![]() I understand that a game this complex requires a lot of play testing and compromise to fit the pieces together cohesively, so if this isn't what they exactly envisioned I wouldn't hold it against them I really do appreciate that they are listening to feedback and trying to address some complaints. Not only would this eliminate FUCKING POP-UPS but it would allow the player to engage in the game mechanic as much or as little as they want. Like the sim can go online and give life advice in different themed forums. At the very least, make it possible for people to address these "plz respond" requests into a part of the gameplay. I haven't played for quite a bit but if the neighborhood stories is just phone call pop ups that you have to personally address at random times, I think I'd be losing my mind right now.įirst of all, rule number 1 of immersion is DONT INTERRUPT GAMEPLAY WITH RANDOM (literally random) POPUPS. Long before the update I was getting random calls from Sims asking for life advice and it was just really jarring and weird. Unfortunately EA has gone the way of firing a confetti cannon at the wall and seeing what sticks. I don’t know if Stardew Valley or Animal Crossing ever did this. Minecraft also offers a beta/snapshot version so it allows new content to get to players FASTER without sacrificing quality of the full update. These fandoms are almost cult-like in their following of the game and therefore complaints tend to get buried. The ONLY continuously updated games I have seen where the fandom is perfectly happy with the quality, timing, and communication with updates are Minecraft, Stardew Valley, and Animal Crossing.Īll three have a strong user base who are solid fans with little to no problems with the game. If they push for quality then that means fewer updates slower and people complain about a lack of updates or a lack of “communication” from the development team. As a WHOLE.Ĭonsumers want more updates faster, game companies are meeting this but it’s hurting quality. MVP let’s you deliver value quickly so you can continuously deploy code. What ends up happening? Not only did you wait really really long for your entire order, but because things cook at different times your apps are cold and your ice is melted. ![]() Picture being hungry, and it’s been over two hours and you get your drinks, apps, entree and dessert all at the same time. If you were to take a waterfall approach, (all functionality at once) you’d order and thing are prepared but only brought to the table once EVERYTHING is ready. ![]() With an MVP approach you order and you get your stuff as it’s ready: drinks, apps, entree and dessert. But you need something functional first.Īnother way of thinking of MVP is like ordering at a restaurant. Then you can upgrade to central heating, or smart lights, etc. You get the core components that make a house livable (walls, roof, running water, basic furniture etc) and incremental steps allows them to adjust the final picture according to the reaction.īeta testers validate the MVP is actually functional.īaking a cake might be the wrong metaphor. I also suspect the Sims team knows that the community is very. I was a CS major, and I quickly figured out getting each step of a project working and then moving onto the next was significantly easier than hammering out the entire thing and then trying to fix everything. ![]() When there's less new code, there's less areas you have to look at for the problem. When a new bug occurs its either a problem with the new code or the interaction of the new code with the old code. ![]() (Like making sure that at least bunk beds function before trying to loft).Īlso, incremental steps can make bug fixing a bit easier down the road. It gives them a chance to ensure the base is stable before building the rest of the structure on top of it. From the blog post it sounded like they were implementing more in the background to ensure that the new system has a base. ![]()
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