How would you guys feel about something like this? Say that your sims can change/gain traits because of their actions, kinda like parenthood. For example, if your sims read so much they can gain the bookworm trait over time, or if they stopped playing games for a very long whilel/stopped doing any other activities and interactions related to the geek trait they can lose, they start feeling tense when they first stop but after a while they just lose interest. So you start with an evil sim but you can turn them good during gameplay by your actions and to make it more challenging they can lose some progress if they do evil things automansly. It can work the opposite way too, good sims can turn evil. Or if you take a sim that hates the outdoors out a lot they wont necessarily start to love it but they can slowly get somewhat used to it and wont be as uncomfortable as they were in the start.
Another way is sims traits can get affected by who they befriend, so if your sim has a materialistic best friend that can rub off on them too, that doesnt mean they should become copies of their friends. It doesnt have to be every single sim that "works" like this, but maybe some of them can be more open to changes, or easier to be a little influenced by others. Any traits you dont want to be ever changed you can lock in place.
How would you feel about your sims personalities getting altered over time?
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The Parenthood character values come to mind, because at least there you can see where your sim is in terms of gaining a particular trait - but that system alone kind of shows how tricky this could get. I put very little effort into parenting my sims' kids and yet somehow they get the good character values just by performing everyday actions, meanwhile, if I want any of the bad ones, the only way I've been able to achieve them was through cheating. So the calibration would have to be done really carefully!
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Anyway, I would definitey like Sims changing their traits over time, but I wonder if it changing just be gameplay could get frustrating. Unless they also implemented a switch to activate or deactive the feature by ticking a box ('Make traits static'). For example, sometimes I play townies just for a while to move them into a house or have them run a restaurant for a while. I wouldn't want their traits to change just because my gameplay with them is always very focussed on reaching one or two goals as quickly as possible.
https://forums.thesims.com/en_US/discussion/956513/netz-a-porter-outfits-ready-to-wear-for-your-sims-no-cc-required
Twitter: NetzspannungTS
we all try ...
Personality,depth,humor,consequences,lore,customization.
https://forums.thesims.com/en_US/discussion/956513/netz-a-porter-outfits-ready-to-wear-for-your-sims-no-cc-required
Twitter: NetzspannungTS
we all try ...
I do this constantly, because I miss a system like that in-game. I need character arcs.
I very much agree with OPs idea as a concept.
To make it work as an autonomous feature, I believe the personality traits need to be part of a different system that manages character-arc mechanics and would be heavily influenced by the choices a character makes and the relationship they have with others sims. But for this to work in a nuanced way, the relationship/emotion system requires a complete overhaul and a well structured memory system needs to be in place in order to support all these mechanics.
So...are we talking about a different game here? Unfortunately Maybe.
I do believe @Netzspannung’s Therapist idea would work best for TS4’s engine. Although user directed, it’s potentially the best way to alter personality traits through some kind of meaningful gameplay.