Even if i'd want this, I think it has to do with the multi-tasking issues that ruins a lot of things that are otherwise possible. The routing issues would be a problem. It would be adorable to have though!
Well for heavens sake! They don't have to hold hands for life....just a few steps down the street. That would be at least realistic. And if they are doing anything else, they don't hold hands!
Just wanted to add that my irritation wasn't directed at @DaniqaSimmer - just EA's thought process! I would really love this interaction.
I remember reading about this before and it has to do with routing I think. @SimGuruGraham Did you maybe comment on that? Sorry if it wasn't you.
Not to say that it can't/won't happen. Things can change and it could be a matter of patience. Plum if all else fails, just have a sim phase through the held hands. They do that with cars and other sims already so why not?
I have no memory of this place. Time to start anew I guess
Considering they made a traffic system for the background, I'd think they could at least attempt to make a routing adjustment for doing things in pairs or multiples. One of the basic things in life is walking in groups of two or more. Jogging together. Holding hands with partners and children. It's a basic principle of everyday life and something simmers have been requesting since TS1.
Neatherless no Sims game has hand holding yet, but it would be awesome to see them in the future. Maybe in TS5
The biggest flaw is comparing one game series to another. Each series has its own engine and different possibilities.
For example, gta can do hyper realistic graphics but Sims series as of yet cannot as it Involves different stuff. Sims are different than npcs because they're constantly being simulated. That's why Sims 3 especially required rendering so much.
Even comparing Sims 3 to 4 isn't perfect as they both have limits.
Things like toddlers there's no excuse. But hand holding is different than other games due to routing multi tasking etc.
I'm guessing GTA has cars because it's about cars?? There's a lot Sims has that GTA or Fallout don't. But fundamentally, they're different creatures. And all of them are more than a laundry list of objects.
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Neatherless no Sims game has hand holding yet, but it would be awesome to see them in the future. Maybe in TS5
The biggest flaw is comparing one game series to another. Each series has its own engine and different possibilities.
For example, gta can do hyper realistic graphics but Sims series as of yet cannot as it Involves different stuff. Sims are different than npcs because they're constantly being simulated. That's why Sims 3 especially required rendering so much.
Even comparing Sims 3 to 4 isn't perfect as they both have limits.
Things like toddlers there's no excuse. But hand holding is different than other games due to routing multi tasking etc.
Planet coaster has routing too. Those npcs holding hands autonomously walk all round the themepark and pass by other nps. They shop at vendors, queue for rides and have to respond to all the other npcs doing the same.
Also don't forget it is a sandbox game so the developers will not have set predefined routes like in The Sims 4's fixed worlds; the player makes the park and the npc's A.I. is advanced enough to cope with this. These npc have needs. They eat and drink. They have to use the toilet. They respond to rides, the layout of the park and the facilities. They even respond to the price. Very complicated stuff and appropriate to compare to The Sims 4.
With regards to GTA, it has masses of cars and npcs simulated all at once and, unlike The Sims 4, these assets are not stuck to the ground with fixed animations as it has a real-time physics system in conjunction with collision detection. It's possibly a more complicated game than The Sims 4.
You can compare one game to another. A game's engine being different from another is no excuse not to compare games. The developer is responsible for the engine they decide to make their game with. If they use an engine that does not allow x feature, that is their fault. If such and such a game can do this, but this game can't, players are right to ask questions.
Games released at a high price point post 2014 are expected to be more complex than games even released a year earlier. They are expected to have a certain quality, complexity and modern features. If a game cannot do what its predecessor did; if a game is not as complex as other games released the same year as it at the same price, players are going to complain and ask why.
Neatherless no Sims game has hand holding yet, but it would be awesome to see them in the future. Maybe in TS5
The biggest flaw is comparing one game series to another. Each series has its own engine and different possibilities.
For example, gta can do hyper realistic graphics but Sims series as of yet cannot as it Involves different stuff. Sims are different than npcs because they're constantly being simulated. That's why Sims 3 especially required rendering so much.
Even comparing Sims 3 to 4 isn't perfect as they both have limits.
Things like toddlers there's no excuse. But hand holding is different than other games due to routing multi tasking etc.
Planet coaster has routing too. Those npcs holding hands autonomously walk all round the themepark and pass by other nps. They shop at vendors, queue for rides and have to respond to all the other npcs doing the same.
