The Sims 4: See How A Sim’s Personality Drives Their Behavior

Rachel Franklin, executive producer of The Sims 4, kicked off the E3 festivities by introducing us to new gameplay footage. It’s apparent that the focus on The Sims in this iteration are their varying personalities and emotions. Are they ambitious and perfectionist? Or are they clumsy and hot headed? These are just a few of the personalities you can explore in The Sims 4! These personalities don’t just exist in a bubble, they may even influence other Sims to respond in particular ways.

Sims 4 Chuck

For example, Rachel introduced a hot-headed, active bookworm Sim named Chuck. One day he was reciting poetry to his eccentric neighbor Gladys. Due to his low skill levels, his poems were terrible, and Gladys hated them so much that she attacked him.

The Sims 4 Chuck Mad

After losing the fight, Chuck got so mad that the next day at the gym, he was enraged, pushing his workout to the limit.

The Sims 4 Gladys Chuck Party

In another scenario with the same two Sims, Chuck is having a house party, schmoozing with the guests. Gladys (who’s still mad from the previous day) stopped by and crashed the party. In this situation, her foul mood made the party guests feel uncomfortable, some of them face palming at the horrid turn in events.

 

The Sims 4 Workout

One very notable aspect of The Sims is how expressive their emotions are. You can see the differences in the way people work out when they’re happy, depressed, or energized.

Sims 4 Die of Laughter 2

Sometimes these emotions can take a turn for the worse, where a Sim can die literally from laughter. Lyndsay Pearson, senior producer of The Sims 4, stated that there are multiple types of emotion-based deaths. This doesn’t seem to be sitting well for the fan community, but hopefully we’ll have more information soon on how we’re able to avoid it

The Sims 4 will be releasing on September 2nd in North America, and September 5th in Europe.

 

The Sims 4: Create A Sim Walkthrough with Bella and Mortimer Goth

[youtube http://youtu.be/pZmtGfTj-to]

 Sims 4 Bella and Mortimer Goth

In the new Sims 4 Create A Sim video, Producer, Ryan Vaughan opens up highlighting the “Direct Manipulation Tool.” It can be used to edit the size and proportion of a body part without the use of menus. With a pinch here and a pull there, you can create your own full figured or sculpted version of Bella Goth.

 

Sims 4 Muscle Thickness Slider

There are two body sliders that control the overall musculature and chubbiness of a Sim. You can slide them independently to create various builds from stocky to muscular to thin and frail. You can also select from a variety of preset builds if you’re in a hurry.

 

 

Sims 4 Diversity

One feature that was highlighted in a previous broadcast, was the use of ethnic diversity to make a SIM appear as if they came from certain parts of the world. Just click a face template and your Sim could have African, Asian, or facial features of other diversities.

 

 

Sims 4 CAS Eyebrow Edit

In “Detailed Edit Mode” you can hover the mouse over certain areas of the face to customize minute details. Some customizable areas include cheekbones, eye depth, eyebrow curvature, and mustache editing. You can also apply other facial features like moles and wrinkles.

 

 

Sims 4 Facial Hair

Speaking of mustaches, we were given a quick glance of the available facial hair options in The Sims 4. Sideburns, mustaches, beards, and goatees gives our Sims a more rugged appearance.

 

 

Styled Looks: Choose from preset Fashion templates!
Styled Looks: Choose from preset fashion templates!

Once you’re done, you can choose their outfits, accessories, makeup, hair color, and even tattoos, the choice is yours!

 

 

Sims 4 Bella Goth Home

With further customization you can choose the way the walk, their voices, and personality traits. While adding personality traits, you can give your Sim an aspiration that can unlock additional traits. For example, a “Renaissance Sim” could have access to the “Quick Learner” trait, which lets them learn skills faster. The “Friend to the World” aspiration could unlock the “Gregarious” trait which helps them build friendships faster.

 

Well that’s all for now, in the future they plan to show off the new build tools. See you soon!

SimCity Limited Edition Heroes & Villains Trailer

Maxis released a new trailer showcasing the limited edition’s Heroes & Villains city set. The city set includes Maxis Man’s Super Hero HQ and Dr. Vu’s Evil Lair.

Maxis Man will help aid your city in the battle against crime, and the evil forces of Dr. Vu. Maxis Man’s Super Hero HQ can be upgraded with a Turbo Machine garage and Reticulator launching pad. Dr. Vu’s Evil Lair can be upgraded with a laboratory and garage for the Evil VuMobile.

