Monday, March 2, 2020

Videogames: The Sims FreePlay part 2 - Industries

Videogames: The Sims FreePlay part 2 - Industries

The second aspect of our in-depth case study on The Sims FreePlay focuses on industries.

We need to know how videogames are regulated and also the companies behind the game. However, the most significant aspect of this concept is the 'freemium' model that The Sims FreePlay uses.

Notes from the lesson

Regulation: PEGI
  • The videogames industry is regulated by PEGI – Pan European Game Information.
  • In the UK, the Video Standards Council is responsible for regulating game content. In 2012, PEGI was introduced to UK law to make the age ratings legally enforceable.
  • It is illegal to sell games to people below the age of the rating.
  • The Sims FreePlay is rated 12+ due to mild references to alcohol, sexual content and similar adult themes.

Electronic Arts
  • The Sims franchise is owned by Electronic Arts (EA), a huge name in the videogames industry.
  • The Sims FreePlay was developed by Firemonkeys Studios, EA’s Australian subsidiary.
  • The franchise was originally developed by Maxis after EA acquired the company.
  • EA is famous for big-budget console games such as the FIFA series but has moved more into mobile gaming in recent years.

The 'freemium' model
  • The Sims FreePlay uses the ‘freemium’ model – free to download and play but with in-app purchases. 
  • Although initially more popular with smaller, independent game developers, the freemium model is now a huge revenue generator for major publishers like EA.

The Sims FreePlay - Industries blog tasks

Create a new blogpost called 'The Sims FreePlay case study part 2 - Industries' and complete the following tasks.

Regulation – PEGI

Research the following using the PEGI website.

1) What is the VSC and how does it link to UK law?


In 2012 the PEGI framework was consolidated into UK law and the VSC was designated as the statutory body answerable for the age rating of computer games in the UK utilizing the PEGI framework. 

2) Note down the key statistics on the homepage.

12,000+ Games Rated, 8000+ Apps appraised, 1987 Number of Member Outlets, 30 Years in Operation. 

3) What is the purpose of PEGI?


They supply nitty gritty buyer data encompassing the substance of the game and what is highlighted. This enables the buyer to know whether the game is fitting for their age segment. 

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


Ages 3, 7, 12, 16 And 18. The higher the age the more grown-up content, for example, brutality, swearing, medicate misuse, sexual substance. 

5) Scroll down to look at the ‘How games are examined’ infographic. What is the PEGI process for rating a game?

At first a game maker rates the game themselves. Anything from brutality to harsh speech to sexual substance must be observed before applying the PEGI rating. The game engineer at that point sends this application with confirmation of this substance + a duplicate of the game so every one of these things can be checked thus that anything that could have been missed or misconstrued can be found and added to the rundown. The game is then stamped again and put out available to be purchased.


The ‘Freemium’ gaming model

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

1) How does the freemium model work?

The run of the mill freemium or allowed to-play application is a free download that utilizes in-application buys to deliver income instead of charging a level expense for the application. Some freemium applications are basically advertisement bolstered applications that offer an in-application buy to cripple the promotions, while different applications and games utilize an increasingly convoluted income framework using in-application buys. 

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


As it could be misconstrued, as the in application buys could stop individuals playing certain parts of the game due the sum it costs, anyway this additionally implies individuals are less disposed to paying for games that cost cash which will detrimentally affect games later on. 

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


Since a game that appears to be to some degree great, will require a player to go through absurd measures of cash through continually refreshing the game and handing out better substance which will be overrated importance it is extremely unlikely a player can keep up without going through any cash. 


1) Note the key statistics in the first paragraph.


70-80% of the $10billion in iOS income is from in-application buys 

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

Engineers need their players to continue playing their game and not get exhausted so they ensure they are normally refreshing their game and including new adaptability. This urges players to put more in the game, acquiring more benefit for designers through in-game buys. 

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

Game engineers may wind up under more examination encompassing how away from reason of their games are - more youthful gamers may incidentally buy applications without knowing. 

Designers may ignore the nature of the free/standard level substance which would prompt exhausting games.


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

1) Why did Temple Run use the freemium model?

The underlying arrival of Temple Run offered the game for 99 pennies on the application store and this implied it wasn't as effective as the engineers had trusted. Nonetheless, in the wake of evacuating the cost and advancing the game on 'Free App a Day', the game got a colossal measure of ubiquity. Altogether there have been more than 40 million downloads and at any rate 13 million individuals play the game once per day.

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


Game designers may make individuals confounded on how away from reason of their games are - more youthful gamers may incidentally buy applications without knowing. Additionally engineers may ignore the nature of the free/standard level substance which would prompt exhausting games. 

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

It will be simpler for autonomous game creators to begin without any preparation and afterward produce freemium games at an exclusive requirement and afterward keep up this standard. Huge media distributers like EA would need to totally change their methodology so as to make the freemium model work.


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 specifying encompassing the unpredictability of each a Sim's development and way of life is mind boggling. The Sims Freeplay is a case of the entirety of the dreams that can be transformed into a reality by means of this game. 

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


Games aren't items since they are currently manufactured and based around an organization between the gamers and the game engineers. 

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


She expresses that they are 'exceptionally dynamic and constantly hungry to see more highlights and substance in the game.' 

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


The game continually reexamines and plans itself around the changing wants pf the players and the focused on crowds. The crowds feel a feeling of individual distinguishing proof with the vision encompassing the world that they have made; in this way are probably not going to desert this. 

5) How many times has the game been installed and how much game time in years have players spent playing the game? These could be great introductory statistics in an exam essay on this topic.

There have been 200 million introduces of The Sims FreePlay to date +78,000 is the measure of game time in years players have spent in the game

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?

That it is a 'genuine reproduction' - redirection' great story of affection and catastrophe' - the speculation into the establishment and the lives of the characters that are made 

2) What examples of downloadable content are presented?

New attire or furniture just as DLC content dependent on motion pictures (Star Wars Battlefront II) 

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


They expelled a great deal of the substance that commonly ought to have been remembered for the game and made it accessible as downloadable substance - prepared for procurement. 

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

Throughout the years, The Sims has thought of numerous advancements. These range from 'Seasons' to 'College life' to 'Pets' to 'Get acclaimed'. It is intriguing to take note of that these are everything part of ordinary regular reality yet when The Sims make a development or game pack identified with these, they get gigantic help and gamers love them. This can be connected to postmodernism and hyper-reality. 

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

I for one feel that while EA responds to client request and need their players to be cheerful, they are eventually a significant aggregate whose point is to make a benefit. Subsequently, they regularly wind up discharging new DLC that disillusion their clients. A case of this was "The Sims 4: My First Pet Stuff."

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