Overview of The Sims Online
May 4, 2008I remember when TSO was first announced. As a big “The Sims” I was excited to hear it was going MMO. Back then, no real details about the game were released, but I could simply imagine how well it could do. I even bought the “charter” edition when it was finally released. Sadly, like everyone else I was highly disappointed to find out it was little more than a glorified chat room. As Nick said, it was apparent to me after playing for only 15 minutes that it looked like they had started to make it and then simply abandoned all the really amazing features that would have made it truly great.
Here are some of the things that I had been anticipating, but of course never made it in:
1) Properly done homes - The comparison between Second Life and The Sims Online has already been brought up. What I had anticipated was something of a mediation. In The Sims you have a limited pallet of objects to use in the game, though expansion packs were released with more objects as time went on. This would eliminate the SL problem of ‘huge flashing sighs’ and so forth. It also would have been a perfect opportunity to have TSO just like TS where expansion packs could be released for more objects, clothing, etc, and be more of a money maker for them. Also, the scripts and everything in SL can be eliminated by simply not allowing custom content. That might have been the HUGE draw of the original Sims, but I think it’s an acceptable price for a smooth running MMO. The only thing is that you HAVE to make up for that by constantly including new items. They started at first, but it slowed down till I think they stopped. Not too sure as I quit long before it went belly up.
2) Cities - One of the wonderful things they could have done is pre-populate the cities, complete with businesses, parks, landmarks, NPCs etc. This would have created a sense of community while giving people things to do. They had the cities, but pretty much it was just player housing (if I remember correctly). Nick is right in that you need to have landmarks. If they had made the “downtown” area then had player housing more like the suburbs it would have been much better.
3) Businesses - It would give people actual uses for skills other than simply hammering out gnomes in someone’s home/sweatshop. It could have been done in a way like puzzle pirates: place an order, then people who work in the shop can work to ‘create’ the order. People could also then work the shop to create access so people could buy off the shelf rather than just place orders and wait for someone to fill them. TSO started off in the right direction with the work benches and whatnot, but they left it at that. More variety was needed, but never implemented.
4) NPCs and/or Solo Play - Another thing that would have been good is putting in NPCs for people to interact with. Yes, the whole idea that the only people in the game are other players, but it can create a vacuum. One of my big problems with SL is that very same fact. My experience with MMOs (EvE, WoW, LOTRO, SL, TSO , COH and more) is the importance of not only multiplayer activities, but solo play. You need that balance or you get this situation: You login and make friends. Later you log in and your friends are offline. Bored, you log off. One of your friends log in, and they don’t see anyone on, so they log off. The cycle repeats until people just get bored and don’t log in.Ok.. That’s all I can think of for now.
Posted May 2, 2008 1:04:17 PM | link
All in all, I really wish TSO had been actually finished rather than given up on before it was out the door.
Posted by Lethann Blackflag