This is entirely speculation though. Who says Maxis was forced into their Sims/Simcity decisions? The DRM on The Sims was really only one part of the game's problems -- are we going to blame EA for the small city sizes and traffic routing problems as well?
Most of the DLC nonsense with The Sims was only the natural extension of what they'd been doing for over a decade prior with 10-20+ expansion packs per game - not that that makes it right, but they've simply had the same perogative on that stuff for a decade now.
Who do you think was in control, of when the game was released? The people developing it, who said, this isnt ready yet, we need more time to fix these problems!' Or the publisher who already had a strict and huge marketing plan laid out?
Protip: Unless you are working for recent Nintendo, its not the developer.
"This is an age-old software development issue: reasonable scope on a reasonable schedule," says Keith Fuller, an experienced developer and production consultant who spent over a decade working on Activision projects like Jedi Academy, Quake 4 and Call of Duty: Black Ops before going independent. "Our ongoing inability to properly address it is rooted in leadership issues."
"Developers rarely get to tell Marketing 'We can ship it now, we fixed all the bugs,'" notes Fuller. "Rather, the marketing department will tell you when you're launching regardless of fixing bugs. If you want that arrangement to change, figure out how to sell millions of units without telling anyone your game exists."
"The last game I worked on as a studio dev was Call of Duty: Black Ops, and Activision's legal team would go into cardiac arrest if I shared with you how few months before launch that game was almost entirely unplayable," says Fuller. "That's due to the pressure of annual franchise installments and the competitive landscape."
Other ex-AAA veterans agree. "Teams are pressured to hit scope, schedule and cost goals up front that are unreasonable," says consultant and former High Moon CTO Clinton Keith, "Beyond a point, not even crunching helps."
"As a result of all this, the team releases an inferior game, which doesn't sell well and damages the brand," adds Keith, offering the chart embedded above as illustration. "The stakeholders/shareholders respond by applying more pressure to management, who then apply more pressure to development."
http://www.gamasutra.com/view/news/231661/When_big_games_launch_badly_Breaking_the_vicious_cycle.php