The Sims FreePlay CSP - Audience and Industries blog tasks

Create a new blogpost called 'The Sims FreePlay CSP - Audience and Industries blog tasks' and complete the following tasks.

Audience


1) What game information is provided on this page? Pick out three elements you think are important in terms of making the game appeal to an audience.

Screenshots of gameplay are shown
Descriptions of gameplay are shown
Age rating information is shown

2) How does the game information on this page reflect the strong element of participatory culture in The Sims?

There are reviews for the game

3) Read a few of the user reviews. What do they suggest about the audience pleasures of the game? 

The game offers the audience pleasure of escapism/diversion

Participatory culture


1) What did The Sims designer Will Wright describe the game as?

Will Wright described The Sims as akin to ‘a train set or a doll’s house where each person comes to it with their own interest and picks their own goals.’

2) Why was development company Maxis initially not interested in The Sims?

Development company Maxis initially wasn't interested in The Sims because the board of directors thought that 'doll houses were for girls, and girls didn’t play video games.'

3) What is ‘modding’?

‘Modding’ is the practise of modifying game assets by manipulating the game code, often with the sanction of the rights owners. In the context of The Sims, it involves creating custom content for the game.

4) How does ‘modding’ link to Henry Jenkins’ idea of ‘textual poaching’?

‘Modding’ links to Henry Jenkins’ idea of ‘textual poaching’ as it involves fans actively participating in the creation and modification of the game's content, contributing to a participatory culture around the game.

5) Look specifically at p136. Note down key quotes from Jenkins, Pearce, and Wright on this page.

Pearce: ‘The original Sims series has the most vibrant emergent fan culture of a single-player game in history.’

Jenkins: ‘there were already more than fifty fan Web sites dedicated to The Sims. Today, there are thousands.’

Wright: ‘We can make new objects that can be easily downloaded into the game.’

6) What examples of intertextuality are discussed in relation to The Sims? (Look for “replicating works from popular culture”)

Intertextuality examples in relation to The Sims include replicating scenes and character settings from famous works of popular culture, such as Star Trek, Star Wars, The X-Files, Japanese anime, and manga.

7) What is ‘transmedia storytelling’ and how does The Sims allow players to create it?

Transmedia storytelling’ is a process where the primary text encoded in an official commercial product is dispersed over multiple media. The Sims allows players to create transmedia storytelling by providing a platform for fans to play out the simulated lives of their favourite characters and engage in fannish activities within the game.

8) How have Sims online communities developed over the last 20 years?

Sims online communities have developed over the last 20 years as collaborative spaces where players create and share custom content, engage in participatory practises, and form a vibrant fan culture. There has been a shift from the original game to its sequels, but dedicated communities still exist, preserving and sharing game assets.

9) Why have conflicts sometimes developed within The Sims online communities?

Conflicts within The Sims online communities have arisen due to various factors, including differences between creators and non-creators, debates over charging money for mods, and tensions between players and Maxis/EA. The community is not homogeneous, and conflicts sometimes lead to splintering or members leaving.

10) What does the writer suggest The Sims will be remembered for?

The writer suggests that The Sims will be remembered for the cult following it engendered well beyond the usual lifespan of a popular computer game and for pioneering a culture of digital production in fan and game modding communities.

Read this Henry Jenkins interview with James Paul Gee, writer of Woman as Gamers: The Sims and 21st Century Learning (2010).

1) How is ‘modding’ used in The Sims?

In The Sims, 'modding' is a significant aspect of gameplay where players modify or customise the game beyond its original design. This involves creating and integrating new content, features, or functionalities into the game. James Paul Gee highlights that women and girls engage in a unique form of modding in The Sims, going beyond just technical modifications. They combine technical modding with modding for emotional intelligence and social interactions, creating challenges and gameplay that extend into the real world and even involve creative storytelling through graphic novels.

2) Why does James Paul Gee see The Sims as an important game?

James Paul Gee sees The Sims as an important game because it goes beyond traditional gaming boundaries. He argues that The Sims, under the design philosophy of Will Wright, empowers players to become designers themselves. The game encourages players, particularly women and girls, to engage in a passionate affinity space where they develop artistic, technical, social, and emotional skills. The significance lies in the transformative experiences these players undergo, using the game as a platform for creative expression and learning that extends beyond the virtual world.

