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Thursday, June 5, 2014
Tuesday, May 13, 2014
The Sims 4 Master Info Compilation
Here is absolutely EVERYTHING we know about TS4, as of: 5/9/14





There will be 15 emotional states in the base game. Below are the known states:
- Neutral (Default)
- Angry – Enraged – Furious
- Bored
- Confident
- Cranky
- Dazed
- Embarassed
- Energized
- Flirty – Romantic – Passionate
- Focused – Inspired
- Happy – Elated
- Playful
- Sad – Depressed
- Stressed





















Features that are NOT in the game:








Russia: Sims game rated ‘adults only’ over same-s(Censored)x relationships
The latest Sims game has been rated ‘Adults Only’ in Russia, because it contains same-s(Censored)x relationships.
The Sims 4, which is due to be released later this year, was this week awarded a rating prohibiting its sale to minors in the country.
Same-s(Censored)x relationships have been present in the EA franchise since the first game in 2000, with same-s(Censored)x adoptions and marriage later added to the series.
The Sims 4′s official Russian Twitter account explained: “18+ rating has been assigned in accordance with the law number 436-FZ, ‘On the protection of children from information harmful to their health and development’.”
A previous game in the franchise received a 12+ rating in 2009, but Russia has heavily cracked down on portrayals of same-s(Censored)x relationships in recent years.
According to Ars Technica, the same game received a rating of just 6+ in Germany.
Although same-s(Censored)x relationships are possible in Sims games, they do not occur at random, and players must actively choose to initiate same-s(Censored)x encounters for them to appear.
Last week, Nintendo confirmed that same-s(Censored)x relationships would not be allowed in upcoming game Tomadachi Life, after removing them from the Japansese version last year.
GLAAD spokesperson Wilson Cruz had yesterday praised the Sims franchise for its approach to same-s(Censored)x relationships compared to Nintendo’s.
He said: “In purposefully limiting players’ relationship options, Nintendo is not only sending a hurtful message to many of its fans and consumers by excluding them, but also setting itself way behind the times
“It’s been over a decade since The Sims — the original ‘whimsical and quirky’ life simulator — allowed its users to marry any character they wanted, and many other mainstream and massively popular video games have followed their lead since.
“Nintendo should do the same.”
PinkNews
The Sims 4, which is due to be released later this year, was this week awarded a rating prohibiting its sale to minors in the country.
Same-s(Censored)x relationships have been present in the EA franchise since the first game in 2000, with same-s(Censored)x adoptions and marriage later added to the series.
The Sims 4′s official Russian Twitter account explained: “18+ rating has been assigned in accordance with the law number 436-FZ, ‘On the protection of children from information harmful to their health and development’.”
A previous game in the franchise received a 12+ rating in 2009, but Russia has heavily cracked down on portrayals of same-s(Censored)x relationships in recent years.
According to Ars Technica, the same game received a rating of just 6+ in Germany.
Although same-s(Censored)x relationships are possible in Sims games, they do not occur at random, and players must actively choose to initiate same-s(Censored)x encounters for them to appear.
Last week, Nintendo confirmed that same-s(Censored)x relationships would not be allowed in upcoming game Tomadachi Life, after removing them from the Japansese version last year.
GLAAD spokesperson Wilson Cruz had yesterday praised the Sims franchise for its approach to same-s(Censored)x relationships compared to Nintendo’s.
He said: “In purposefully limiting players’ relationship options, Nintendo is not only sending a hurtful message to many of its fans and consumers by excluding them, but also setting itself way behind the times
“It’s been over a decade since The Sims — the original ‘whimsical and quirky’ life simulator — allowed its users to marry any character they wanted, and many other mainstream and massively popular video games have followed their lead since.
“Nintendo should do the same.”
PinkNews
Monday, September 16, 2013
How Maxis is simulating more of what makes us human in The Sims 4
Everybody knows that The Sims expands. It’s one of the most continually iterated series in history, each main title receiving more add-on packs than the last.
What is less obvious about The Sims is that, at key intervals, the series contracts. Next year, Maxis will release The Sims 4 – and all that accrued expansion content will reset back to zero to allow the studio to make fundamental changes to the way its life simulation operates.