The Heroes and Villians set is available when you pre-order Simcity Limited Edition.

Simcity 2013: Police, Casino, and Power Building Modules

Today we’ll take a look at the different types of modules you can place around the city. These modules are covered briefly in today’s newest strategy video. There have been several changes to the UI since the last video with a cleaned up interface and a more organized layout.

 

The video highlighted another type of gambling facility called the “Sci-Fi Casino.” This casino tends to attract medium and high-wealth residents. For a nice added touch, when you scroll by, you can hear funky music playing inside.  If you click on the casino you can check out the leaderboards to see how your casino’s net profits compares to other players.

You can expand the functionality of your Casino by placing modules near by.

 

The Casino’s modules include:

  • Poker Parlor: Increases your income per gambler.
  • Celebrity Stage: B and C list celebrity performances attract High-Wealth tourists.
  • Hotel: Creates 100 additional rooms for medium-wealth guests.
  • Penthouse: Creates 30 additional high-wealth rooms.

You can place these modules around the Casino and even stack them on top of each other.

 

 

Police and Emergency Response

Casinos tend to attract lots of crime, so adequate police coverage is necessary. The Crime Data Layer lets you easily visualize areas with high crime rates. You may even see some police activity and graffiti on buildings nearby. If crime gets out of control, criminals from your city may even spread out to affect other cities. Fortunately, with region play, police coverage can spread to multiple cities.

Police Precincts (high-tier) features several modules, including:

  • Police Dispatch Tower: Helps police respond to crime quicker.
  • Police Helipad: Adds a helicopter to patrol your city.

When disaster strikes, based on the situation, firefighters and police are automatically dispatched to that location. Firefighters from another player controlled city will include their avatar above their heads.

 

Power Plants

Coal Power Plants are heavy polluters, it may be wise to place that power plant in another city away from your main one. Power agents will travel along the roads and highways transmitting power to multiple cities. Unlike Simcity 4, your city does not exist in a bubble, pollution can eventually drift and affect other cities nearby.

Coal Power plants have various modules but only one was covered in the video.

  • Dirty Coal Generators: Increases power output by consuming more coal.

Take note that Power Plants need to be staffed in order to be fully operational. Sims from your city will travel along the highway to other cities to work at them. Nuclear Power plants are a special case in that they require staffing of highly educated Sims. Nuclear power plants with unskilled workers will lead to variable amounts of nuclear radiation leaking out of that facility.

New Simcity Video Shows Region Play, Bridges, Crime, and More!

An exclusive Simcity video was posted on Amazon giving you a glimpse of various aspects of gameplay including regions, bridges, and crime.

 

Each city has a set boundary with some empty space separating it from other cities. Mountainous terrain may limit some of the space availability unless you can somehow create extra land by carving roads through cliffs. While in region view, you can visualize the hourly rate of power transferred to other cities.

The region is pre-generated with roads, highways, or rail to interconnect each city in the region. Sims can travel to different cities throughout the region by utilizing various forms of transportation. For example, robbers can drive from one city to the next unleashing crime wherever they go. As the video highlights, a robber from another city drove into the parking lot, came out of the car and entered a building. Shortly after, the alarm went off, he escaped, and a police chase ensued.

It is quite amazing to see this level of detail where Sims can physically enter and leave their homes even to panic over their neighbor’s house on fire.

This is the first time we got an actual glimpse of bridges. We’re happy to see that you can even create bridges underneath them.

Of course, it wouldn’t be a Simcity game without the Golden Gate Bridge making an appearance.

Simcity Developer Q.A. Session: No Subways; Asynchronous Gameplay, Weather System

We’ve compiled all of the current question and answers with Simcity development team into one post. Information was acquired from the Simcity Forums and Twitter.

RCI Demand and Zoning

  • You can build any combination of RCI lots throughout the city.  Pure residential cities have a unique set of problems different from the pure commercial cities. You can split up zoning amongst cities and have residents commute to different cities. Residents usually want expensive services which you can place in different cities and share between them. (Subject to change in final game.)
  • When commercial buildings upgrade, you may see some shops on the street floor. The number of customers for a commercial zone is based on the entire building and not per business.
  • Zone sizes are based on the road type. Their widths are in 8 meter increments. Two lane streets have short lots and can only accommodate low density buildings. Four lane streets and roads support higher densities.
  • Building upgrades are based on how successful it is. For example, if a low density shop gets a lot of customers because it was placed near public transportation, it will then tell the simulation which will enable a medium density building to to be built over it. However, building density is based on the type of road it’s attached to. Two lane streets only support low density buildings, but avenues can support all density types.
  • For a residential building to upgrade, they factor in their ability to earn and spend, while industrial buildings check to see if they’re able to deliver freight. The traffic around these areas will factor into the successfulness of the lot.
  • You can control taxes for RCI  based on three levels, “low, medium, and high.”

