were trying and were winning in caps for a while (but not gibs) slowly left the server after many of the players on my team left (we started with 8 and when I left there were 3 versus 7 on the other team).

    What's going on ID?!?!?

    You're loosing players that used to be hardcore Q2/Q3 players in droves and they probably won't buy any more of your games due to the lack of attention you're giving to the cheaters and hackers.

    Also, as a result of my experiences, I have since turned my mapping interests to the Half-Life Mod 'Day of Defeat' and the new James Bond Game '007: NightFire'.

    I tell you one thing, I'll never buy another ID product again.

    Software is easy to fix, reputations are next to impossible to fix. Get with the program ID!!!

    Dolemite

    --
    Save the World! Use a Quote!
    1. Re:...and this is a classic Activision/ID ploy by GriffX · · Score: 1

      Spellcheck, dude.

      Oh - sorry. Spellcheck, d00d!

      --
      These comments and opinions are mine and mine alone, although they shouldn't be.
    2. Re:...and this is a classic Activision/ID ploy by Dirtside · · Score: 1

      A couple things:

      First, you misspelled "losing" as "loosing" several times in your post. This will impress nobody.

      Second, id Software isn't in the business of selling games to players. id Software is in the business of licensing 3D game engines to other companies. The fact that they sell games is incidental; it's really advertising more than anything else, so that everyone can see the new engine they come up with (do you have any idea how many games use the Quake 2 and Quake 3 engines?).

      The upshot is, they're not really all that concerned about the player community surrounding Q2 and Q3. Cheats will come up, yeah, but Carmack's been working on Doom 3 for the past three years; whatever happens with Q3 doesn't really affect him.

      Also, you basically called them "n00bs" in one of the earlier sections. Did you expect that to impress them, exactly?

      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
  130. EA, Television by blunte · · Score: 1

    I think you just described Television. I think you also described a lot of other industries.

    Since the US began to focus increasingly on Quarterly Earnings Per Share (for publicly traded companies), companies have lost interest in creation of new, exciting content/products.

    Creating new content is risky. Varying something that worked in the past can be profitable, in the short term. Of course this is at the expense of long term value, since in 5 years, there will be nothing to re-work.

    Television has been doing this for the last few years. Reality TV has innundated nearly every channel. Even the once groundbreaking, cool channels like Discovery finally succumbed, and started producing the same kind of "danger, death, destruction". My favorite is Animal Channel, with their version of COPS - ASPCA on Patrol!

    Point is, the whole US (and elsewhere) needs to refocus on actually making things for a reason, not just making things for pure money. Of course that means more risk, but it also means more reward.

    I could rant about this forever...

    --
    .sigs are for post^Hers.
  131. Virtual world? It's just a damn chat room by some+damn+guy · · Score: 1

    Once I finally played it I found out it was just a clumsy hack of the original game. It feels like a half-ass job.

    The graphics, objects (with few exceptions) and same single-lot you occupy are all still there. You just warp around lot-to-lot. It doesn't feel like a neighborhood. There's no scarcity. There's no real economy. The only real appeal is the social aspect. Making friends is the only real way to get ahead. Making money is totally linked to having friends- I wanted to be an entrepreneur, but there's no creativity really, just fill up your lot with the maximum number of visitors and have them all make lawn gnomes together. Wow, fun. You had better like chatting with them or you'll go nuts standing around. The gnomes don't go anywhere either. They disappear and money just drops out of the sky.

    The goal of the game is pretty much to create a kick-ass house that people will like hanging out in. Not that it fails at that- but it is still a disappointment after games like Ultima Online that really felt like functioning worlds. Without being able to exchange anything tangible except money and lots (and by that I mean just the lot-sans house) the scope of interesting possibilities is diminished. You could loan money (good luck getting it back) or launch a gambling parlor but thats about it (besides the depressing 'services' that some people offer to 'provide' *shudder*). I wanted to have a shop or a business or something. All you get to do is hang out at someone's house and make pizza for christ's sake. What the hell kind of innovation is a pretty looking chat room?