Also don't forget it is a sandbox game so the developers will not have set predefined routes like in The Sims 4's fixed worlds; the player makes the park and the npc's A.I. is advanced enough to cope with this. These npc have needs. They eat and drink. They have to use the toilet. They respond to rides, the layout of the park and the facilities. They even respond to the price. Very complicated stuff and appropriate to compare to The Sims 4.
With regards to GTA, it has masses of cars and npcs simulated all at once and, unlike The Sims 4, these assets are not stuck to the ground with fixed animations as it has a real-time physics system in conjunction with collision detection. It's possibly a more complicated game than The Sims 4.
You can compare one game to another. A game's engine being different from another is no excuse not to compare games. The developer is responsible for the engine they decide to make their game with. If they use an engine that does not allow x feature, that is their fault. If such and such a game can do this, but this game can't, players are right to ask questions.
Games released at a high price point post 2014 are expected to be more complex than games even released a year earlier. They are expected to have a certain quality, complexity and modern features. If a game cannot do what its predecessor did; if a game is not as complex as other games released the same year as it at the same price, players are going to complain and ask why.
Nearly everything you said is false. Grand Theft auto has loading zones unlike Sims 3. Every SINGLE sim IN Sims 3 is constantly being simulated with their own unique personalities, behaviors etc. No two Sims are the same. Most in gta are scripted without things like world editing tools and houses.
It is apples to oranges. I've never played the roller coaster planet so I can't comment on if what you said is true, but can they get married, have babies, get in fights, work out, multi task?
Probably routing issues, since the two Sims walking would essentially make them into one solid object that moves, and the Sims have never been the greatest when it comes to encountering a non-moving object, so I'd think they'd struggle with this one more.
But comparing it to Planet Coaster, all the guests in that game are randomly generated, and they don't really have much to them besides relationships and who their group is when you think about it. Hand-holding would just be Guest A and Guest B having that animation being programmed into their list of usable animations, while the Sims would sort of need more than that.
I think the main problems would be when to have Sims start to hold hands, what would necessitate them not holding hands besides the user choosing to (i.e. not enough space, actions requiring both hands), and ensuring that this is done smoothly, so that when two Sims are walking down a path holding hands, they don't just stop, do an animation where their hands pull apart and they go into their "standard Sim pose" and then continue walking.
Just some random Simmer you probably don't even follow on the gallery! Gallery name's the same as my username! Did I just rhyme there?
@catloverplayer You're the most romantic person this forum. Anyway, I think it's possible but only when your sims are standing still. Kinda like when they hug. But when it comes to walking it might be a bit tough with the routing.
Neatherless no Sims game has hand holding yet, but it would be awesome to see them in the future. Maybe in TS5
I don't think that Fallout 4 is a game that you want to use as an example of keeping features from previous games. Rest in Peace skills, you will be missed. Fortunately we have InXile and Wasteland.
Neatherless no Sims game has hand holding yet, but it would be awesome to see them in the future. Maybe in TS5
I don't think that Fallout 4 is a game that you want to use as an example of keeping features from previous games. Rest in Peace skills, you will be missed. Fortunately we have InXile and Wasteland.
Thank you! I don't even think the example was even valid. I love FO4, but the grass is not real and has legitimately no affect on the gameplay, be your sole survivor a stealthy character or a run&gunner. There's also a console command specifically targeted the appearance of grass textures.
" ~ tg " is Toggle Grass and, when engaged, removes all grass textures from the local cell.
Neatherless no Sims game has hand holding yet, but it would be awesome to see them in the future. Maybe in TS5
The biggest flaw is comparing one game series to another. Each series has its own engine and different possibilities.
For example, gta can do hyper realistic graphics but Sims series as of yet cannot as it Involves different stuff. Sims are different than npcs because they're constantly being simulated. That's why Sims 3 especially required rendering so much.
Even comparing Sims 3 to 4 isn't perfect as they both have limits.
Things like toddlers there's no excuse. But hand holding is different than other games due to routing multi tasking etc.
Planet coaster has routing too. Those npcs holding hands autonomously walk all round the themepark and pass by other nps. They shop at vendors, queue for rides and have to respond to all the other npcs doing the same.
Also don't forget it is a sandbox game so the developers will not have set predefined routes like in The Sims 4's fixed worlds; the player makes the park and the npc's A.I. is advanced enough to cope with this. These npc have needs. They eat and drink. They have to use the toilet. They respond to rides, the layout of the park and the facilities. They even respond to the price. Very complicated stuff and appropriate to compare to The Sims 4.
