Header image

The Sims Social and Diesel have teamed up. What do you think?

After partnering with EA for a “Diesel Stuff Pack” in the Sims 3 on PC and Mac, Diesel has now come to the virtual, free-to-play version of the Sims: The Sims Social on Facebook. This cross-promotion sees Facebook gamers being give the chance to purchase just four new themed items from the game’s store, but they’re luckily all easy to find via a special “Diesel” tab in the marketplace.

As of this writing, there’s a bed, two chairs and an entertainment item available to purchase, and none of the items cost SimCash. Here’s a complete lineup of the goodies:

Diesel Single Seater
Costs: 400 Social Points
Must be built before use
Home Value: $900

Diesel Settee
Costs: 850 Social Points
Must be built before use
Home Value: $500
Fulfills sleep stat

Diesel Double Bed
Costs: 3,000 Social Points
Must be built before use
Home Value: $6,750
Fulfills sleep stat

Diesel DJ Turntables
Costs: 60,000 coins
Used in music skill tree
Home Value: $18,000
Fulfills fun stat

These items aren’t specifically listed as only be available a limited time, but we imagine that they’ll only be available for a few weeks at most. We’ll make sure to update you if we find out more about a specific expiration date, or if more Diesel items are added in the future. Stay tuned!

The much anticipated Hippie Van Project Item should be with us this week on Thursday 14th June when Hippie Week brings peace and love to Littlehaven and the whole of The Sims Social universe. At first we believed that the Hippie Van would hold up to four or five stages but we’re glad to announce that it won’t be that high but it will still require lots of Ingredients in order to complete its three stages.

The Blossom Combivan will hold a maximum of 47 Mastery Levels which we expect will need to be completed within one week. The Blosson Combivan will be available for Free and can earn you 57 Simoleons profit when Inspired via its top ‘Open For Business’ Mastery Level. The Ingredients needed to complete the Hippie Flower Blossom Combivan are listed below:

STAGE 1

Free The Weeds – N/A
Collect Moss – 2x Love, 2x Muse
Tackle The Inside – 2x Dreams, 2x Goodwill
Recycle Wheels – 3x Hammer, 3x Love
Clear Away Grass – 3x Dreams, 3x Muse
Salvage Curtains – 2x Flower Petals, 1x Happiness, 2x Dreams
Fix The Bumper – 3x Flower Petals, 2x Happiness, 3x Entertainment
Clean Dirt – 4x Flower Petals, 4x Happiness, 4x Soapsuds, 1x Butterfly

STAGE 2

Fix That Door – N/A
Cover Her Up! – 2x Nails, 3x Love, 2x Flower Love
Shine Her Up! – 1x Butterfly, 1x Buzz, 3x Sponge, 1x Flower Petals
Add Rubber – 1x Butterfly, 2x Buzz, 4x Wrench, 1x Flower Petals
Perk Up With Colour – 2x Butterfly, 3x Buzz, 4x Entertainment, 3x Flower Petals
Getting Her Sight Back! – 3x Butterfly, 4x Buzz, 5x Flower Love, 4x Flower Petals
Adding Windows – 4x Butterfly, 5x Buzz, 5x Duster, 5x Flower Petals
Add The Badge! – 5x Butterfly, 6x Buzz, 6x Flower Love, 6x Flower Petals

STAGE 3

Open The Vent – N/A
Personalize! – 2x Bouquet, 2x Peace, 2x Entertainment
Add The Canopy – 3x Bouquet, 3x Peace, 3x Flower Petals, 3x Flower Love
Add The Shelf – 4x Bouquet, 4x Peace, 3x Goodwill, 4x Buzz
Add The Stall – 4x Bouquet, 4x Peace, 4x Dreams, 5x Flower Love
Pot The Plants – 5x Bouquet, 5x Peace, 6x Water, 4x Admiration
Open For Business – 7x Bouquet, 6x Peace, 2x Hype, 6x Hope

As a warm up to the revival of creationalist classic Sim City next year a new social edition of the original has been launched for Facebook. The forefather of app based games such as Cityville on the friendly website is now coming to show the kids how it’s done with a graphic refresh and new sharing and social features.

Announced at the E3 expo this past week, and in partnership with Maxis and Playfish, EA Games revealed Sim City Social which follows on from Sims Social and borrows some of its key elements as well as a new “friend or foe” system which allows gamers to play in co-operation with their mates or sabotage their creations!

“Every action has a reaction either between you and your friends or you and your city or you and your friends city, so it’s not only about visiting, using or giving your friends resources it can go beyond that. You can choose to be friendly with them or a foe with them, this relates to the things you can do to them, you can leave prizes, then there will also be events that will affect their city.” – says VP of Playfish Jami Laes.