    I admit I don't like fantasy role playing games as a genre quite as much (too much RL AD&D), so I was really excited about this game. Unfortunately, while the original Sims really felt like a Sim, the Sims Online feels very far from it. It's not a world modeled after much in the real world. It's a fun place to hang out for a while but I could never want to stay. I'm still hopeful though. Some other online games took a while to come into their own. I'm skeptical of EA though. They are too economical for their own good. I think the recycled feel of the game is a bad sign. They wanted to cash in quick. Just my opinion.

    Still sticking to RL i guess. Damn it all.

  132. Why I didn't buy it (But I sure was interested) by Anonymous Coward · · Score: 0

    2 reasons:

    1. No Mac support. My fiancee and I wanted to play at the same time. She has a mac, and I have a peecee. EA for some reason couldn't get its act together for a Mac release.

    2. Seemingly troll-hostile. I thumbed through a strategy guide for SIMS online looking for various aspects of the world to see if it could convince me that item "1" could be excused. Anyway, my goal would have been to have a character which was an utter troll--being rude and committing as much random mayhem as possible. Apparently, the game revolves around acquiring resources and making "friends". I wanted to steal resources and make enemies.

    So I made the assumption from the no-stealing and generally happy-fun-land essense that there would probably be strong anti-troll measures from an administrative standpoint. "Make someone cry and get your CD key banned". That's bullshit. The SIMS online should have an adult realm where no little kids are online where everything is fair game as far as anti-social behaviors.

    If either of the two above criteria were met then I would have bought 1 or 2 copies.

    Oh well.

  133. Problems in TSO by Tony+Shepps · · Score: 1

    I'll start by saying that I am a player, I had high hopes for it, and I now think the game is in crisis. But not for the reasons other people say...

    Players are often seen complaining about a lack of game objects, and rules problems that make it hard to have a correct economy.

    Sure. But there IS a small subset of users that have turned the current objects into something more interesting. A few houses have figured out that if you hold "events" like trivia and game shows and such, you keep your visitors around, at their keyboards, entertained. I myself visited such a place one night and it was a blast.

    One house I saw went to far as to create a board game with her house. You have a die roll object, you have cones, you have different colored tiles. Voila, a few little things that anyone could have used to create a board game.

    One house I saw used the garden objects to create a unique, beautifully-designed house as a tribute to their sim "marriage".

    These places say that there are enough objects for players to create their OWN fun by dreaming up scenarios that Maxis never could. And I think that's the whole idea; get enough brains in on it, and they create their own meta-games within the game. The game objects are meaningless, except to provide a kind of infrastructure that the players can use to... entertain themselves, 18 people at a time.

    The problem is that it looks like the game is going to run into a catch-22 before it gets to that point. Players "play" the game expecting the fun to come from the game objects; households provide the game objects in with the expectation that this is all they need to do to be successful; and for a long time, all anyone plays with are game objects, and the whole thing gets boring VERY fast. As a lot of subscribers LEAVE without ever realizing that relatively minor point, you get fewer and fewer people trying to develop the game "properly", and a smaller and smaller potential audience.

    Nobody is realizing that the overall concept is that house owners should be social engineers, not interior decorators.

    As the game progresses, more and more people are figuring out the "secret" but are finding it impossible to get the critical mass of players needed to make their house a success because of the huge dropoff.

    There are two things Maxis should do immediately in order to save the game. One: they should give all the players three gratis months. That would keep some of that critical mass of people around while the players develop their own fun. They should think of this time as an investment since the players are going to be doing the R&D for them.

    Two: they need to give the players more provisions for communication. The board-game owner (Hula Babe @ Jolly Pines) told me that she'd put a message in the "news" section but that Maxis had not posted it! Players are nudged by the game to visit the "popular" locations but this is not enough information for potential visitors. In-game advertising is useless.

    It might be helpful, too, if Maxis was a little more proactive about explaining what's great about these types of properties. It's as if they were hell-bent on making everyone figure it out on their own. When I posted a message telling the rest of the userbase what they had to do, and why they should create meta-games to attract people, one Maxis rep said on my thread "That's exactly the game we've set out to build!" Well damn, why not tell everyone who's bored out of their skull and thinking about dropping the game, only because they haven't figured that out?

