Comments on: OFFICIAL LEAK: The Sims 4 Discover University (Description + Box Art) https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/ Sims 4 News and Game Guides Fri, 25 Sep 2026 00:33:00 +0000 hourly 1 https://wordpress.org/?v=4.9.8 By: Michael Fleck https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/#comment-748137 Thu, 07 Nov 2019 22:28:00 +0000 http://simsvip.com/?p=121770#comment-748137 Please give us Bands

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By: VikkiSims https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/#comment-748134 Thu, 07 Nov 2019 21:46:00 +0000 http://simsvip.com/?p=121770#comment-748134 I’d be thankful if you could not make assumptions like that. I’m very disappointed in TS4. 🙂 I’m just saying my opinion, speculating why they’re not adding burglars and giving ideas. I don’t think I said anywhere that I like TS4 or the lack of content.

Also TS3 wasn’t the first game to introduce fires, firefighters, burglars, cops, etc. And just a lot of things in general.

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By: LiloSS https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/#comment-747583 Mon, 04 Nov 2019 14:22:00 +0000 http://simsvip.com/?p=121770#comment-747583 That’s the issue. You never played Sims 3. If you did, Sims 4 would have disappointed you to the max.

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By: VikkiSims https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/#comment-746318 Wed, 23 Oct 2019 16:31:00 +0000 http://simsvip.com/?p=121770#comment-746318 Have you seen the trailer since your last comment? If not, do it! I’m almost a 100% sure that they’re not teleporting based on what we saw there. Phew. What a relief.

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By: Forest Ninja https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/#comment-746224 Tue, 22 Oct 2019 23:15:00 +0000 http://simsvip.com/?p=121770#comment-746224 That depends on whether you’re a scientist, or an entertainer. In the entertainment world, if you begin with complexity, then it will lead you into the fields of research, which will bring you to increasing depths of functionality, and knowledge. Science begins with empiricism, and simplest components of logic, which will lead you to greater complexity, as depth of knowledge increases. Only the scientist can afford to create your truly intelligent AI. Entertainment is necessarily shallow, and entirely derivative of the scientists’ contributions.

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By: Nero Gerosa https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/#comment-746162 Tue, 22 Oct 2019 18:51:00 +0000 http://simsvip.com/?p=121770#comment-746162 Some game designer on youtube said that complexity is the currency you buy depth with, and you’ll always try to get the best bang for your buck.

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By: Forest Ninja https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/#comment-746137 Tue, 22 Oct 2019 17:54:00 +0000 http://simsvip.com/?p=121770#comment-746137 “My question, more specifically, is how to make characters in a video game that alive, without having every second of game-play scripted so the game turns into an interactive cut-scene.”

One is entirely exclusive of the other. You either want an intelligent neural simulation, which can’t be developed, until physicists can accurately image human neural activity during cognition, or a scripted interactive cut-scene, which will never convince a human.

Games such as Crysis don’t look real, because it’s illegal to realistically simulate violence. Governments will not allow you to publish a simulation, which is so realistic, that children become emotionally bound to their virtual characters, or so intelligent that ownership/treatment of the virtual entity must be legally evaluated.

Again, what you’re suggesting is a new intelligence algorithm for entertainment, and there is no interest. You can’t convince the human without an intelligent algorithm, or a statistical database with such depth, that it predicts every possible response from the human. That’s impossible.

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By: Nero Gerosa https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/#comment-746079 Tue, 22 Oct 2019 16:24:00 +0000 http://simsvip.com/?p=121770#comment-746079 What I’m trying to find out how to do isn’t “How do I beat the Sims at their own formula” but “How do I make someone forget that those characters are only NPCs and don’t have actual lives of their own”
Using photo-realistic graphics usually isn’t enough. Look at Crisis. That Game has such high end super graphics, even to this day there’s basically nothing like it. Yet the Korean soldiers there, as well as the other American Soldiers are just as much NPCs as those in Castle Wolfenstein.
(I played neither, Only seen clips on Youtube. )
When I say Alive, I also don’t mean actually sentient or even sapient. (Though, in a video game, they might have to come somewhat close, thinking about all the weird things players come up with, and the NPCS are supposed to be able react to all of it…) I mean in the sense the vast majority of characters in Disney’s Frozen are and literally every character played by Kirsten Steward is not.
My question, more specifically, is how to make characters in a video game that alive, without having every second of game-play scripted so the game turns into an interactive cut-scene.
I appreciate your answer, and I will take notes from it, looking into the things you suggested, but I also had the impression you cidn’t understand the question correctly. Either that, or I misunderstood your answer.

