View Full Version : If there was a competing game to Sims 3.....
jthm_nny
14th Jun 2012, 12:29 AM
If I personally made one, it would have things I like from Sims 3 like the open world and the patterns and recoloring, BUT the base game will cost $15 and wouldn't require a disc. The base game of THIS game will include all the good things from Sims 3 expansion packs: Pets, Ambitions, Late Night, and World Adventures PLUS stuff from Sims 2 University, Seasons and the Sims 2 basegame. It will also come with a Body Shop-ish program and the Create a World tool will be IN GAME. Of course I plan to refer to sims as "minions" but if that's just me. ~hides plans of world domination~
So yeah I plan it to be a more Maxis-ish game like it needs to be and will build on the past TS2 and TS3 in just the BASEGAME but will have enough features available to distinguish itself from the Sims. I mean, you can't get sued for having similar game ideas. If that were true every MMORPG set in the middle ages will sue each other to DEATH.
What would you guys do if you were to create a competing game?
fraavio
14th Jun 2012, 12:48 AM
I don't know what I would do, I know YOU'd be facing some copyright infringements.
DuskTrooper
14th Jun 2012, 01:10 AM
will cost $15 and wouldn't require a disc.
Selling your game for $15 is going to make you and your company become bankrupt very quickly. You need to sell your game for at least $40 to even make a decent profit.
Also, there is a reason why games require a disc. Besides the obvious excuse of preventing pirating, having a disc is handy for those who wish not to purchase the game online. Wouldn't you want your game to be able to reach the widest audience possible? I mean, having more people purchasing the game means more money in your pocket.
you can't get sued for having similar game ideas. If that were true every MMORPG set in the middle ages will sue each other to DEATH.
However, you can get sued for many other things. Like having a "Create-A-World" tool available.
Sim mania
14th Jun 2012, 01:18 AM
15 dollars? Not trying to be sarcarstic but good luck. I will even test it for you.
BTW how would make a game with all that when you don't have the money?
DigitalSympathies
14th Jun 2012, 01:35 AM
I already helped out with a competing game, the only differences (beyond the fact that we took three years to mesh/code/make it) is that it was totally online. It got bought out really fast and shut down.
jthm_nny
14th Jun 2012, 01:50 AM
I really honestly don't plan to make a profit, so it may be free. I just wanna make one.
cmcallister14
14th Jun 2012, 01:57 AM
You got your first tester right here...If you could come out with something I wouldn't say something like sims 3 but with the real life similation some people have been looking for I'd be willing to test it lol. I've been trying to look for a similation game like sims 3 to replace it because I just havn't been happy with the quality since Maxis gave sims 3 to EA.
DigitalSympathies
14th Jun 2012, 01:58 AM
You're in for a lot of work, buddy. This was a six-person team and it took us from when I was thirteen to when I was sixteen to make.
hungryhippo
14th Jun 2012, 02:24 AM
I honestly wish another company OTHER THAN EA would take a shot at making a virtual dollhouse/social simulation game, The Sims is one of the top selling franchises in PC history and only one of it's kind, yet I'm shocked after all these years there's been no competition
eskie227
14th Jun 2012, 02:48 AM
I really honestly don't plan to make a profit, so it may be free. I just wanna make one.
I applaud your intent to make a game free to all. Maybe an open source model so the community can contribute to fixing, maintaining, and improving it. So, how is your C++? Comfortable with 3DStudio?
The idea of creating a game that can compete with an established, well funded game franchise is terrific. Do you have the creative, programming, and artistic skills to take tackle it? Do you have the financial means to support yourself during the 2 year (at least, being optimistic here) development cycle?
Have you ever developed any commercial software before? Not a mod, or piece of cc, or even a world, but a full, scripted, sculpted, entertaining product from scratch that someone could pick up off the shelf of a store (not here to debate electronic distribution, just sort of a turn of phrase), look at the nice professional graphics and say "This looks cool. I think I'll take it home. Even better, it's free".