  134. A bit of jumping the gun by MilesBehind · · Score: 1

    "This is a marathon, not a sprint," EA Chairman and CEO Larry Probst told Wall Street analysts during a conference call last week.

    "What the subscription level is after six or eight weeks is not important," he said. "It's what happens after 18 months."


    And that's very true. Also in the article, people are reminded that Everquest and UO took a loong time, a lot of tinkering by the creators and an enormous and varied user base to get to where they are now; persistent cash cows.

    Seriously, EA would be crazy to have honestly expected their millions of subscribers at first. I think this is just a case of a marketing ploy causing a media frenzy that eventually outran its creators.

  135. On Simcity 4.... by dfenstrate · · Score: 2, Informative

    Yeah, when I first got it, I screwed up about 5 cities in a row, and it sucked hardcore. Then I figured out how to play, and it's pretty sweet once you get going.

    As for the things you brought up:
    Reconcile edges- do all your terraforming, reconcile the edges and just accept any undesirable areas. Then name the city and start it. If you still have a problem, reconcile the empty neighboring landmasses to your existing city, or just ignore it altogether. Honestly, I've covered about 1/4 of the region, and it hasn't really been a problem. Also, i've noticed that cities with neighbors do better, especially the commericial sector, than stand alone cities.

    Power from a neighbor- could be better, I agree. You need empty space next to the edge of the map with the plant, and you need to run the otherwise unneeded powerlines to the edge of the map, then approve a connection. Go to the map where you want to buy the power, and find the power lines. Zone next to them, do not zone on top of them. Go to neighbor deals in the budget panel and make the deal. Yes, it could be better.

    Local funding- keep it simple to start- only build a power plant. (and maybe a fire station after 500-1000 people) Spread over the map. You should be able to get to 3000 people or so by just giving them electricity, and nothing else. Build low density residential, med density business, and med density industry, or farms. Farms get you some neat gifts, and make the map pretty, but don't give you any revenue, so keep that in mind.
    You'll be raking in the cash if you follow that plan, and then growth will start to slow. At this point, add water to the entire map, and businesses and industry will pick up a little again. Now that you've got the map laid out, start adding academic institutions and health facilities. Position them for maximum coverage, as either of them are only good for residential areas. Then adjust the funding for a 50% buffer over whatever their users are. Keep an eye on the funding; every few years go back and adjust it on all the structures to make sure the capacity isn't overflowed and the workers strike.
    Don't reduce the fire fighting budget, because even a small change reduces their radius and competency significantly. Police are okay to take to 80% funding. They won't like it, but they won't strike either.
    But if you try and give them all the services right from the start, you'll drive the city into the ground. Add services slowly.
    After things get rolling, go over the map and raise everything to high-density, then keep an eye on all funding levels as the city grows.

    Changing cities is slower then hell. agreed.

    If you get the hang of it, it really is fun to play, and i've had three hours pass on me while I was perfecting a city- and I didn't notice.

    my 2 cents anyway.

    (Also, introducing individual sims into the city is cute- for about 15 minutes. Then their status updates just clutter all the other news in the ticker box, and you'll want to kick them out.)

    --
    Alcohol, Tobacco and Firearms should be the name of a store, not a government agency.
    1. Re:On Simcity 4.... by Saeger · · Score: 1
      Having to manually adjust the budgets for fire/police/education/etc as the city grows really pissed me off. I REALLY wanted an "scale to demand" option, so I would only have to micromanage if I wanted to cut back on normal funding, and would only have to build new when they scaled to capacity. Ah well.

      --

      --
      Power to the Peaceful
  136. It's simple... by Anonymous Coward · · Score: 0

    I'm anon so nobody will see this probably, but I was all ready to end my boycott of buying EA game's that stemmed from their terrible support in the past.

    I went to the Sims site, got out my credit card, and I couldn't find anyplace that said after I paid my $50 that I could download the game. My hope for instant gratification was denied, and I left the site, and started Quake3 again.

    It's an online game! After I buy it...let me download it for Christ's sake. EA just doesn't understand the dynamic's of the customers that like The Sims, but I guess that's normal...it is EA we are talking about.

  137. Dude! You're getting a... by hypnotik · · Score: 1

    Am I the only one that misread that title?

