Frozengale said:
See this is what happens when you let Maxis get away with stripping out content from each game and then revealing it later in expansion for huge prices. This wouldn't be so bad if it weren't for the fact that people actually BUY THESE EXPANSION PACKS! I'm pretty sure the Sims fan base is only like one hundred thousand people but each person is willing to shill out 500+ dollars for every single game plus the expansions, which is content that was included in the full version of the last iteration of the game. I think the fans of the Sims are getting exactly what they deserve for letting Maxis get away with such a horrendous business model. The best part is that everyone signing that petition and complaining are going to end up buying "The Sims 4" on day one regardless of what happens.
(Emphasis mine)
Sadly (depending on your POV), the Sims franchise is played by millions. The original Sims sold over 11 million units, and is to date the best selling PC-exclusive game, yes, even beating out World of Warcraft [http://www.statista.com/statistics/275226/best-selling-pc-games-of-all-time-worldwide]. The Sims 3 sold 7.5 million units (same source as previous link--and note, roughly twice as many copies of the PC version of Skyrim, just to compare). Even if you decide the actual "fanbase" is a smaller number than the total number of people who bought it (presuming some might buy it and dislike it), the core loyal fans still likely number in the millions (or at least certainly far more than 100,000).
This is exactly why EA feels they can do this. Because even if people abandon the title in droves, there will still be enough Sims addicts who will be stupid enough to buy the title (all the while complaining about how it has disappointed them) and keep it in the black. This is why there IS a Sims 4, because the franchise is so huge, and so successful, and has earned enough brand loyalty to keep it afloat regardless of whether it actually deserves that loyalty or not. I may sound harsh, but as I used to play the Sims (well, still play what I have installed on my machine, but stopped buying awhile ago) and used to go to the forums for troubleshooting advice, etc. and there were so many people who just would post over and over, "Oh I hate this feature but I'll buy it anyway," or "EA, patch our game! Why won't you patch our game! You're horrible and I hate you! Oh, and when will the next expansion come out so I can pre-order it?" There's a huge number of Sims fans that just ask EA to beat them up repeatedly and take their money for it, and that will keep this franchise going for a long, long time. PT Barnum would admire EA for their hooking so many marks.
That said, the stats also show Sims franchises sell far fewer expansions than core games--the only Sims expansion pack to make it in that top 15 post is one for the original Sims, Unleashed, and "only" sold 3.75 million copies. Still that's more than enough to help keep revenues soaring. I couldn't find stats for how well the Sims 3's expansion packs sold, but probably more than "enough." Bad sales for a Sims product would be something like 1 million units sold, and that's still a fair profit.
It's a shame because the core of the Sims game idea is still a fun one--there's good reason it HAS done so well. Virtual dollhouse meets suburban life simulator, with enough storytelling capacity to make it addictive. You get to play god. It's hard not to love that. Sims 1 was brilliant for its time. Sims 2 built on that potential. Sims 3, despite some claims, I feel started strong--the core game I think actually had at least most of what a core Sims game should have--it had all the life stages for one thing (kind of crucial for a LIFE SIMULATOR), as well as all house features including pools (it was missing, like, spiral staircases and half-walls, which feel a little less crucial and were of course added later), as well as enough skill building, jobs, neighborhood features, etc. to feel like a complete game---and added the seamless world which is what I feel held back the Sims 2 from being truly great (I found that the time jumps caused by moving from location to location were really immersion-breaking). Even so, some criticized it for feeling incomplete (the rabbit holes taking away interactivity options, too few objects shipped with core and sold in the store instead). It looks like the Sims 4 is going to be what everyone complained about with the core Sims 3 game, and then some, if it can't even be bothered to include features that should be considered crucial to a
suburban life simulator.
Any video game should always feel complete in and of itself, and expansions/DLC should only add what you couldn't imagine have been there before. Sims is clearly moving away from this (I think they did accomplish that early on).
And yes, of COURSE these things will be put in expansion packs later. People see this. Even the people planning to pay full MSRP in advance for the game.
And in case anyone cares--I doubt it, but it's the Internet, and this is like my once annual Escapist post--stopped buying Sims after I got Sims 3: Night Life. Two reasons--customer service really screwed me over on something (I bought something from the Sims store that refused to install itself and customer service was just like "yeah, that happens sometimes, sucks to be you. No you don't get your money back, but here's a coupon for the store that you no longer are able to use"), and because Origin, which was starting to be required as of the Sims 3: Generations. I do not want that crap on my machine. When they announced the expansion pack that was basically a Facebook plugin plus features that effectively duplicated Night Life plus some extra scenery, I decided they had given up on making a worthwhile project, and I haven't looked back since. It is a shame though... I look at the Sims 4 trailers and think that COULD be so good. I like a lot of the changes to CAS, etc. But I know it's a sham, and it's not going to be half as fun as it looks (plus, still not putting Origin on my PC, ever).
This is the real issue with the Sims... it goes very broad, but does not go very deep. You can build up this cool world and play with your AI dolls and have lots of fun, but then realize stuff just doesn't quite meet expectations. You want your Sim to start a fight with this dude, but the Sim just keeps pulling out that same freaking cookbook and reading it in the middle of the street, or starts playing the guitar for no particular reason till he nearly passes out from hunger, and you realize that the programming, the implementation... it's all half-assed, all made to look good on the surface but makes little sense.
In retrospect, when Will Wright left, we all should have known it was going to go downhill from there. (I wish he'd do something new--and something not ruined by a AAA publisher.)
I think an indie developer could make a respectable profit if they started developing a life simulator in a different vein... go deep rather than broad. Don't worry about the housebuilding or whatever, but get into the details of building a person's relationships or careers, with lots of choices to make (not just random opportunities or skill challenges), for a handful of careers. Make a game with a fully fleshed out family or street, rather than a world full of mannequins. I'd back it if someone kickstarted it.