We all have issues with EA and its game production, marketing, and sales model. But wanting to supplant their product with your own requires some pretty specialized skills, and decent knowledge of management techniques, especially if it will be a distributed development team model. If you have that ability, I can't wait to see what you offer. I'd even pay the $15 you first wanted.
Srikandi
14th Jun 2012, 03:09 AM
Kickstarter's a possible funding source. There are a lot of independent games these days... but...
a) you need to have some credibility (be able to show something smaller and similar you've done), and
b) not be blatantly ripping off another company's idea ;)
Make a life simulator game by all means. Pack it full of features taken directly from TS2 and 3? No way. EA would sue you for IP theft... and they'd be RIGHT. And even though there's no guarantee they'd WIN in court... they could still tie you up in litigation for decades... don't know if you're a multi-millionaire but unlikely you could afford the legal team you'd need.
Companies shut down fan-made game remakes all the time... even for obsolete games that no longer have a market. (Happened recently to a fan Sims Online recreation project, has happened many times before... I'm aware of cases involving Ultima and Myst/Uru.) Directly copy something that's still making money, you'd be dead in the water.
Don't want to say you shouldn't try your hand at game development, though. Lemmy and Binky were a couple of Sims modders who built Indie Stone... the first TS3 story progression mod, that Twallan later developed into his justly acclaimed Story Progression. It was EXTREMELY innovative, especially when it was released; I think they basically invented the method of script injection for TS3 modding.
Lemmy and Binky left the Sims community for "another project"... dunno what that was exactly, but I recently ran across them online, developing an independent zombie game :) http://projectzomboid.com/blog/ This project started out as a "sims with zombies" idea, and seems to have developed into a full-fledged release. [Edit: or almost-release, heh; they say they're releasing "Minecraft-style", which means charging for the alpha ;) ]
So there ya go... it can be done. Note however that their game is not full 3D and does not contain even a fraction of the art resources in the Sims games. And it is based on a fairly original concept, although ideas from the Sims as well as other games (I see some Minecraft in there, as well as, yknow... every zombie game, and the tower defense genre) are in the mix.
christx101
14th Jun 2012, 03:18 AM
If you cant even afford to buy TS2 how are you gonna come up with funds to create a game?
jthm_nny
14th Jun 2012, 03:55 AM
No I can afford Sims 2 but not Sims 3
wiz1
14th Jun 2012, 04:11 AM
Selling your game for $15 is going to make you and your company become bankrupt very quickly. You need to sell your game for at least $40 to even make a decent profit.
*Cough Minecraft *Cough
Srikandi
14th Jun 2012, 04:28 AM
*Cough Minecraft *Cough
Yeah, if you can sell enough copies and if your development costs are low enough, you can become a millionaire off a $5 game.
That game is going to LOOK like Minecraft, or like Project Zomboid (linked above), and not like TS3 (or even TS2) though ;)
eskie227
14th Jun 2012, 04:48 AM
Just to keep game development (on the scale of a major release from a large company like EA) costs in perspective, in case buying TS2 stretches your budget, the average single platform game release development cost in 2010 was estimated at $18-28 Million USD. While EA has not released development expenses for TS3, I did find in an unrelated NY Times article about 2 weeks ago a discussion of MMO development costs. For the roll-out of SW KOTR, EA spent $200 Million in development, plus $50 Million on initial marketing. Now, granted, a large MMO is more demanding on resources than a single player (but still multi-platform) game like TS3. Still, the Sims is a valuable franchise for EA, one which I really doubt they would shortchange (financially) in development.
You can disagree with how they spend their development funds, but you sure can't question their financial strength at developing, marketing, and defending their franchises. Now, if you still feel you have deep enough pockets to make a bigger, better Sim game, I'll be right at the head of the line the day of release to buy it at the price of Minecraft, or even the $15 you mentioned. Hell, I'll even give you $40 to 50 if it's even as good as the current Sims, with extra content.
