WHY LIFE SIMS ARE BAD BECAUSE OF CORPORATE CAPITALISM + ANIMATION
Автор: Reed Ross
Загружено: 2025-10-02
Просмотров: 4
This was shot and animated before the large buyout of the life simulation monopoly we know as Electronic Arts, The Sims. I forgot to make this upload public before that news hit mainstream. The fact that this mega-gaming-corporation can sell such a license is baffling to me. It seems fishy to me, especially with the most pro-corporation government and influence of corporate juggling, I guess the compay leadership thought it was a smart move to jump ship and completely change ownership. I think its best for creators to pivot to indie developers that have the opportunities and capabilities to provide new titles and ideas in the (barely present) life simulation game industry with dynamic and controllable worlds and characters rather than half baked family sandbox games with minimal mechanics and paid expansions. Only a matter of time, and yeah, I guess the time is now that the gaming scene innovates with what it means to be a all-encompassing game about life, the systems that life brings, and the mechanics that make every part of said game not only realistic but unique for every player, re-playable, and different with every save game or play session. I saw creators claiming that at least the sims has lore, simulation mechanics, and/or support for changing in-game systems to be custom, and mod support for changing the games environment/models/animations/script-code. We had several creators made a "Create a World" tool for the sims 4 which needed constant updating, and whilst the world was completely custom and open, simmers were looking for innovation of what it means to build upon a save game, custom locations, animations, and unique game-play that did not require advanced editing, human-storytelling, reading a block of generic location pop-up word for word, paid objects to make a session interesting or worthwhile to play or watch and enjoy. With a good foundation, these types of games that require intense customization and frameworks to track and create character stories, lives, and the systems and ui, that development would flow seamlessly for a game not cutting corners of what it should be, and become what it just is, a simulation of life and novelty, without a price tag or clickbait.

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