With regards to GTA, it has masses of cars and npcs simulated all at once and, unlike The Sims 4, these assets are not stuck to the ground with fixed animations as it has a real-time physics system in conjunction with collision detection. It's possibly a more complicated game than The Sims 4.
You can compare one game to another. A game's engine being different from another is no excuse not to compare games. The developer is responsible for the engine they decide to make their game with. If they use an engine that does not allow x feature, that is their fault. If such and such a game can do this, but this game can't, players are right to ask questions.
Games released at a high price point post 2014 are expected to be more complex than games even released a year earlier. They are expected to have a certain quality, complexity and modern features. If a game cannot do what its predecessor did; if a game is not as complex as other games released the same year as it at the same price, players are going to complain and ask why.
Nearly everything you said is false. Grand Theft auto has loading zones unlike Sims 3. Every SINGLE sim IN Sims 3 is constantly being simulated with their own unique personalities, behaviors etc. No two Sims are the same. Most in gta are scripted without things like world editing tools and houses.
It is apples to oranges. I've never played the roller coaster planet so I can't comment on if what you said is true, but can they get married, have babies, get in fights, work out, multi task?
Where did I mention The Sims 3? We're talking about The Sims 4 here.
All of those NPCs and cars in the currently loaded areas of GTA are being simulated at the same time. All of them have detailed, motioned captioned animation. There are real world physics. The graphics are modern and detailed. The NPCs react to the actions of your character. This is very complicated.
You say no two sims are the same? What about two sims with the exact same three traits? Three traits: fundamentally that is all that makes a sim different from another. Three traits. Hardly that complicated. I was expecting some sort of progress with this series at release. The Sims 3 eventually allowed five traits. I was expecting at least that at launch.
How do you think developers improve their games? You don't think they look at what other games are doing and go "Wow that is great and so innovative. How did they do that?" And then go, "Stop, we can't compare what that company has done with their game because it is a different engine than ours. Yes I know they built their engine to allow them to add those features, but our engine is different. We don't need to look at what other games are doing. We don't need to look at trends in the industry; how modern games are improving all having new modern, expanded features."
The producer of Final Fantasy XV recently admitted that after seeing The Witcher 3, he was inspired to make changes to his game. Developers feed off each others work. They look at what other games are achieving and it drives them to make their own game better as they know players do compare games. They do expect games of a certain price to have a certain amount of detail and content. Its like the same old argument that in business competition results in better services and products.
What EA are doing is preying on the fact that The Sims is a unique series with no competition and very loyal fans. They are taking advantage.
You not want players comparing The Sims 4 to other games is outrageous.
One of my assignments for uni was writing an essay comparing two different works of art: a painting with a novel; a Greek tragedy with a pop song; a piece of classical music with a classic novel. You can compare anything, and in doing so, it helps to give you a deeper understanding of the subjects and appreciate their quality as a work.
Planet coaster looks amazing. It's funny, I discovered stardew valley thanks to someone mentioning it on this forum and now I know the next game I'll play when I tire of Ts4, so thanks @catloverplayer
Probably routing issues, since the two Sims walking would essentially make them into one solid object that moves, and the Sims have never been the greatest when it comes to encountering a non-moving object, so I'd think they'd struggle with this one more.
But comparing it to Planet Coaster, all the guests in that game are randomly generated, and they don't really have much to them besides relationships and who their group is when you think about it. Hand-holding would just be Guest A and Guest B having that animation being programmed into their list of usable animations, while the Sims would sort of need more than that.
I think the main problems would be when to have Sims start to hold hands, what would necessitate them not holding hands besides the user choosing to (i.e. not enough space, actions requiring both hands), and ensuring that this is done smoothly, so that when two Sims are walking down a path holding hands, they don't just stop, do an animation where their hands pull apart and they go into their "standard Sim pose" and then continue walking.
I agree with you.
Perish the thought a developer avoids doing something because it is complicated. Why even bother making games?
Of course it could be done. Multitasking is not an issue as there are currently actions in game that do not allow multitasking to take place whilst that action is being performed.
We are in the fourth iteration now and there has been no progress.
Guests in Planet Coaster are not simple. They have needs. They have complicated routing A.I. to allow them to move around a park that can be built by the player, therefore the routing is not fixed, simple routes defined by the developer. These NPCs purchase and eat food and drink. They have to use the toilet. They go on rides. They have some form of fun meter and scare meter that decides whether they like a ride or not. They react to prices.
Yes, they are randomly generated, but so are most of the sims in 4. The game just populates the loaded lot and area around it with random sims that are not at work. They are not going anywhere or doing anything with purpose.