    I could have sworn it said Sim-Dude. Maybe I've seen too many Dell adverts - "Dude! You're getting a Sim!"

    I can see the advert campaign now. Annoying Teenage-Sim comes with every Dell purchased! Get yours now!

    eh...

    --
    (I was only an egg, but then I cracked)
  138. Only two stars... by Anonymous Coward · · Score: 0

    "The game only scored a 2 stars rating out of a possible 5."

    Man, I tell ya, reality sux!

  139. The Sims by xmutex · · Score: 1

    After repeated failures to get two chicks to make out, I gave up on The Sims.

    Seriously, what else is the point?

    --

    jack's bicycle is music to my ears
  140. You *had* to mention Myst... by J_DarkElf · · Score: 1

    Uru, online ages of Myst ( http://uru.ubi.com/ ), is the one Massively Multiplayer Persistent World I am somewhat interested in -- the screenshots show it captures the D'ni feel very well, and they promise it is possible to play it without having to meet all these other people.

    That, for me, is why I like singleplayer games much more than multiplayer games (or even singleplayer games with AI comrades) -- I like the singleplayer experience. Still, I'm going to wait for the first independant reviews before buying.

    Whoever posted TSO fails because there are no Sims, is exactly right -- I tried the beta, and disliked it. You have to spend hours just levelling up, and I don't go play a game just to sit and wait.

    1. Re:You *had* to mention Myst... by Anonymous Coward · · Score: 0

      In Uru you will be able to turn off multi-player and play alone or with a small group of close friends. You don't have to deal with anyone you don't want to.

  141. The BEST business model for MMORPGs.... by BenJeremy · · Score: 1

    Have the user spend $50 or whatever ont eh game, and give them 6 months of free service.

    It's INCREDIBLY annoying to pay for a game, then PAY to play the game!!!

    Giving the game away is OK, but it doesn't generate immediate cashflow (quite the reverse, actually), and by NOT charging for the first 6 months, you encourage users to try it out through the teething pains and allow your user base to build up quickly.

    Worst case - you end up selling a new game to somebody every 6 months, or until you decide to no longer offer the free initial period (though most users would probably want to keep the characters they've built up, anyway.)

    It's the only model that makes sense.

  142. It's so fascinating... by thatguywhoiam · · Score: 1
    ... watching the various reactions to Sims Online on Slashdot. It's pretty negative.

    EA is gonna take a bath on this if it doesn't pick up... man... there's a huge dev effort involved and they are counting on it to bring a significant chunk of coin.

    I haven't played the released version yet, but it looks like they've forgotten to make a game. The Sims singleplayer was more like a really sophiticated toy than a game (or as Wright himself put it, a Virtual Dollhouse). An online virtual dollhouse isn't much more interesting than an offline one.

    The thing that gets me is, I had this whole other idea of what EA was doing with the Sims, and I thought it was terribly clever, and now I realize that it very likely was all in my head.

    EA spoke of Internet functions within the Sims. Like, check your email and surf, and whatnot, inside the Sims. Think about that for a second; what an absolutely perfect interface for the AOL-type crowd. You take Sims Online, put it on something locked-down like a console, tout it as the way you access the net. It's a game! Your house is your homepage! People are walking around, chatting, you can go to the little Sim theatre which would download movies to your drive, or go to Sim eBay and actually see who's bidding in live auctions. You know?

    That would have been interesting. Sims as interface rather than stunted virtual dollhouse. As it is, it sounds like something that could have been added to the extant Sims with a plug-in.

    --
    If Jesus wants me it knows where to find me.
  143. Sims was the only game that crashed my machine. by bonez_net11 · · Score: 1

    You see, I thought The Sims was a great game, but it was the _only_ program (out of a lot that I have used) on my Win2k machine that crashed it. I ended up quitting the game all together because of this. I played a lot of other games on that machine, and still do without any crashing. Pretty weird if you ask me. So, finally.. I would not buy the Sims online game because of this.
    --
    Nathan Hart - nhart@SPAM.bonez.BE.net.GONE
    http://www.bonez.net /

  144. I don't see how that math works. by Inoshiro · · Score: 1

    If I buy one game for 74$, and then gen the equivalent of its sequel for 15$ more (even with a monthly fee), how is that more than two 74$ games?