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By: memories https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/#comment-746023 Tue, 22 Oct 2019 15:26:00 +0000 http://simsvip.com/?p=121770#comment-746023 It is a pleasure

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By: Forest Ninja https://simsvip.com/2019/10/18/the-sims-4-discover-university-leaked-on-the-microsoft-store-description-box-art/#comment-746017 Tue, 22 Oct 2019 15:21:00 +0000 http://simsvip.com/?p=121770#comment-746017 . If you want characters to animate and react in a human-like manner, then you'll need to study human emotion and culture, capture and/or dynamically calculate motion for animation of models, and develop an engine which can efficiently run processes on distributed/multi-threaded architecture, without delay, and while synchronizing multi-actor interactions - The Sims are animated independently, and each sequence must fall within a fixed offset, range, and time slot. Dynamic animation is very consumptive and code-heavy.   Your work should begin with human behavioral studies, and requests for feedback regarding personal interests which are of most relevance to the features of your simulation, but you should also consider candidates who are educated in Drama/Stage Performance, Psychology, and Philosophy. It would be a mistake to blindly create a "stereotype simulator," then spend infinitely on modeling and marketing, while consumers find nothing relatable within your content. If your only interest is accuracy of motion, then there are plenty of devices and APIs which can be used to capture and simulate human motion and/or newtonian physics, but players will want their characters to have personaities which relate to their own experiences. The key element is intellect, and you'll eventually discover a cultural paradox, which mandates a choice between content depth and inclusivity.   A living character should accelerate within the range of norms for average physique (use motion capture), react to forces (hair, clothing, limbs, think ragdoll physics + nvidia hair), exhibit emotional and physical tendencies, store and react to memories, react to objects and events in a sane manner. Obviously, you should also consider the current state of entertainment industries when deciding on model resolutions and texture quality, since common experiences will affect the consumers' perception of your work. PC gamers who are accustomed to the 'ultra experience' will never appreciate anything which looks and feels like it was written for android tablets, and I'm sure most simmers will all agree that The Sims 4 didn't meet anyone's expectations for model quality.]]> Your questions can be answered easily, but you’re suggesting a new intelligence algorithm for entertainment, the costs and intellectual requisites, for which, would be extreme, since there is no framework, and no one has accurately defined or quantified intelligence (the best algorithms perform statistical analysis, and can only predict an outcome based on data which has been captured during previous attempts. In human terms, repeated suicide, until success, which is not intelligent). The Sims engine is as close as you’ll get to autonomous selection, without exceeding the limits of high-performance consumer hardware, and inclusivity is always a high priority for entertainment.

 

“What does a competitor game need?”

There’s no objective answer, and it should obviously include as much of what consumers are demanding, as possible, or they won’t pay for it. Try looking at all of the compaints in The Sims 4 forums, and on twitter #stopEAabuse #EAListen, especially any regarding base content for The Sims 4 vs previous versions.

 

“How do we make a character in a videogame feel alive?”

This is where independent developers fail entirely, especially those who begin with the intention of telling the members of a competitor’s community that version one of their product will be published with FeatureBuffetâ„¢. If you want characters to animate and react in a human-like manner, then you’ll need to study human emotion and culture, capture and/or dynamically calculate motion for animation of models, and develop an engine which can efficiently run processes on distributed/multi-threaded architecture, without delay, and while synchronizing multi-actor interactions – The Sims are animated independently, and each sequence must fall within a fixed offset, range, and time slot. Dynamic animation is very consumptive and code-heavy.

 

Your work should begin with human behavioral studies, and requests for feedback regarding personal interests which are of most relevance to the features of your simulation, but you should also consider candidates who are educated in Drama/Stage Performance, Psychology, and Philosophy. It would be a mistake to blindly create a “stereotype simulator,” then spend infinitely on modeling and marketing, while consumers find nothing relatable within your content. If your only interest is accuracy of motion, then there are plenty of devices and APIs which can be used to capture and simulate human motion and/or newtonian physics, but players will want their characters to have personaities which relate to their own experiences. The key element is intellect, and you’ll eventually discover a cultural paradox, which mandates a choice between content depth and inclusivity.

 

A living character should accelerate within the range of norms for average physique (use motion capture), react to forces (hair, clothing, limbs, think ragdoll physics + nvidia hair), exhibit emotional and physical tendencies, store and react to memories, react to objects and events in a sane manner. Obviously, you should also consider the current state of entertainment industries when deciding on model resolutions and texture quality, since common experiences will affect the consumers’ perception of your work. PC gamers who are accustomed to the ‘ultra experience’ will never appreciate anything which looks and feels like it was written for android tablets, and I’m sure most simmers will all agree that The Sims 4 didn’t meet anyone’s expectations for model quality.

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