3) What does the designer of The Sims, Will Wright, want players to do with the game?

Will Wright, the designer of The Sims, desires to empower players to think like designers. He wants them to organise themselves around the game, learn new skills that go beyond gaming, and express their creativity. The goal is to move players beyond mere consumption of content to active participation in the design process. Wright's approach represents a broader trend among game designers to give users the tools to construct communities and build their own content, fostering a more interactive and creative gaming experience.

4) Do you agree with the view that The Sims is not a game – but something else entirely?

Yes, I agree with the view that The Sims is not just a game in the traditional sense. The argument here is that The Sims, with its emphasis on user-generated content, creative expression, and the integration of real-world elements, transcends conventional definitions of gaming. It becomes a platform for diverse forms of cultural production, including fan fiction and graphic novel creation. The game serves as a unique space where players engage in activities that extend well beyond the typical gaming experience, blurring the lines between virtual and real-world interactions.

5) How do you see the future of gaming? Do you agree with James Paul Gee that all games in the future will have the flexibility and interactivity of The Sims?

Looking ahead, I agree with James Paul Gee to some extent. The future of gaming is likely to see an increase in flexibility and interactivity, driven by the success of games like The Sims. As technology advances, game designers may incorporate more user-generated content, creative expression, and real-world integration into their designs. However, while The Sims provides a valuable model for this future, not all games may adopt the same level of flexibility. The diversity of gaming experiences will likely persist, with some titles offering immersive, open-ended worlds like The Sims, while others maintain more traditional structures.

Industries

Regulation – PEGI


Research the following using the VSC website PEGI page - look at the videos and Q&A section.

1) How does the VSC and PEGI ratings system work and how does it link to UK law?

The PEGI (Pan European Game Information) system offers standardised age ratings and content descriptors for video games across Europe, ranging from 3 to 18. In the UK, the Video Standards Council (VSC) serves as the designated authority responsible for applying PEGI ratings. The VSC, through the VSC Rating Board, classifies games based on PEGI guidelines. These age ratings are legally enforceable under the Video Recordings Act 1984, making it illegal for retailers in the UK to sell games without age ratings or those rated above the age of the purchaser.

2) Click on the PEGI Rating tab in the top menu. What are the age ratings and what content guidance do they include?

Age ratings help parents or carers decide whether a particular game is suitable for their children. The ratings do this by indicating the minimum age at which we think a child should be allowed to play a game. The age ratings for games are 3, 7, 12, 16 and 18. 
 
    
 
Age ratings do not indicate whether a child will enjoy a particular game and they don't indicate how difficult a game is to play. Instead, they let you know whether a game contains certain elements, such as violence, sex, drugs or bad language, that might be harmful, upsetting, disturbing or just unsuitable for children below that age.
 
It's worth noting that, even if a game is rated at the lowest classification of 3, it may still not appeal to young children and/or may be very challenging and complicated to play. It simply won't contain any content that is harmful to, or unsuitable for, young children.  
 
When buying a game for anybody under 18, always look at the age rating on our website or the PEGI app to make sure the game is suitable for them.

3) What is the PEGI process for rating a game? 

The PEGI (Pan European Game Information) rating process begins with a submission by the game publisher or developer, who completes a detailed questionnaire about the game's content. PEGI experts then review the game, considering factors such as violence, language, and discrimination. Based on the assessment, an age rating (3, 7, 12, 16, or 18) is assigned, accompanied by content descriptors like violence or fear. Feedback is provided to the publisher, and an appeals process exists if disagreements arise. The final age rating and descriptors are published on the game's packaging, and PEGI maintains a public database for consumers to access this information. PEGI is a voluntary system used in Europe, and while widely adopted, it is not mandatory in all regions. Some countries may have their own rating systems in addition to or instead of PEGI.

The ‘Freemium’ gaming model

Read this Lifewire feature on freemium gaming and answer the following questions:

1) How does the freemium model work?

The freemium model works by offering users a free download of the app, game, or software, providing core functionality at no cost. Revenue is generated through in-app purchases, where users can buy features, extras, or upgrades that enhance the app's functionality or enjoyment. This model is particularly prevalent in mobile devices and online PC games. For instance, free-to-play games often offer the complete game for free and monetise through in-app purchases for cosmetic changes, additional content, or faster progression.