DigitalSympathies
14th Jun 2012, 04:57 AM
Again, I'd say unless you had a couple years, a couple thousand in the bank, and a couple of mates to help you out, you're going to get nowhere but stuck.
fraavio
14th Jun 2012, 05:38 AM
Again, I'd say unless you had a couple years, a couple thousand in the bank, and a couple of mates to help you out, you're going to get nowhere but stuck.
This.
You see, have you ever played a game developed by a small studio? Sometimes they are fun and sometimes they are glitch ridden nightmares. I'm not saying this to discourage you, I'm just saying it so you get some perspective. Making a decent game, with decent graphics and a good engine takes not only years, but a big developing team and, specially, money. Also, we don't live in Gramma's Boy world where you can singlehandedly create a badass flawless game.
Aaaaand, let us not forget about Second Life, that, while is not a direct competitor of the The Sims franchise, it did have at one point the potential to do some damage to the sims player base, IMO. It may not have specifically something like CASt but the potential to create custom content is almost literally infinite, with the right tools, you can make anything you want. Thing about Second Life is that it wasn't aimed for younger people and since it has its own monetary system, the younger crowd is basically ostracized from it. Now that I come to think of it, does anybody know if Second Life face problems at all with Maxis/EA because of The Sims Online?
Well, I may be wrong and talking out of my butthole, which is not impossible.
CeJaye
14th Jun 2012, 07:21 AM
I already helped out with a competing game, the only differences (beyond the fact that we took three years to mesh/code/make it) is that it was totally online. It got bought out really fast and shut down.
What game was that?
The Sims has had a competitor of sorts, Singles and Singles 2. You can only have three sims to a household, and the goal of the game is to hook your sim with either your female or male roommate. You could command your character to cook, use the bathroom, go to work, try to flirt with a roommate, all that life stuff you can do in the Sims. It's a very basic slightly advanced version of Sims 1 (adult stuff, the ability to vaccume dirty floors, but no children/generations) but it's very...dry, and your sims can't even die. I don't think it's sales have done well, as there was an EP planned for the first game that never got released, and there hasn't been any EPs for the 2nd, nor has there been talks of a 3rd game (that I can find with a quick google, anyway.)
Sunshine021
14th Jun 2012, 12:34 PM
I honestly wish another company OTHER THAN EA would take a shot at making a virtual dollhouse/social simulation game, The Sims is one of the top selling franchises in PC history and only one of it's kind, yet I'm shocked after all these years there's been no competition
It's entirely possible that someone's tried, but EA got word of it, and stomped the idea into oblivion. That's exactly what happened several years back when Konami bought out the company who created In The Groove, specifically so they would stop making competing games. I wouldn't put it past EA to try something like that. :/
DuskTrooper
14th Jun 2012, 11:32 PM
What game was that?
Somehow I think she might be talking about The Sims Online Restoration Project.
I'm probably wrong though.
rian90
15th Jun 2012, 04:16 AM
Having worked for Indie developers, all I can say is don't let anyone tell you it cannot be done. Do a lot of research, learn to program, find like-minded people to do the design and artwork, and go ahead and make your game. It doesn't matter if it isn't just like The Sims, just make your game the best way you can. Everyone will tell you that 'you can't do it' and have all kinds of really logical reasons why, but if you are dedicated, you can do it. It might take 5+ years, but as long as you have fun along the way, who cares? :)
I find the journey as much fun as the destination! That is what has kept me working for over 10 years with independent game developers!
treeag
15th Jun 2012, 04:39 AM
Have you guys ever head of 2D Boy? I'm impressed with them. 2 former EA employees, 2 years development, ten grand budget. World of Goo is one of the awesomest game I've ever played, it has no copy protection and if I remember correctly doesn't need any CD to play either.
Volvenom
15th Jun 2012, 02:53 PM
Having worked for Indie developers, all I can say is don't let anyone tell you it cannot be done. Do a lot of research, learn to program, find like-minded people to do the design and artwork, and go ahead and make your game. It doesn't matter if it isn't just like The Sims, just make your game the best way you can. Everyone will tell you that 'you can't do it' and have all kinds of really logical reasons why, but if you are dedicated, you can do it. It might take 5+ years, but as long as you have fun along the way, who cares? :)
I find the journey as much fun as the destination! That is what has kept me working for over 10 years with independent game developers!
