Number 0 E01 E02 E03 E04 E05 E06 E07 |
Title BASE GAME Get To Work Get Together City Living Cats & Dogs Seasons Get Famous Island Living |
CAS items 682 210 113 122 183 150 177 134 |
Buy/Build 1236 352 330 271 389 158 255 181 |
Worlds 3 1 1 1 1 0 1 1 |
careers 12 3 0 1 1 1 2 4 |
price $60.00 $39.99 $39.99 $39.99 $39.99 $39.99 $39.99 $39.99 |
value $0.03 $0.07 $0.09 $0.10 $0.07 $0.13 $0.09 $0.12 |
Number G01 G02 G03 G04 G05 G06 G07 G08 |
Title Outdoor Retreat Spa Day Dine Out Vampires Parenthood Jungle Adventures Strangerville Realm of Magic |
CAS items 74 50 25 72 55 41 40 TBA |
Buy/Build 81 121 124 130 88 168 98 TBD |
Worlds 1 0 0 1 0 1 1 TBD |
careers 0 0 0 0 0 0 1 TBD |
price $19.99 $19.99 $19.99 $19.99 $19.99 $19.99 $19.99 $19.99 |
value $0.13 $0.12 $0.13 $0.10 $0.14 $0.10 $0.14 $TBD |
Number S01 S02 S03 S04 S05 S06 S07 S08 S09 S10 S11 S12 S13 S14 S15 |
Title Luxury Party Stuff Perfect Patio Stuff Cool Kitchen Stuff Spooky Stuff Movie Hangout Stuff ROmantic Garden Stuff Kids Room Stuff Backyard Stuff Vintage Glamour Stuff Bowling Night Stuff Fitness Stuff Toddler Stuff Laundry Day Stuff My First Pet Stuff Myschino |
CAS items 41 12 29 37 27 19 30 25 27 20 12 29 20 34 TBD |
Buy/Build 12 32 23 33 34 32 41 39 41 35 29 23 48 35 TBD |
Worlds 0 0 0 0 0 0 0 0 0 0 0 0 0 0 TBD |
careers 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 |
price $9.99 $9.99 $9.99 $9.99 $9.99 $9.99 $9.99 $9.99 $9.99 $9.99 $9.99 $9.99 $9.99 $9.99 $9.99 |
value $0.19 $0.23 $0.19 $0.14 $0.16 $0.20 $0.14 $0.16 $0.15 $0.18 $0.24 $0.19 $0.15 $0.14 $9.99 |
Comments
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
Also, some items take more time for them to create than others so you can't just take the price and divide by the number of objects. For base game objects, they can just remesh, retexture and reuse the same interactions/animations, but new interactive objects require new programming and animations that take a big chunk of the pack's budget.
You also need to consider that not all new game play such as running a business in GTW, setting restaurant menus in DO, and creating holidays in SN are objects. These systems take time to program and take up a part of the pack's budget.
On this scale, Island Living, the second highest rated EP on the CPI (cost per item) index, clocks in between Spa Day and Parenthood - the two Game Packs I have so far, and a good deal less expensive than Perfect Patio, which was my first and so far only Stuff Pack, gifted to me.
I consider all of those money well spent, so on the basis of this scale, Island Living looks like a very good deal at its retail price. I was already leaning toward this as my first EP, and this is encouraging. Yes, I am reading all about the perceived shortcomings and bugs, as well. Even so.
I don't think the Island Living pack is a good deal just based off this simple calculation. If anything, the charts just confirms that the pack didn't have as much content as most of the others but it's still being sold at the EP price. One would have to add a weighted value multiplier for each item based on added gameplay and features/interactions to give a better idea of each item's value.
For example, there are 4 careers listed - I only remember three (what's the fourth?), but the diving and lifeguard careers are rabbitholes, while the conservationist career is active. I would give a higher weighted value multiplier to the active career over the rabbit hole careers.
I think it's better to read a lot of player feedback, what they like and didn't like, what has been added different from previous iterations, what has been omitted, as well as trying it out on trial or from a friend before considering buying the pack.
I'm glad I didn't pre-order it. When all the news came out about what they omitted and that it was suppose to be GP but packaged it as an EP with the EP price (GREEDY!), the new content or features weren't enough for me to want to buy it.
And interactive/uninteractive items make a major difference. Look at Cats&Dogs, there are tons of pawprint decals and similar clutter that is completely passive but pushes the number of items up a lot. I can imagine GTW and Get Famous have a lot of decorations as well. Seasons have lower item count but the weather is likely one of the most complex mechanics. Parenthood has a lot of mechanics in the character values and the events related to it. Etc.
I also like wandering the hills.