I don't know, I am so drawn with this idea. With any direction TSO heads in, really. You see, there are so many facets to the game that haven't truly been thought out. Over the years, we've only been playing fragments of a game - not an entire one.
We have spread out the population and game-play with so many of these 'ideas'. We've introduced Test Center, BetaVille, and Dragon's Cove, which have all spread out the population. We've introduced a rough design of a job system, introduced a rough design of shops/clothing, and really, a rough design with everything altogether. We have no incentive, however, to fulfill any of these 'fragments'.
For example, with jobs -- you can either physically be at your computer, clicking away trying to remain afloat on your quest to excel in the job tracks, or you can set your sim to can a few jams and leave your desk for a few minutes. What's shocking, is that for the most part, you make more simoleons while leaving your desk. Why, then, would people try to complete the job tracks other than nostalgic reasons? When it comes down to it, how many players both new and old would even want to bother with nostalgic motives? Not many.
You see, population really came down to everything in this game. It wasn't the features, or updates that kept this game afloat all these years. It's the people. MaxisLuc has realized wholeheartedly that this group of TSO players truly is exceptional. At this point in the lifespan of [a] game, normally with the set of circumstances we've been given, the game would have already been shut down long ago.
EA/Maxis failed to maintain the refer-a-friend program. They failed to remain consistent with an idea. They failed to doll out a properly structured game. They did, however, remain successful at conjuring the concept of the game as a whole - an online version. So many of us (if not all) remain extremely attached to the internet aspect of the game. Every month we dish out tens, if not more, to be among other players. THAT is the core of the game.
Had we still had a refer-a-friend program, we worked on a project in a linear fashion, this game would be soaring. We need to fix so many core concepts of this game, and I'm genuinely afraid it may very well be much too late, in the designing/staff sense. You see, in order to tie all of these incomplete ideas together, the game would require much staffing - we do not have that. Although Luc may be very driven behind this project, Will Wright/EA/Maxis may not be, for funding reasons.
We need to fix job tracks, we need to fix solo/group objects, we need to fix skilling, fix shops, fix the clothing aspect of the game, so on and so forth. Inevitably, we need to re-design the entire game. I'm afraid that we will not see any true success unless we finish these things first. Sure, bringing in custom content will drawn in many players, both new and old, but it can only last so long. The company can either hire many developers, fix the game how it should be, bring in custom content, prepare the game for new players, and see a long-term success, or they can have one developer bring new features, and see a slightly big boom only to see a downfall soon thereafter.
I genuinely hope they make the right decision.