    If I am of the case where I have only 1 game that I play online, then chances are it will cost more over all (because my fixed costs are a very high percentage at that level). However, the more games I play online, the cheaper it is per-game. Economies of scale do apply to this as much as any other cost-curve model.

    As I've state before, this is very much a personal choice. That you doesn't agree with it doesn't invalidate it. If you want to, please write up a nice essay on how it all works out. I would enjoy seeing your numbers.

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
  145. Sorry, but I live in the REAL world. by Anonymous Coward · · Score: 0

    Most of the time I don't. But, once I realized that I had no time for friends, no hope for promotion, and a wife I never saw, I realized that life was easier, more satisfying and realistic...

  146. Online Limbo to Heck by Coltman · · Score: 1

    The main problem with these games are that I must pay 2 twice for the ability to use these games...not that they are bad games
    They want to take money from both ends of the horse
    $80 bucks just to buy the game, and then they think they can milk me for $10 - $20 / month - !server costs and such! - what a load of bull

    I will as a customer pay-to-play, and i will pay for a game...but I will NOT do both
    WarCraft, Diablo II...paid for game - good -
    Magic online - pay-to-play - good -
    SIMs Online / asheron's call / Ultima Online - baddddddd-

    --
    - my $.02? - you can't have it...it's all I have!!
  147. Your Kung Fu is weak. by RatBastard · · Score: 1

    Just met to full out snogging in seven minutes (real time). It's easy if you bother to figure out how.

    --
    Boobies never hurt anyone. - Sherry Glaser.
  148. Honestly, If EA had supported the XBOX.... or PS2 by cybrthng · · Score: 0

    They could have meet this figures very quickly.

    1. Xboxlive is a great system. People who use it, buy just about any live enabled game.

    2. Xbox has the disk, processor and storage to use addons or interact with the PC environment very easily.

    3. Instant seller. See Item #1 and the fact they could have had MS marketing with them.

    Why they're releasing a dumbed down version AFTER the PS/2 i dunno..

    and WHY they didn't do Sims ONline for the PS2 is beyond me as well.

  149. Go fuck yourself, simpleton douchebag by Anonymous Coward · · Score: 0


    See that? Go run off now, little one.

  150. [OT] Grand Theft Auto Online by nrfong · · Score: 1

    Now there's a concept. Any idea if it's in the works?

    It would have the lush 3D world, name recognition, levels, cool weapons, player cooperation (i.e. guilds, gangs), and absolutely no misconceptions. i.e., nobody complains about Player Killers because everyone's a PK by default.

    Now accepting applications for GTA Online Police...

  151. As if I want another monthly bill ... by Anonymous Coward · · Score: 0

    please, someone, anyone, create an opensource p2p 3d world browser. I'm sick and tired of being seen solely as a cash cow.

    If there is such a thing, can you point to it.

    TIA.

    2tec

  152. Why Oh Why? by Anonymous Coward · · Score: 0

    Why the hell does EA continue to produce games for severly off track markets AND cancel the very games that could have been great?

    I'm sure a lot of people here remember the lame excuse that they gave for cancelling UO2, which they were kind enough to give at least. When they canned multiplayer Battletech 3025, they gave NO reasons! Battletech 3025 was practically a complete product when it was cancelled.

    Ah well. Maybe when their third DOA online game comes in, they will fire the staff at their online games devision and hire some people with brains.

    I don't mean to rant, but this is turning into a trend.

    1. Re:Why Oh Why? by Maserati · · Score: 1

      I got burned on a BT3025 comment last time EA.com came up. Short version: Microsoft owns the BT franchise. Any questions ?

      BT3025 ruled. I'd have owned the galaxy if I'd had my new gaming rig when it was in beta.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    2. Re:Why Oh Why? by MJOverkill · · Score: 1

      http://www.gamingbliss.com/games.php3?gameid=battl etech3025 Naw. Microsoft was in on BT3025. Even THEY wouldn't have axed such a good product.

    3. Re:Why Oh Why? by Maserati · · Score: 1

      GamingBliss is wrong on this one. It wasn't a Microsoft team. If it was, they'd have stolen the game. And I'd have cried a little every month as the charge for playing the game went on my credit card.