Infrastructure and Terrain

  • Buildings flatten and roads cut through the terrain.
  • Highest land elevation is dependent on region.
  • Roads auto-snap when you get to 45 and 90 degree angles.
  • They are still experimenting with the distance between cities.
  • If you bulldoze a road, the building that is attached to that piece of road gets demolished too. There’s also a confirmation screen if you bulldoze a road next to a civic building.
  • Rail lines will curve on a 90 degree angle.
  • They don’t have plans to do toll roads yet.
  • Taxis are available to transport tourists.
  • Multiple cities can share the same public transportation network as long as each city utilizes the same transportation type. For example, you can set up a bus terminal in one city, and bus stops in another city.

City Specialization

  • You can create cities with multiple specializations.
  • Universities can research advanced technology to upgrade the effectiveness of your power plants.

Landmarks

  • Landmarks like the Eiffel Tower and Big Ben are fully functional. Tourists come to your city to check them out and stay at hotels around your city.
  • Sims can work at Landmarks.
  • Big Ben will tell the current game time.

Resources

  • Weather is simulated throughout the year. In Winter, there’s more rain, which makes the grass greener. In the summer months, the water table evaporates.
  • The game follows Simcity4’s model of having sea level elevation to form rivers and oceans.
  • There’s Wind, Solar, Oil, and Nuclear Power Plants. There’s also a garbage incinerator, but it doesn’t produce power.
  • There’s Coal, Ore, and Oil which can be refined into resources like steel and plastic.

Disasters and Emergency Response

  • Emergency response runs automatically, its effectiveness is based on the modules you add onto the service building.
  • When a Sim is sick, they can walk to the hospital. But when they are injured, an ambulance needs to pick them up before they die.
  • There will be protests at City Hall if Sims are unhappy.

Region, SimWorld and Multiplayer

  • City size 2k x 2k.
  • The marketplace is driven by SimWorld, you can gift resources and cash between cities.
  • You can trade resources to other cities as long as there are road access.
  • The region has prebuilt methods of transportation which you can connect your city to.
  • You can kick people out of your region. [The Development Team decided to remove this feature.]
  • The number of cities available varies by region.
  • You can watch your friends’ cities grow in spectator mode.
  • You can complete Great Works by yourself by controlling multiple cities.
  • You can take control of a city if it was abandoned.
  • Chat is stored on the region.

Interesting Questions

Q.  Why are city sizes so small?

A. The cities are that size because we’d rather build a rich, intense, simulation than a statistical one. We also want the terrain to provide a push-back on the players, so we’re making interesting regions that will challenging.

Q. Is there a pause feature?

A. Yes the gameplay is asynchronous, every city runs at its own pace.

Q. Why no subways?

A. They’d like to work on subways at some point but they aren’t planned for now.

First Gameplay Footage of the New Simcity

This week, Maxis has finally released the first gameplay footage of the new Simcity.

When you first start the game, you choose an area to build a new city. You want to choose a location to strategize with the type of city you’d like to build. If you want to do an industrial type city you could choose to build along the river for cargo ships.

An empty Region in Simcity has designated locations for Towns and Great Works areas.

If you’re building a casino city, building near the train tracks already laid out in the region would be a good choice to bring tourists.

 

Connect highways to the outside world.

Once you have chosen a location, you need to build a connection to the outside world. The region has highways already in place, all you need to do is make some connection to them.

 

As with previous Simcity games, there are three major zones, Residential, Commercial, and Industrial. After you place some zones, builders will arrive to construct houses and families will move into the city.

 

You can keep track of each individual Sim in your city. You can hover your mouse over a car and see that Sim’s name and follow them around to see where they are heading to.

In the user interface, you may note some of the icons pulsate when your sims are requesting a particular utility. The power icon pulsates red requesting you to add some Power plants.