Unexpected disasters from the classic Sim City such as tornados, nuclear reactors and Godzilla-like beasts on a rampage are expected which should provide a nostalgia trip when the game hits the social network. Amusingly Sim City was one of the reasons why PC owners were glued to their desktops in the early 90s. Combining these two addictive components should surely lead to success ahead of the new game’s launch next year!

I found this old piece explaining where the word Simoleons comes from. Interesting!

This bit of US slang for one dollar or money in general now sounds very dated, though it still turns up from time to time, especially in humorous journalistic writing. An example appeared in Fortune in 2003: “Today I make a respectable mound of simoleons at my business job, but they pale, evaporate, and dribble down the side of the countertop when compared with the simoleons Mr. Grasso has accrued in his years of faithful service.” The word was given a boost when it was chosen as the name for the currency in the simulation computer games featuring the Sims.

But it goes back a long way. What follows is a bit speculative, but fits what evidence we have. In early eighteenth-century Britain, the small silver coin whose proper name was sixpence was often slangily called a simon. We’re not sure why, but a plausible origin lies in the name of Thomas Simon, a famous seventeenth-century engraver at the London Mint who designed some new coins after the Restoration in 1660, including the sixpence. (A New Testament reference, to St Peter “lodging with one Simon a tanner”, led to the coin later being called a tanner instead.) Simon seems to have been taken to the USA and transferred to the dollar coin (the name is said to have been recorded in the 1850s). Having in mind the much more valuable French gold coins called Napoleons, some wit bundled simon and Napoleon together and made from it simoleon.

The first example I know of is from the Davenport Daily Gazette of Iowa in 1883, in a piece of mock-Biblical whimsy about the local journalists losing their press club to an upstart incoming dentist who offered their landlord more money: “The doctor spoke unto Mr. Thede, and did offer to him many fat simoleons and talents of gold and shekels of goodly silver, and Mr. Thede hearkened unto his voice, and the tones thereof were too canny for him.”

The Sims Social “Ask a developer!”

Questions Answered!
BEHIND THE SCENES:

What’s the process for developing new content? How long do you actually spend developing a new “week,” and how many people are involved?

The team meets every week to brainstorm features and content ideas. This group includes artists, developers and designers in order to combine as many weird and wonderful ideas as possible. We like to innovate to provide surprises but we also look at what’s proved popular in previous weeks and suggestions from players.

Once we have a long list of ideas, it’s up to the group who are working on that week to condense the list into an appealing set of features and content. The art team start with concept work to ensure the art direction is spot on. Once the art direction is finalised, the items are created and animated which takes 2 weeks.
Adding the art to the game and writing new code to support the features takes a further 2 to 3 weeks. And the new content will be in your hands shortly afterwards.

Having been a Sims fan for years now (Sims1) do some of your ideas for content come from some of the designers in the Sims world or are they from EA company and your self only, and where do you get the ideas for the different quest.

We work closely with the Sims team, and some of our content is inspired by the core games. The Ultralounge furniture range from March was based on content from The Sims 3 for example. Having said that, we do try to create custom experiences within The Sims Social that you won’t find elsewhere. The Dragon Tower is a good example of something unique. We hope Sims fans will play The Sims Social alongside the core game.

Does this game have an producer with a vision (direction) for it? If so, what is that vision?

We aim to keep Sims fans entertained and delighted with exciting new features every week. We’ve moved the gameplay from simply decorating your home with new items, to engaging quests and challenges.
On a less sexy, but equally important note, we’re working hard to ensure the game is stable and runs more smoothly than it has done in the past.

Are there more female or male on TSS team?

We have a diverse team, with over 20 nationalities represented. I’d say it’s almost a 50/50 split between boys and girls. In fact we believe we have one of the most balanced development teams in EA!

Would you give us a sneakpeek on how a design is made into a vector, and WIPs too!

Sure, here’s some upcoming content being created by the art team. What do you think we’re working on?
And here’s the concept artwork for The Dragon Tower, so you can see the design process:

What’s it like working for Playfish and The Sims Social? What’s the best part of your job?

The best thing is working with a dedicated and passionate team. It’s great fun working on a live title, because you get to release your ideas quickly and get feedback from millions of fans once they try them out.
The other cool thing is that everyone on the team has their own skillset and perspective on how to do things. We have team members who previously worked on big console titles through to small mobile games.
We also have an unlimited supply of bananas which are useful for those late evenings. Here’s our lead animator dressed as a banana. (It was his birthday after all!)

Self magazine Publisher Laura McEwen sits in her office in the posh Conde Nast building overlooking New York’s Times Square and does nothing but play video games for at least an hour or two a day.
She isn’t goofing off — she is doing market research for “Self Workout in the Park,” a video game she helped create to capitalize on the explosive growth of advertising in social games like the ones played on Facebook and other online networks.