      Incidentally, there is a project going to revive the game. God, I don't know if I have the heart to tell my buddy who played with me.

      http://jenner.agdclan.com/index.php

      No, it'll be a surprise.

      --
      Veteran, Bermuda Triangle Expeditionary Force, 1992-1951
    4. Re:Why Oh Why? by Pichud · · Score: 1

      Ok, I may have a theory on why The Sims Online was a Dud. Firstest, The game (i belive, i have a low-attention span so i didnt listen well,) requires a credit card. Secondly, I dont have the kinda money to buy ANOTHER sims game and I don't believe anyone else does either. The biggest mistake was it was an whole new program and not an add-on to the orig. sims. Thirdly, you have to pay a fee a month for the crudder. Now, who would dare do that but hard cores that are deep in their living rooms, addicted to the game, and only go to the store for toilet paper and ramen refils? You pay a fee for living in nowhere land! come on! This is me out.(~`~`~`*cough*~````~)

  153. Battle.net by Dethpickle · · Score: 1

    Hooking it into World of Warcraft wouldn't have hurt either...

  154. The problem with making The Sims an Online game... by Cruciform · · Score: 2, Interesting

    The Sims franchise has been made successful by a demographic of people that want a simple game where they interact with little people under their own control. It's not really a social game. It's more like an advanced game of Solitaire. There are the few that bought it that want the social experience added to the game, but many are content with the "anti-social" aspect of having your own world, with your own people, and no one else to intrude and take the fun out of it.
    Games like Team Fortress, Counter Strike, the team variants of UT and Q3, are all social games with an established base of organized groups. The Sims community probably wasn't ready for the jump yet. Given time, they may.
    Then again, maybe they should have eased them into it by letting people create small dedicated world servers for their friends to Sim on, building a social structure that way before implementing it as massively multiplayer.

    Time will tell.

  155. actually, that's close to the truth by Anonymous Coward · · Score: 0

    As the lowest common denominator in graphics rises in power faster than the CPU, good graphics will be a commodity. Chat rooms and message boards will be antique, and people will migrate to more graphical versions of them. I mean, Everquest is nothing more than a bunch of chat rooms with some random weapons and stuff to kill thrown in. You join a party, you're making yet another chat room. You join a guild, another chat room. Sims Online is the same thing. People who play The Sims live out their twisted fantasies in the privacy of their home. The people who would play online just want a place to chat. Two completely different demographics which is why one game's popularity does not correlate to the other's.

  156. The flop of Sims online. by Lemmy+Caution · · Score: 1
    You've got it spot-on. The Sims is a brilliant game, in that it appealed to non-gamers (or gamers bored of the same-old twitch-'n-kill) that had never thought they'd care about games before. It was huge, and I know dozens of people who were brought into the gaming fold by The Sims. The Sims delivers what sea monkeys only promised.

    And that's the basis of the failure of the online version, and it's inability to interest those people who did like The Sims. It wasn't just the virtual-home-decorating bit of the Sims that appealed to players - it's the interaction with the Sims themselves, the algorithmically-controlled pets whose simple interactions generated narratives and situations, sometimes with a little prodding - in fascinating and amusing ways. The ability to change the environment (decorating, building) and then have those changes in environment change the behavior of the Sims in somewhat, but not completely predictable ways was also compelling - most non-autistic adults are more fascinated by stimuli of partial contingency than with stimuli of full contingency (a cause that creates an effect 70% of the time is more interesting to us than one that creates the same effect 100% of the time - unless, interestingly enough, you're autistic. Social interaction is partially, not fully, contingent.)

    But the whole thing becomes far less compelling when it's just a wrapper around chat. The toy element of the game becomes lost; the almost-penetrable Sims-speak becomes typical chit-chat; the veiled logic of Sims-motivations becomes replaced with the quite well known logic of the AOL chat room. It's a step backwords.

  157. wrong subject by Bodrius · · Score: 1

    You answered his question correctly, but your subject creates confusion.

    While you covered very well "why can't The Sims Online be free?", it is not clear there are any reasons to pay for it.