2) Why do some gamers believe freemium is ruining games?

Some gamers believe freemium is ruining games due to negative aspects associated with the model. Certain games employ a "pay to win" strategy, allowing players to gain a significant advantage by spending money. Others implement a "pay to play" model, where players encounter time limits unless they pay to extend their playing time. These practises can frustrate players, leading to a perception that developers are prioritising monetisation over fair and enjoyable gameplay. The shift from a traditional paid model to freemium can also be disappointing for players, especially when a previously good game adopts less favourable freemium elements.

3) What are the positives of the freemium model for gaming?

Despite criticisms, the freemium model offers several positives for gaming. One significant advantage is the ability for users to download and try a game for free, providing a low barrier to entry. When implemented correctly, freemium allows players to earn premium content through in-game efforts, reducing the necessity for monetary transactions. This model emphasises the longevity of popular games, enabling developers to continuously add premium content and updates, keeping the game fresh and retaining a loyal player base. Overall, freemium can enhance accessibility and contribute to the sustained success of games with a dedicated fan following.


1) Note the key statistics in the first paragraph.

The key statistics in the first paragraph indicate that the "Freemium" model dominates mobile games, constituting about 70-80% of the $10 billion or more in iOS revenue each year.

2) Why does the freemium model incentivise game developers to create better and longer games?

The freemium model incentivises game developers to create better and longer games because it aligns the goals of developers and players. By offering the core game for free and monetising through in-app purchases, developers have a continuous revenue stream. This financial incentive encourages them to invest in ongoing improvements, updates, and enhancements to keep players engaged for extended periods. The article, using examples like League of Legends, highlights how this model fosters a strong connection between player satisfaction and developer revenue.

3) What does the article suggest regarding the possibilities and risks to the freemium model in future?

The article suggests that the freemium model has proven to be incredibly profitable but raises questions about how game developers will use it to grow without alienating a large share of the gaming community. The possibilities for the freemium model include its potential adoption by traditional console games, with a suggested split between single-player games that require a flat fee and free-to-play multiplayer games. However, the article also acknowledges the risks and criticisms associated with the freemium model, particularly in the mobile gaming experience, such as accusations of being a money grab, preying on addicts, and leading to boring games. The future of the freemium model involves navigating these challenges to sustain growth and profitability.

Read this New York Times feature on freemium gaming and answer the following questions:

1) Why did Temple Run use the freemium model?

Temple Run adopted the freemium model because, after initially releasing the game for 99 cents, the developers noticed a decline in traction. They decided to make the game free, leveraging platforms like Free App a Day to promote it. The shift resulted in a significant increase in downloads and popularity. The free version of Temple Run monetises through in-app purchases, offering virtual items such as characters, backgrounds, and power-ups.

2) The bigger gaming studios like Electronic Arts used to avoid the freemium model. Why are they now embracing it?

Larger gaming studios, such as Electronic Arts, are now embracing the freemium model because of its potential for bigger profits. The success of games like Sims FreePlay, a freemium game from Electronic Arts, during the holiday season influenced the company's decision. Nick Earl, a senior vice president at Electronic Arts, mentioned that a vast majority of their upcoming games for iPhones and Android smartphones would be free, with options for players to purchase extras. The critical mass of quality freemium products and positive audience response contributed to this shift.

3) Why does Peter Farago suggest independent game makers benefit more from the freemium model than the major publishers like EA?

Peter Farago suggests that independent game makers benefit more from the freemium model than major publishers like Electronic Arts because the freemium strategy requires ongoing maintenance and a focus on live services. Smaller companies are better positioned to start from scratch, concentrating on releasing and maintaining freemium products. Farago characterises freemium as a "weapon against the establishment," implying that major publishers, which have traditionally relied on charging for games, might find it challenging to adapt to this model due to the structural changes it demands.

Electronic Arts

Read this Pocket Gamer interview with EA’s Amanda Schofield, Senior Producer on The Sims FreePlay at EA's Melbourne-based Firemonkeys studio. Answer the following questions:

1) How has The Sims FreePlay evolved since launch?

