4 Sims Mobile

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Alexandrie Gallup

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Aug 4, 2024, 1:29:25 PM8/4/24
to downnessiefrer
Thankyou i will but i'm not sure what to do as the advise given was followed and made no diffirence. Unless i misunderstood what was said. I merely hoped someone here had perhaps had a similar thing happen to them and could help.

You should send in a Help Ticket from your in-game account. Advisors need mobile players to do this because in-game mobile tickets bring through needed details. Contacting by any other method will only delay support and you'll be asked to go back and send in an in-game help ticket. Also worth noting that sending in help tickets from the mobile in-game account ensures the tickets go through to the mobile advisors directly who'll be far more informed.


The Sims Mobile is a life simulation game based on The Sims 4 for Android and iOS, published by Electronic Arts and initially developed by Maxis.[1] It was announced on May 9, 2017, and was released on March 6, 2018.[2][3] It features a multiplayer component and includes story elements.[4][5]


On January 29, 2024, EA announced that The Sims Mobile would no longer receive new events or content updates, but instead receive re-runs of past updates and events, and the online servers will remain active.[6]


In The Sims Mobile, players are able to create unique Sims with the in-game character creator (Create-a-Sim), build houses, start families and control the lives of their Sims.[7] The game introduces multiplayer elements, as players can 'interact with other players' Sims by attending their parties, tapping on an NPC (non-playable character), or rating their Sims as through a sticker system.[3]


Similarly to previous mobile games in The Sims franchise, energy is used when players take actions with their Sims. Energy can be restored through SimCash, which is earned through in-game quests and micro-transactions. SimCash can also be used to purchase certain premium clothing and furniture options in the game.[8]


Unlike its predecessor The Sims FreePlay, The Sims Mobile offers a closer experience to the PC series of games. There is a focus on telling stories through Sim's actions, chosen by the player as their Sims go through their career or make relationships. As Sims play through these stories, they are able to level up and unlock new cutscenes. Advancing stories may also unlock new furniture or clothing items.[9]


On May 9, 2017, the game was available for testing on the App Store and Google Play in Brazil.[10][11] On March 6, 2018, The Sims Mobile was launched worldwide,[3] but Hong Kong, Mainland China and other parts of Asia were not open for download.[12]


Common Sense Media gave the game 3/5 stars, describing it as an "Energy-based life sim" that is "progress purchase-dependent".[16] The Verge praised the game, declaring: "Maxis has successfully pared down a very full series into an accessible, easy-to-play game for your commute or bedtime routine".[17] Kotaku complimented the timer and energy meters and praised the relationship mechanic.[18] Shacknews criticized the timers and the micro-transactions, saying : "As it stands, unless you're really jonesing for a Sims fix while on the go, there isn't much of a reason to let The Sims Mobile insult you by peppering you with its seemingly endless barrage of microtransactions".[19]


Upon its release, The Sims Mobile topped the App Store.[20] During its four months release, The Sims Mobile generated a total of US$15 million.[21][22] As of July 2018, the game generated between US$20 million and US$25 million.[23][24]


Everyone knows The Sims. The sandbox life simulation has not only defined its own genre but counts among the top-selling game series ever and all major platforms. After four major releases on PC/consoles and countless DLCs, EA and Maxis came with a sequel to a 6-year-old Sims FreePlay, which has racked up close to 300 million installs and over 300 million in IAP bookings (source: Sensor Tower)


The Sims Mobile launched globally in early March 2018 after a long and tumultuous soft-launch, during which massive changes to the game mechanics were made. Yet despite the fantastic visuals, long soft launch and the support of an internal benchmark, Sims Mobile tumbled down. It took less than a month for the 6-year-old Sims FreePlay start outperforming the sequel in terms of revenue despite the fact that Sims Mobile daily installs were over four times higher during the same period of time.