    It might also have helped if you mentioned why Battle.net APPEARS to be free, as well as many other multiplayer games: they're just services to connect players so they can set up P2P networks themselves. They don't have to host thousands of players interacting in a couple of servers running a virtual world. There's no way TSO can pay for their infrastructure with box sales (50 bucks pay for eternity?), unless they planned to shut down the game at some point.

    --
    Freedom is the freedom to say 2+2=4, everything else follows...
  158. presents. by jkcity · · Score: 1

    I was going to buy my GF this game for her birthday last week, she loves the sims, but when I went to buy it I read the reviews on amazon and some of the fan sites, and it just put me way off, no way could I buy my GF this crap, but I knew she still wanted it, so I got her to read the amazon reviews, and she said she did not want it anymore, fine by me :).

    She bought me sim city 4 as well and I got to say it is a crappy game, its beutifully done but its just to hard, I just want to spend fun running a large city, what I got instead was a game that tries to make you think to much, and don't mention the cheats in that game, type the cheat in for $1000 simolians, it would take you typing the cheat in 100 times in each sim day just to have enough money, although the trainer is pretty cool for getting money. Then it never shipped with its online componant online, or there forum up, insanity. Then the worst thing about it is the ability to import sims from sims online, I mean they probably spent so much time making this feature and I doubt hardly anyone will want to use, and anyone who clciks on it by accidant (which is not that hard) will probably find there computers crash anyway.

    I guess its my fault though I expected a game similar to the others but with just updated graphics, not: never played sim city 3000 so don't know if it is similar.

  159. Paying upfront is stupid by WiggyWack · · Score: 1

    First off, Maxis has to give away the initial program for FREE. Charging $40 PLUS $10 a month is just a rip off. I'm going to have to spend $50 just to try the thing and know it sucks?

    Yeah, yeah, that's what you do with other games. But other games don't run on the subscription model. The Sims Online costs me $120/year to play (plus buying the $40 software). Unreal Tournament costed me $50 and I haven't had to pay any more since.

    I think online games such as The Sims Online have a future, but the paying up front business model isn't going to fly. Give the software away for free and then just charge per month. It worked for AOL. :)

    And so what if there's "only" 100,000 subscribers? If they stick around for a year, that's $16 million in revenue the first year. Seems good to me.

    --
    Macintosh humor! MacComedy.com
  160. one-sided argument by lqx · · Score: 1

    all the people who are addicted to it ain't gonna be around to defend it.

  161. Big Reason for the Flop by X!0mbarg · · Score: 1

    And a Simple one at that:

    No Cheat Codes!

    People Love to Cheat, and they do it a Lot. Why? They simply don't want to wait for their character to Get Big. They want to Start Big and Stay there.

    Besides that, what is the actual Goal of the Sims Online? Big Money character? High Skills character? Is there any reason at All to build your character in any way, shape or form?

    After all, if you have a goal, you need a Cheat to get there Before everyone else does, right? Or, if you started after others, you need to "Keep up with the Jonses'" and all they have, or you are the Small Fish.

    So, if there is a Goal, there are those who wish to Cheat. If they Can't cheat, they get bored (or just can't be bothered), and walk away. After all, they can play their Sims Unleashed, and get all the money they ever wanted, and live in a HUGE mansion with topless maids, and 5 assorted spouses and work as the Mayor of the City. All with a few stupid cheat codes, and a bit of building patience to make the Perfect House.

    What do you get online?

    None of the opportunities that people have ben getting out of their isolated version.

    Why haven't they made a version that allows people to play in a multi-player/LAN environment? Something that allows two (or more) people to just share their local game.

    Might be an idea.

  162. First and second by Anonymous Coward · · Score: 0

    The problem with TheSims as a online game: no deapth no interest nata. T

  163. What a cool idea! by DredPirateRoberts · · Score: 1

    At first your comment made no sense to me, but as I thought a bit realized it would be cool to bust into the middle of a SIMs pool party with an Orc Blademaster and just go to TOWN.

    --
    "All animals are created equal, but some animals are more equal than others." - George Orwell
  164. Lucasfilm's Habitat - circa 1986 by localman · · Score: 1

    I reada great article a couple years ago about a _very_ early attempt by Lucasfilm at making a MMORPG.