Once on the fringes of digital advertising, social game ads are now the hip newcomer for Madison Avenue, with McDonald’s Corp paying for players to build restaurants in Zynga Inc’s “CityVille” game and Unilever-sponsored Dove spas popping up in “The Sims Social.”
The number of people who play social games has ballooned to hundreds of millions globally, meaning hundreds of millions of dollars in ad spending in games are up for grabs. Researcher eMarketer expects social game ad revenue to soar 80 percent to $672.2 million by 2014. Zynga’s $28.2 million in advertising revenue in the first quarter, more than double the amount a year ago, underscores the growth potential of social game ads.
Advertisers like the size of the audience, how they can target specific demographics and how users can spend several uninterrupted minutes a day playing a game.

Publishers such as McEwen also like how social games can lead to branded advertising opportunities. The Self video game allows for the magazine to sell advertising on virtual weights and treadmills, for instance.
“All of these things can be branded and new things can always be created to be branded,” McEwen said.
Giant consumer products company Unilever recently signed a deal to advertise a range of goods in Electronic Arts’ Facebook games. Players of “The Sims Social” game, which number about 16.4 million per month, can now stock their bathrooms with Dove soap or eat Magnum ice cream cones, earning rewards for using Unilever products in the game.

Unilever is also in talks with Zynga to promote Lipton products, according to Amanda Richards, the company’s Global Media Director of Refreshment.
She said Unilever, the No.2 global advertiser behind Procter & Gamble, has made social gaming a priority in its digital advertising budget because gamers can get directly involved with its brands, and they often do so by choice.
“The gaming space gives you a significant amount of face time with consumers because when you’re in a game, you’re pretty much not doing anything else,” Richards said.

EARLY DAYS

Overall, social game ad spending is nascent compared with other forms of online ad spending such as search advertising, which hit $15.36 billion last year, or banner ads, which generated $7.72 billion in 2011, according to eMarketer.
Social game ads are in their infancy and there is no industry standard for which to measure their reach. Conversion rates, or the rate at which people buy products they have seen advertised, are also low, according to eMarketer analyst Paul Verna.
Still, proponents of social game ads insist the results are there, just perhaps not in monetary form. Bounty paper towels was quite pleased with a campaign it had in an EA game called “Restaurant City” that generated more than 500,000 “likes” on its Facebook page, the company said. The growth potential of social game ads has caused small companies to sprout up along Madison Avenue to serve as conduits between brands and social gaming companies.

Mitchell Reichgut, for instance, left the big advertising agency world to start the Jun Group, a 30-person company focused on video ads. Jun Group has already placed video ads promoting Pinnacle Foods’ Aunt Jemima brand, Claussen Pickles and ConAgra products in social games.
Other agencies focused on video game ads include Appssavvy and WildTangent.
Media agency Mindshare has even hired a digital gaming specialist, Geoffrey Greenblatt, whose full-time job is to advise his firm’s accounts on gaming.
“Nearly all of our brands are involved to some extent and I only see it growing as they increase their spending in the space year over year over year,” said Greenblatt, who wrote a 125-page book on video game advertising that Mindshare gives to clients.
He predicted that advertising in mobile games that friends play together is the next growth area. One big move in that area was Ford’s “Word of the Day” campaign in Zynga’s mobile hit, “Words with Friends.” Players get rewards for spelling words that Ford displays in a banner ad under the game.
“That’s the first step and you’re going to keep seeing brands get more innovative in mobile,” he said.

The Sims Social has been offering a lot of extra content about the game, including details about one of this month’s themes: a pool party and automatically a pool for our Vacation homes in The Sims Social. And it seems like a fun thing too.

Community manager Lady Coconut said about the upcoming Pool Party in The Sims Social: “You’ll be able to expand your vacation home with an amazing swimming pool, which will offer diving, scuba and much more. We have some awesome features in the pipeline, but we don’t want to give away too much at this stage!”

Check For All The Latest TSS Freebies Here

The Sims Social has launched a Brand New Theme: Rock & Roll Week

The Sims are rockin’ out this week – 50′s style! Get ready to throw out some serious moves on the dance floor, serenade your sweetheart with some timeless melodies and uncover the identity of the hottest new boy in town! What are you waiting for? Let’s go, slick!

There’s nothing better than some old time rock’n'roll, so why not show some friends your guitar skills with ‘Parsley’s Classic Guitar’. This is a must have for any music skill lovers!

After a long jamming session why not serve up milkshakes to quench that thirst with ‘Mr Füd’s Classic Milkshake Maker’. In no time you’ll be dishing out some household favorite’s like Chunky Monkey and Apple Pie. Mmmmm!

This week’s quest is about helping Jessica find out more about the new hot boy in town! You’ll have to infiltrate some newly formed street gangs and ask around to see who can dish the dirt on this mysterious young man! Complete this quest and you’ll receive a super cool retro poster.