The Sims FreePlay has undergone significant evolution since its launch. Initially featuring basic gameplay with control over 16 Sims, a pet dog, and a career, the game has expanded over the years. The world now encompasses various life aspects of Sims, including marriage, children, diverse pets like dragons and fairies, and a plethora of locations for Sims to explore. The game constantly reinvents itself, introducing new content and features based on player feedback and changing desires.

2) Why does Amanda Schofield suggest ‘games aren’t products any more’?

Amanda Schofield argues that games, especially in the realm of free-to-play development, have transitioned from being standalone products to continuous services. Unlike traditional boxed products that are released and forgotten, free-to-play games like The Sims FreePlay require ongoing operation and updates. The shift to games-as-a-service means that developers need to maintain constant engagement with players, listen to their feedback, and provide regular updates to meet evolving player expectations.

3) What does she say about The Sims gaming community?

Amanda Schofield emphasizes the active and engaged nature of The Sims FreePlay community. She describes the community as always hungry for more features and content in the game. The developers focus on listening to the community's feedback, allowing them to shape the direction of the game. The diverse player base with different preferences and playstyles is acknowledged, and efforts are made to cater to various needs by varying the content and features offered.

4) How has EA kept the game fresh and maintained the active player base?

EA has kept The Sims FreePlay fresh and maintained an active player base through continuous updates and a responsive development approach. The game is treated as a service, with live operations requiring a team that operates differently from traditional development cycles. Regular updates, additions like professions, and addressing player preferences contribute to the game's longevity. The developers actively listen to the community, learning from their experiences, and adapting the game to meet evolving desires, ensuring sustained player engagement.

5) How many times has the game been installed, and how much game time in years have players spent playing the game?

The Sims FreePlay has been installed well over 200 million times, highlighting its popularity and success. A particularly impressive statistic is that players have spent a total of 78,000 years in the game. This metric underscores the enduring appeal and engagement of the player base, illustrating the game's lasting impact since its launch. These statistics could serve as compelling introductory points in an exam essay, demonstrating the game's widespread adoption and the significant time investment players have made in the virtual world of The Sims FreePlay.

Finally, read this blog on how EA is ruining the franchise (or not) due to its downloadable content. Answer the following questions:

1) What audience pleasures for The Sims are discussed at the beginning of the blog?

The blog discusses the emotional rollercoaster experienced by players of "The Sims 4," focusing on the central theme of players' ability to create virtual humans with personalities and ambitions. The game allows players to take complete control of these virtual lives, experiment with architecture, decoration, and landscaping, creating a unique and immersive experience.

2) What examples of downloadable content are presented?

The blog mentions the concept of downloadable content (DLC) in the context of "The Sims." DLC refers to new content for the game that is either purchased or downloaded for free as a separate add-on. The controversy surrounding DLC is highlighted, with some players expressing dissatisfaction, viewing it as content that should have been included in the base game.

3) How did Electronic Arts enrage The Sims online communities with expansion packs and DLC?

Electronic Arts (EA) faced backlash from The Sims online communities due to the release of expansion packs and DLC, notably "The Sims 4: My First Pet Stuff." This particular DLC was met with strong public criticism as players felt that certain furniture items seemed to have been removed from a set included in a previous expansion, leading to suspicions that the content was repackaged for additional profit.

4) What innovations have appeared in various versions of The Sims over the years?

Various innovations have appeared in different versions of The Sims over the years. The original game carved out the niche for "life simulation" gaming. "The Sims 2" allowed players to create multi-generational legacies, refining the concept of virtual families. "The Sims 3" introduced a hyper-realistic world with full access to every inch, and the latest instalment, "The Sims 4," brought features like the ability to travel between multiple neighbourhoods, download player creations, and customise gender options for increased diversity, all for free.

5) In your opinion, do expansion packs like these exploit a loyal audience or is it simply EA responding to customer demand?

In my opinion, the introduction of expansion packs and DLC for The Sims does not necessarily exploit a loyal audience but can be seen as EA responding to customer demand. While controversies arise when players perceive content as lacking originality or suspect repackaging, the overall success and popularity of The Sims franchise suggest that a significant portion of the player base remains invested and satisfied. Expansion packs aim to enhance the gaming experience, and whether they fully meet expectations or not, they demonstrate an ongoing effort to evolve and meet the diverse demands of the player community.

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