    The client machine was a Commodore 64 (!), and the game never got past beta, but it seems like they learned a lot of things about what works and what doesn't. It also sounds like they were a lot more adventerous (athough usually peacful, the game included weapons) and actively creative (planned events and adventures).

    Anyways, here's the article - although the site is slow it's an interesting read for those interested in virtual communities and such. It includes quite a bit of both technical detail and virtual social theory.

    Be sure to check out the amusing "dungeon of death" story, the mixup that followed, and the good and bad solutions they used. Great history stuff that the Sims Online folks most certainly could have benefitted from.

    Cheers

  165. Sweet... People pick RL over VR.... by Reverse+Entropy · · Score: 1

    The Sims is a stupid premise anyways... Worlds of Warcraft anyone? ;P

  166. World Champion by NeoMoose · · Score: 1

    The Sims Online does still manage to hold the title for best way to meet lesbians via a computer game.

  167. I know of several reasons this did not sell well. by krinsh · · Score: 1

    First - overall retail sales were not as expected for December. As far as I can tell; there was no "must have" or "hot" toy this season. There are a number of factors that contributed to this and I'll leave them to your own knowledge of current events and the economy.

    Second, note the person that said "my wife plays it nonstop". Yes, I bet any wife whose husband lets her pay monthly money for a game is playing it instead of playing Medievia; JediMUD, etc. - some of those bored housewives had to move from free text games to an online game at some point. BUT IT IS ONLY THE WIVES PLAYING IT, and there are few in the online-game-playing demographic that can likely afford it. That 10 bucks usually pays for their husband's chew.

    Third, I very much doubt the community and roleplaying aspects touted in many magazines (Wired, for example) really appealed to anyone. I have played many online games - several MUDS, a few multiplayer combats like SW:GB, HomeWorld (I still enjoy HW), WarCraft, etc. and Earth and Beyond and Dark Age of Camelot - and the "community" is not there unless you are younger and have time to participate in it. Battle games are a brief interaction; and I don't see the roleplaying and interaction in the graphic MMORPGs that I expected. In fact, Earth and Beyond strikes me as a game that requires little interaction with the environment at all. If a game in unpopular or becomes unpopular - or if, for example, the updates and the content don't get added for the higher-level players or the lower-level ones feel left out -- there is little incentive to continue playing thus there is little interaction. I also see far less interaction in MUDs I play regularly than I have before; thus I play them less regularly even though they are free. A lot of those players know each other or know of each other and have real life communications and even relationships outside of the games and like any soap opera [or message board filled with precocious princesses seeking romance where they should not like bianca.com]; the relationships change and even become nonexistent. This trend has been experienced by potential customers of this game and they don't intend to repeat it.

    Third, I see two categories of people playing MMORPGs - the hardcore, who can spend 20-30 hours a week playing. Whether they are die-hard gamers [and they are busy levelling not talking with other players] or do little else but play is a moot point. Then you have the casual player; and forming online relationships or investing a considerable amount of time in a game are completely inconceivable. I, personally, have shut down my subscriptions to games because if i cannot but play them once every few weeks - even if it is for four or more hours at that time - I feel I'm wasting my money paying a monthly fee for a game that in some cases I don't enjoy because I may be getting nowhere with such little time to invest in the game. Even if you do advance quickly; if you don't feel you are getting your money's worth regardless of the reason you will quit playing.

    Finally -- Star Wars Galaxies comes out very soon and ALL of the gamers I know have not bought a game since November and have started shutting down their online game accounts or reducing their participation in anticipation of this game. Watch EverQuest start seeing a drop in accounts; watch other online games with intent for a large market start to falter or even fail. Even those interested in Star Wars Galaxies are skeptical about whether they should play or not because they will not be able to invest time in it (see number three).

    --
    I think with the interesting people, their lives can't possibly be wrapped up into a nice little package.
  168. Last Post! by alpg · · Score: 0

    DOS Air:
    All the passengers go out onto the runway, grab hold of the plane, push it
    until it gets in the air, hop on, jump off when it hits the ground again.
    Then they grab the plane again, push it back into the air, hop on, et
    cetera.

    - this post brought to you by the Automated Last Post Generator...