It would be easy to make a case, based on numbers, that launching sequels on mobile is not the way to go about it. After all, there are more than enough warning examples. But the Sims Mobile didn't fail because it's a sequel. The game failed due to much simpler and obvious reason: poor design that didn't deliver to what made the Sims a great franchise in the first place.


*Please remember that we love games. Our goal, as always, is to deconstruct what successful games do right and to understand what keeps other not-so-successful games from reaching their potential. We are all game developers and understand very well how hard it is not only to launch but also to grow a game. Build > Launch > Learn > Repeat!




The genius of the original Sims PC franchise lies in its approachability. It is easy to understand what is expected from the player and the Sim alike: The actions and choices are intuitive, learned from our own life experiences. The metrics of success do not have to be explained, because they are inherently ours: Make more money, get a promotion, get married. The franchise builds on our own fantasies about how we live our lives.


At the same time, the feedback to any action is visible and gives it meaning and progress. Tracking actions reward you for taking them while in real life these are not nearly as gratifying. For example:


This mechanic also builds an immediate next goal: Read books to level up your logic skill to get a better career. Talk to a person until their relationship reaches a high level, so you can get married and have kids.


All in all, the game is a great combination of actions the player can control and those the player has to respond to. Regardless of your story: freedom, feedback, and intuitive goals are the trademark features of the brand and the design principles on which the narrative is built.




Apart from the launch week, Sims Mobile has grossed less than it's almost 7 years older predecessor. Granted that Sims FreePlay is in a cash cow mode, where the majority of players has likely been playing the game for a significant time and are regularly spending.


What is curious to see here is that the installs for Sims FreePlay are now matching the installs of Sims Mobile. This increase in installs can be seen as an increase in the revenue of the legacy title. A sign that EA is potentially shifting its focus from the new Sims Mobile to the old and trusted Sims FreePlay.


To give the player a chance to act, each Sim also has energy that can be used to perform optional actions within the event to speed up the timer and finish earlier. Player chooses the actions through interaction points that are only available during the event.


Clothes and cosmetics for your Sims are different than decorations. These cost Simoleons (soft currency) or hard currency and add to your overall Vanity level. Most clothes and cosmetics do not have a game effect.


To get clothes with in-game effect players have to go to a special design that will generate random - and very unique - clothes. These clothes give a boost for an activity and usually highlighted with a particle effect.


You can throw and visit thematic parties (wedding party when you get married, music party when you play guitar as a hobby etc.). These happen in parallel with other players. While the actions you perform are asynchronous (and act same as actions within an event), you do have some option to interact, such as a real-time chat with all the participants.


While the first part focused on visible systemic changes that were introduced to streamline the game for f2p and mobile, in this part I will talk more about design under the hood in order to get to the answer for our initial question: Why is the game not performing well.


The player is therefore left with limited motivation to purchase furniture. The only game accepted push to decorate comes from the need to improve their vanity. Dropping stats and gameplay impact from furniture for the sake of a simplified experience cuts a major value of the experience.


Through this, the motivation to progress becomes extrinsic since the choice of what happens next has been taken away. There is no surprise, no option to grab the steering wheel and have a fight in a romantic relationship. Pursuing achievements also takes away the option to play freely: Instead of playing what I want, I play what I want to complete, creating a detachment to my Sim.


The removal of the nurture aspect has a huge impact both on the system and the player. It takes away natural onboarding and therefore complicates a relationship you could have built to your characters. It reduces the internal motivation by making the play aspect insignificant.


By attaching story progression to events only, the game builds a pre-set habit of collecting rewards, assigning events and leaving the session. A player never builds up a connection to their Sims which is not healthy for long-term retention.




Even when this behavior is not technically in a way of playing the game, it shows that energy is designed and implemented into other systems only for gating and pacing: It only really starts to matter if you push for event completion in a given time (in live operations for example).


In Sims Mobile, the progression works differently, and far less intuitively. Playing events unlocks pieces of furniture that discount the timer on quests: at the same time, regardless of your progression in the game (player level) and in the story (career level), your rewards stay similar:

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