Mia576 wrote:A user on ModTheSims has noted that the latest issue of PC Gameplay magazine (a Danish magazine) has an article with some new Sims 4 info. While there aren't any scans at the moment, they were kind enough to share what's new:
McNum wrote:It's told as seven anectdotes from people on the The Sims 4 team.
Lyndsay Pearson mentions her first Sim died in a fire while making breakfast in The Sims 1, which is what got her hooked on the game. She also highlights the Sims Community that surrounds the game as a major part of the series' success and that she hopes to read many new stories about how people play Sims 4 when it's out.
Albert Truong talks about the difficulties of transitioning sketches to 3D models, like how it's tricky to make an animation where a Sim touches its own face due to how malleable a Sim's face is. Also shows off some concept art, in black and white, of the Southern US style areas.
Jill Johnson, after getting the OK from a PR guy, shows off Create-a-Sim, which is pretty much what we've seen. You can grab and pull parts of a Sim's body to change it, going from subtle to Dumbo ears.
Goopy Rossi talks animations. How he's recorded people in the office to get a feel for how people do things. The example given being that if two Sims are talking and a third joins in, they'll just slightly rotate their upper bodies to include the third Sim, but if a fourth joins, they'll shift positions to include that Sim. Also he has a plea for us: Don't use the fast forward button TOO much as the animations are really neat.
The Build Mode stuff I mentioned comes from Aaron Houts. In Sims 4 we are still only able to make straight or diagonal walls, though. The whole "move an entire room" thing isn't realistic, but in this case, user experience trumped realism. Also, just caught this one: "...the three possible floors of the house...". So, buildings are three floors tall in The Sims 4. Isn't that one lower than Sims 3?
Grant Roderik talks Sim emotions, like how different emotions can give new options or block out others. Like a depressed Sim wont be able to flirt, but may make an awesome painting. That kind of thing.
And finally, Robi Kauker talks sound design. He mentions that it takes about a month for the voice actors to be able to speak a convincing Simlish, and that while the Sims may use the same words for certain things, the tone and pronunciation will change depending on emotional state. Which is where a lot of the 500.000 sound files come from. Very subtle variations of the same lines in Simlish.
That's pretty much the gist of it. I'm not entirely sure how much of that is NEW new, but that's how they did it.
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