Posts Tagged ‘news’

A factoid

Saturday, August 29th, 2009

EA now typically spends two or three times as much on marketing and advertising as it does on developing a game. That’s because advertising is critical to getting a game in the top ten rankings. If you have a $10 million game, don’t be surprised if the the TV advertising costs drive the ad budget to $30 million. If a $60 game yields revenue of $35 for EA, then (according to my math) the company has to sell 1.1 million copies just to break even.

I’d sure like to know how much it cost to develop The Sims 3, and exactly how much of that budget was spent on flashy billboards and product placements.

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The expansion of suckiness

Thursday, August 6th, 2009

(Psst. Check out Lost EA Traits, my new page. Looks like a couple of my trait ideas were close to what EA had planned after all. Before they cut it for EP#X.)

I enjoyed TS3’s freedom from expansions while it lasted, but all good things come to an end. EA have announced the first TS3 expansion.

I am wholly, WHOLLY unimpressed with a single flaw in this game design.

From the press release:

"[Players will] discover new cities in China, France, and Egypt, and share new stories."

Why am I unimpressed?

Because using real countries is a freaking stupid idea.

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Leveraging! Leveraging! Leveraging!

Wednesday, May 27th, 2009

There is a two-part interview with Russell Arons, VP of marketing for EA Play (so that’s what it’s called now) up on Gamesindustry.biz. I like to read these ‘industry sources’ because you often get a totally different perspective from what press releases and official previews tell you, such as…

TS3’s REAL core audience

“The Sims 3 is looking at 16-24 year-old PC players .. [it] has been developed from the ground up specifically against those consumer audiences.”

it’s not just about appealing to the current Sims fans – they’re critically important, but we know we have to bring new consumers in too.”

So the people complaining about unnecessary changes, and who aren’t in this nicely-segmented age bracket or are ‘old consumers’, have a point. It’s not “developed against” them.

More below about the delay, social networking and kids, and the surprising use of the Internet to market games.

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Some Humble news about modding

Sunday, May 24th, 2009

I’m not really a ‘news blogging’ person but Rod Humble (Head of Sims and EA Play, and the guy who wrote the no-DRM open letter) mentioned a few interesting things in this forum thread. I’m just picking out the interesting stuff that I haven’t seen elsewhere.

  • “… we open up a whole bunch of the game to modders that I think will impress people. Not sure where this idea that [modding] was harder came from. Newer, yes, different yes but not harder.”
  • “I assure you, there will be fully featured very large expansions.”
  • “Similar to Sims 2, the new formats will start out hard and get easier as the team works with the modders and updates/releases tools.”
  • Meshes are at the high end of hard (as you would expect). I just went down and asked the (very tired) Sims 3 team leads. It is very high on their agenda.”
  • Making meshes to put in the game is not that hard, its getting everything to work perfectly throughout the game that is the tough part.”
  • On availability of nude/no-censor mods: “Given the priorities of modders, learning the system, testing time, audience demand etc I would say ………. Day 1.”

That seems to confirm post-release tools (neighborhood editor FIRST please!) and technical support for modders.

Also, Rod Humble thinks Sims players are perverts. Aren’t we all? :)

More careers news.

Monday, April 20th, 2009

From the interactive preview CD revealed in this thread:

http://bbs.thesims2.ea.com/community/bbs/messages.php?threadID=1b3acec347263a40b763308c4af2d0a2&directoryID;=225&startRow;=1&openItemID;=item.225,item.43,item.61,item.104,item.41,item.127,item.23

*Sigh* Will they ever learn…

I don’t know if I’ve expressed it elsewhere on this site, but I don’t like the whimsical nature of the TS3 careers. They should at least pay heed to the notion that the workplaces are visible, that the setting is a medium-size town/city, and that people in the real world don’t get paid for jobs that employers aren’t willing to pay them for. At least in TS2 the action happened offscreen. They could be a bit more imaginative with the settings.

Anyway, here’s my take on what was revealed career-wise.

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