 

When selecting the Wind Farm plant, you can click on it to get a focused view (everything else turns white) and you can add additional modules like wind turbines or dirt roads.

 

You can switch to the electricity data layerto see how power flows along your roads. Yellow lines indicate power has reached the area.  Power “flows” out like water, so it takes a short amount of time to reach a distant location.

 

In the water table data layer, you can see which areas of your city contains the most water, but every building you build in this version of Simcity needs to be placed alongside a road for Sims to reach to. After building a road, you can place a water pump in the deepest blue area. Water flows out from the source along the roads. You can visually see this as blue dots running across your city.

 

When your Sims use water, it converts into sewage. This can be viewed in the Sewage Data Layer. If it gets out of hand, sewage converts to ground pollution which creates sickness and lowers the land value. You can fix this problem by placing a sewage plant along the road.

 

Sims will also produce garbage, place garbage dumps at the outskirts of the city. These trucks will travel along the roads to collect garbage. You can track the garbage truck en-route throughout the city, a bar will indicate when it’s full and has to return to the dump. When garbage reaches capacity you can either burn the garbage, or build more dumps.

 

When placing police stations, a green line will fade out indicating the distance the police will patrol through the area. When placing casino’s there’s a button on the bar indicating “big business” that allows you to choose from a variety of different gambling halls.

 

Simcity has a variety of gambling facilities, one more expensive than the other.

Each gambling hall caters to different types of people, the cheaper one of course attracts lower income tourists. But in order to gain these tourists you’ll need to make more connections to the outside world, you can do this by placing a train station and connecting the rail next to the train tracks placed along the region.

 

Connect your Train Station to the outside region.

 

Simcity Gamescom 2012 players Impressions and Video

We took some notes from Simtropolis and Reddit gamer impressions of their playthrough with Simcity. Unfortunately EA forbade filming the gameplay so we have to rely on word of mouth. The impressions outlined below are from Simtropolis user ferryv and Reddit user dudelsac.

Zones

  • Zone layout is dependent on the placement of the roads. You can still choose where you want to zone but this method allows you to zone in a way that avoids empty spaces.
  • So far only government buildings are ploppable.
  • Sprawling residential neighborhoods have more grass. The more densely populated areas have more concrete.

Ploppables with Modules

  • Each of the ploppable buildings have unique add-ons.
  • If you build a school you can add dorms around it.
  • You can place additions like a bell tower, extra garage, and a flag pole  on a Fire Station.
  • A garbage dump you can lay out more dumps and place a dirt road to them.
  • You can stack cell blocks on top of each other for the Police Station.

Services (Police, Fire, Power, etc..)

  • When you build a water tower, you see the water table map. The darker blue areas have more water. Once you build it the water flows down into the city. (No pipes?)
  • Power flows through the city automatically, no need to lay power lines.
  • A service’s radius of effect is now influenced by how long it takes for a service vehicle to reach a destination. So the more intersections you have the longer it takes a service vehicle to reach a part of the city.
  • Water Treatment Plants
  • Basketball and Soccer field parks.
  • Coil, Oil, Wind, and Solar power plant options so far in the demo.

Traffic

  • When you click on a car, all information about who’s driving it, where they live, and where they are going to is presented on the screen.
  • The traffic agents may select some cars to avoid traffic jams by heading through other routes.

Data Layer

  • When you query a commercial building you can see information on Energy, Oil, and Water it consumes, As well as income, garbage, and number of jobs.

Disasters

  • Meteor shower destroys everything.

 Roads

  • Highways are already layed out across the region. You can connect your city to a highway.

Simcity Social Preview and Video

Simcity Social was officially revealed at this year’s E3 with just a mere press release and game trailer. In fact, there were no playable demos available at any of the booths. So today we get a sneak peek look into some of the general features of Simcity Social. With a collaboration between Maxis and Playfish China Studios, Simcity Social plans to add new depth to the city building franchise on Facebook.

Your city will grow and visually change based on your actions and decisions. You may see buildings evolve into skyscraper depending on the way you expand your city. You’re not just building a city, you’re also a mayor, and events will occur requiring your input.

Simcity Social includes zoning featured in just about every Simcity game. Players can zone residential lots that will turn into homes, that may develop into condos as the city expands. You could even “specialize” creating an industrial city that produces tons of materials

The “social” aspects include positive things like sending gifts, or in one such negative example, you can send a flock of seagulls to poop on your friend’s city.