Oh yea, if you believe in yourself, have lots of drive and can find creative solutions, the sky is the limit.
Have you guys ever head of 2D Boy? I'm impressed with them. 2 former EA employees, 2 years development, ten grand budget. World of Goo is one of the awesomest game I've ever played, it has no copy protection and if I remember correctly doesn't need any CD to play either.
I found this video from march this year, looks very different: http://www.youtube.com/watch?v=muaxsdTjG4o
DaBoogadie
15th Jun 2012, 03:25 PM
This.
You see, have you ever played a game developed by a small studio? Sometimes they are fun and sometimes they are glitch ridden nightmares. I'm not saying this to discourage you, I'm just saying it so you get some perspective. Making a decent game, with decent graphics and a good engine takes not only years, but a big developing team and, specially, money. Also, we don't live in Gramma's Boy world where you can singlehandedly create a badass flawless game.
Aaaaand, let us not forget about Second Life, that, while is not a direct competitor of the The Sims franchise, it did have at one point the potential to do some damage to the sims player base, IMO. It may not have specifically something like CASt but the potential to create custom content is almost literally infinite, with the right tools, you can make anything you want. Thing about Second Life is that it wasn't aimed for younger people and since it has its own monetary system, the younger crowd is basically ostracized from it. Now that I come to think of it, does anybody know if Second Life face problems at all with Maxis/EA because of The Sims Online?
Well, I may be wrong and talking out of my butthole, which is not impossible.
All of that^^except the butthole part. The visual was disgusting.
treeag
15th Jun 2012, 04:54 PM
I found this video from march this year, looks very different: http://www.youtube.com/watch?v=muaxsdTjG4o
Very different from what?
Srikandi
15th Jun 2012, 08:22 PM
Aaaaand, let us not forget about Second Life, that, while is not a direct competitor of the The Sims franchise, it did have at one point the potential to do some damage to the sims player base, IMO. It may not have specifically something like CASt but the potential to create custom content is almost literally infinite, with the right tools, you can make anything you want. Thing about Second Life is that it wasn't aimed for younger people and since it has its own monetary system, the younger crowd is basically ostracized from it. Now that I come to think of it, does anybody know if Second Life face problems at all with Maxis/EA because of The Sims Online?
I tried SL years ago, so it may be different now, but the game I tried was nothing remotely like the sims... not a simulation at all. No needs/wants/goals except what you the PLAYER have. There's basically no "game" there, although you can use its CC tools to IMPLEMENT a game... which a lot of people have done.
Plus, as you say, it is all about the real money... the economy in Second Life is not virtual, it's real.
And despite improvements over the years, the graphics still suck ;)
Volvenom
15th Jun 2012, 09:56 PM
Very different from what?
From everything, it's meant as a something positive. Be something different from the crowd is good.
I tried SL years ago, so it may be different now, but the game I tried was nothing remotely like the sims... not a simulation at all. No needs/wants/goals except what you the PLAYER have. There's basically no "game" there, although you can use its CC tools to IMPLEMENT a game... which a lot of people have done.
Plus, as you say, it is all about the real money... the economy in Second Life is not virtual, it's real.
And despite improvements over the years, the graphics still suck ;)
Have tried it too, more like a meeting place online.
DeLoure
16th Jun 2012, 10:55 AM
Agreed on the Second Life bit.
I remember when I was really into the whole virtual world thing after I was through with Myspace (2006-2008ish?). I tinkered with IMVU for awhile and then I dabbled in Second Life. Both of these virtual communities focus on looks. How cute your avatar is and how many friends you have. The gotcha-gotcha is, in order to have a remotely cute avatar, you need to spend money. The IMVU and Second Life economy is stimulated by people's desire to have the prettiest set of pixels. There's no sense of community like there is for the Sims or other games.
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