Producer Lindsay Pearson has been working on the series since the original game. “We hit a point during The Sims 3 where we wondered where the Sims were going to go next – what was the next evolution of what a ‘Sim’ means?” she says. “For The Sims 4, that was going back to the Sims themselves. [The decision to create a full sequel] is triggered by an idea, and then we have conversations about whether it is the technology that has to change or the content. This time it was both.”
Pearson began work on the sequel almost three years ago. Individual groups of developers move from the previous game to the new one as they become needed, starting with the engineers responsible for the base-level simulation and moving up through concept artists and content designers.
For The Sims 4, work has been done to rebuild the game’s pathfinding and animation engines from scratch. Previous Sims games have given the impression of being tile-based, with characters moving in stiff, fixed patterns between context-specific actions. In The Sims 4, characters dynamically adjust their positioning relative to what they’re doing and the social environment they find themselves in. Maxis has studied footage of crowd behaviour – filmed in EA’s Redwood City headquarters – in order to accurately represent the way, for example, a group of people chatting will respond to a new person approaching their circle. In The Sims 4, a character’s awareness is visible: their head and upper body move to acknowledge the new person, and they smoothly step back to create space in a way that is far more fluid than in the series’ past. The new animation framework has reaped other benefits, too – Sims can now pass each other on the stairs and walk through doorways as a group without causing a logjam.
Read more at Edge-Online
Thanks The Sims Hub
Wednesday, August 21, 2013
Developer Q&A: Ryan Vaughan, Producer for The Sims Studio
We unveiled The Sims 4 at our gamescom press briefing – to give you an insider’s look, we sat down with producer Ryan Vaughn to tell us a little more about this PC favorite and what the Sims team will be doing this week here at gamescom.
Q: What is the biggest difference in The Sims 4 compared to The Sims 3?
A: It all starts with the biggest innovation in The Sims 4, the Sims themselves. Our Sims have evolved into emotionally aware beings whose every action is affected by what they’re thinking and how they’re feeling. Now you get to play with the mind, body and heart of the Sims.
Our second big feature is a new set of technologies we’re calling SmartSim. This has allowed us to make the most intelligent and relatable life simulation ever.
And finally, we’ve completely rebuilt our creative tools to be more intuitive, more powerful, and much more fun to play with. For the first time you reach into the world and shape your Sims by hand and build your homes room-by-room with ease.
You’re going to be able to see this in action during The Sims Live Broadcast so check it out! [Airs at 8am Pacific on Thursday, August 22 at www.TheSims.com/live]
Q: Sims have now been around for over a decade. How do you keep it interesting for (very passionate!) fans?
A: It’s funny you ask that, because it’s actually the fans that continue to drive our excitement about The Sims. It is their undying passion that energizes us, and their continued devotion that inspires us to create the kinds of games and content that we want to play. We’re constantly surfing the forums, checking in with them on Twitter via our @SimGuru accounts and looking for their feedback so that we can deliver the experiences they’re looking for. Keep it up, guys, we’re listening!
Q: So, what’s going on at SimsCamp this week? Tell us more!
A: We’ve invited top fans of The Sims from around the world to converge at SimsCamp to get an exclusive behind-the-scenes look at The Sims 4. In addition to being amongst the first people in the world to play with Create A Sim, they’re the first to go behind the curtain to see how all of the pieces of our game come together.
Q: What is the feature you’ve waited for the most to show off while at gamescom?
A: The Sims themselves. These are revolutionary new Sims with emotional centers that behave and react more naturally than ever before. Every one of their actions is affected by their emotional states that lead to richer, more meaningful gameplay.
Q: How long have you been a Simmer yourself and what makes you love this franchise?
A: I started working on The Sims in 2007 when I was lucky enough to land on The Sims 2 team, but I’ve been a Simmer since the beginning. My favorite part about The Sims is that it’s a blank canvas. We give players all of these creative tools and they use them to tell their own unique stories.
For me, I love to build homes. So it actually really excites me that we’ve completely revamped our Build tool. It has all of the power that I want, but it’s tactile and flexible so that I can make great homes with ease.
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