New Project Item & Collections

This week’s project item will have you dancing into the night! Build your very own retro jukebox. Not only is it the coolest looking music skill item around, it will also add 25K to your house value! But wait there’s more! Completing the jukebox will also reward you with an exclusive ‘Parsley’s Woohoo Me Tender’ vinyl record, which is the first part of this week’s three-piece collection!

The second part of the collection is the ‘SimPhonic Compact Radio.’ This item can be purchased in the store for simoleons and has that timeless look and feel.

The final part of this week’s collection can be obtained by completing this week’s quest “Ganging Up”.

Gathering these three items will reward you with ‘Slip’n'Slide Skates’ that will double your Sims speed!

Don’t worry if you feel that time is running out to complete the Zen Garden, The Sims Social has extended the Quest by 3 more days.

The classic city building simulation is back, with a deeper simulation than ever and a fascinating new multiplayer mode

About 23 years ago, Will Wright and his team at Maxis software changed the course and meaning of video game design forever. They did it with Sim City, a brilliant urban sandbox simulator, which allowed players to construct their own functioning cityscapes, complete with economic, social and infrastructural challenges – and the odd natural disaster. The series has now seen four major instalments and sold many millions of copies. And now it is back, refreshed from the foundations up and ready to engross us once again.

Developed by many of the original team at Maxis, Sim City is built around the entirely new GlassBox Game Engine. Apparently, the name comes from the transparency of the system – for the first time, every pedestrian, every car and every building in the game is an agent, reporting in to the main simulation. This means players will able to work out by sight – rather than countless tables and menu screens – why their beloved utopia is quickly festering into an urban hellhole.

“Ocean Quigley, our creative director and Andrew Willmott, our lead architect, were both working on Sim City 4 and the technology just wasn’t there to support the massive simulation and the graphics they wanted,” explains producer Jason Haber. “Now they’re finally at the point they can make that game. We like to say, ‘you see it, we sim it’ – everything you see in the game is actually simulated.”
Forget the simulation at the moment, and appreciate the sheer visual appeal. Inspired by the YouTube phenomenon of Tiltshift, in which real-life cities are made to look like miniature representations, the world in Sim City has a slight scale model look to it – not cute exactly, but definitely bright and stylised. Teeny pedestrians wander the streets, each with their own specific goals and destinations; every car on the road is inhabited by actual sim drivers and sim passengers.

The very construction of the city is personalised in this way. Drag and drop a residential zone onto the map, and tiny trucks will turn up, filled with workers ready to build houses. When they’ve finished, For Sale signs go up and people move in. Build a power station and workers have to move in to start chucking the huge piles of coal onto the conveyor belt into the building. Everything is visible, everything works. Well, that’s if all is going well.

To spot problems, the game allows players to place a number of different analysis layers over their map. Choose electricity for example, and red lines running along the roads through a neighbourhood means that this area has no power. Similarly, if you want to place a fire station on the map, choosing the fire layer will show which areas will be covered and which won’t depending on where the station is positioned. From here, you can either build new utilities or upgrade the ones you have, perhaps fitting your fire station with a bell to offer sims an early warning, or ram an advanced coal generator onto the side of your power station for extra oomph (and also extra pollution, of course).

There are visual cues about the welfare of your inhabitants, too. Switch on the happiness layer and each house gets a little emoticon, revealing the mood across the town. If things are really bad you just have to pan to city hall where you’ll find protesters marching about outside with placards. Again, it’s all about immediate feedback, doing away with the whole notion of tables and pop-up windows.

Elsewhere, there will be natural disasters, just like all Sim City titles, but EA isn’t saying what. Maxis has revealed however that you’ll get specialist NPCs coming in to town to instigate certain events. In our demo, we see a car with flames down the side, driving into town playing loud heavy metal. A shifty looking character gets out in front of an apartment building, and then next thing we hear is fuel sloshing about and a match being lit – hey presto, instead inferno for your fire department to deal with.
A key new feature, however, will be the multiplayer functionality. Groups of online players are able to build their cities in parallel with each other, creating whole Sim Regions. Cities within these conurbations will then need to compete for resources, but will also be able to co-operate, sharing workforces as well as good produced in their respective industrial sectors. There have been features a little like this in previous Sim City titles, but there’s apparently much more connectivity with the latest version.

“Everything you do influences other people in the region and the world as a whole,” says Haber. “You can compete with each other, finding out who has the most income or the biggest population, but at the same time you need to work together as a region. There’s a balance there. But we’ll be explaining more at E3.”

It will also be possible for lone participants to take over and run a whole region by themselves, building an enormous mega city, far larger than the 2000m x 2000m allowed for single towns. “I’m not going to say that’s crazy, but … it would be a lot of work,” says Farley. “It would be a really interesting way to play the game actually. I’m sure one of our QA guys will try it!”