![]() ![]() What ends up happening? Not only did you wait really really long for your entire order, but because things cook at different times your apps are cold and your ice is melted. Picture being hungry, and it’s been over two hours and you get your drinks, apps, entree and dessert all at the same time. If you were to take a waterfall approach, (all functionality at once) you’d order and thing are prepared but only brought to the table once EVERYTHING is ready. With an MVP approach you order and you get your stuff as it’s ready: drinks, apps, entree and dessert. But you need something functional first.Īnother way of thinking of MVP is like ordering at a restaurant. Then you can upgrade to central heating, or smart lights, etc. You get the core components that make a house livable (walls, roof, running water, basic furniture etc) and incremental steps allows them to adjust the final picture according to the reaction.īeta testers validate the MVP is actually functional.īaking a cake might be the wrong metaphor. I also suspect the Sims team knows that the community is very. I was a CS major, and I quickly figured out getting each step of a project working and then moving onto the next was significantly easier than hammering out the entire thing and then trying to fix everything. When there's less new code, there's less areas you have to look at for the problem. When a new bug occurs its either a problem with the new code or the interaction of the new code with the old code. (Like making sure that at least bunk beds function before trying to loft).Īlso, incremental steps can make bug fixing a bit easier down the road. It gives them a chance to ensure the base is stable before building the rest of the structure on top of it. From the blog post it sounded like they were implementing more in the background to ensure that the new system has a base. Uncontrolled Sims do not complete wants.This is how I interpreted it.Sims will gain or lose weight and muscle mass depending on how much they eat and how much exercise they get.Sims will age and eventually die of old age depending on the player's chosen game options.Sims may get engaged or married, but only after asking for advice from the player's Sims.Sims may start new careers, retire from them (if they are elders), or quit them.Family-oriented Sims are more likely to do this, noncommittal Sims are much less likely, and Sims who hate children will never do this. There are options available to set whether random events happen to every household, only ones that have not been favorited by the player, or on a household by household basis. ![]() Referred to as "neighborhood stories", random events will happen to unplayed Sims without the player's input, but they may also ask the player's Sims for advice, which will influence the outcome. ![]() However, a limited version was added in patch 121, and expanded in patch 125. Story progression was not included in the initial release of The Sims 4. Neighborhood stories options in Manage Worlds. This can also be turned off since the Supernatural update. This may also be turned off since the Supernatural update.
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