I'm not saying the NPCs in PC and the sims in The Sims 4, are exactly the same because they aren't, but they can certainly be compared.
Every other modern game out there is trying to be as immersive as possible, whilst all Maxis give us is short cuts and excuses. The developers of Planet Coaster could have left that additional hand-holding animation out and saved the money on the development of it like Maxis did with the elevator, but no, they obviously decided that its addition to immersion was worth it.
I just think it is another case of another game has been innovative and modern with their game doing something that is bigger and better than what has been done before, whilst all we get is short cuts.
Not 100% on this, but I believe in Planet Coaster, some people move as groups and are therefore "attached" when walking around. One person in the group turns left, everyone in the group turns left. You could easily match this question of yours with "why can't people in Planet Coaster stop holding hands?" Because aside from when they're on a ride, they're treated as one mobile unit.
Secondly, it's important to realize Planet Coaster has people doing two things: walking and riding rides. As such, of course they focus more attention to this detail. The Sims? Where would they hold hands and walk? All the neighborhoods are really small so it'd be a short trip no matter where you are. Not really worth the effort.
Not 100% on this, but I believe in Planet Coaster, some people move as groups and are therefore "attached" when walking around. One person in the group turns left, everyone in the group turns left. You could easily match this question of yours with "why can't people in Planet Coaster stop holding hands?" Because aside from when they're on a ride, they're treated as one mobile unit.
Secondly, it's important to realize Planet Coaster has people doing two things: walking and riding rides. As such, of course they focus more attention to this detail. The Sims? Where would they hold hands and walk? All the neighborhoods are really small so it'd be a short trip no matter where you are. Not really worth the effort.
I disagree, you can compare. Sims in 4 often act as a single group in Get Together.
Don't sims walk as a group in Get Together? One turns left, they all turn left.
The same when they group dance. They are not acting as individuals; they are one unit all performing the exact same actions.
Hand-holding in The Sims would be the same as in Planet Coaster, whilst doing it, the two sims would be one mobile unit whilst walking to a particular destination.
I agree that the worlds are so small in 4 it'd be a short trip, but still it'd be a nice feature for a couple to do it randomly now and then. This is the fourth iteration; one would expect it be more nuanced and it is little things like this that woudl make the sims appear more human.
And in response to the bold part, not all npcs in Planet Coaster hold hands, and the ones that do, as far as I am aware, do not do it all the time. There are also family units walking around that have couples holding hands with children not holding anyone's hand at all, yet they all move as one unit. NPCsalso put their arms around each other and can walk whilst doing so.
This is a roller coaster sim. If Maxis were making it, they would have used the excuse that they wanted to focus on the roller coasters themselves and so thought it would be a waste of budget to add complex animations to the random NPCs. It is little details like this that make a game feel more immersive.
Planet Coaster is being praised so much because they have made a solid game that has detail in all areas like a modern game should have. They did not work with the modus operandi of what can we cut like Maxis appear to do with every release, but instead put in what they could to make the game more immersive.
Honestly, who'd've thought they would have gone to that much detail for the NPCs that are often out of focus due to the level of zoom? It just shows the dedication of the company and their developers to make a fantastic game that wows their players.
What have we had in 4 that wows? All we ever get is short cuts, limitations and lack of detail all for a premium price.
Comments
Just wanted to add that my irritation wasn't directed at @DaniqaSimmer - just EA's thought process! I would really love this interaction.
Not to say that it can't/won't happen. Things can change and it could be a matter of patience. Plum if all else fails, just have a sim phase through the held hands. They do that with cars and other sims already so why not?
I have no memory of this place. Time to start anew I guess
http://www.getfreeebooks.com/star-trek-original-series-fan-fiction-trilogy/
I'd at least like for them to try. TRY, darnit!
Fallout 4 has real grass, why is that not in TS4?
TS3 has toddlers, why are they not in TS4?
Neatherless no Sims game has hand holding yet, but it would be awesome to see them in the future. Maybe in TS5
The biggest flaw is comparing one game series to another. Each series has its own engine and different possibilities.
For example, gta can do hyper realistic graphics but Sims series as of yet cannot as it Involves different stuff. Sims are different than npcs because they're constantly being simulated. That's why Sims 3 especially required rendering so much.
Even comparing Sims 3 to 4 isn't perfect as they both have limits.
Things like toddlers there's no excuse. But hand holding is different than other games due to routing multi tasking etc.
Planet coaster has routing too. Those npcs holding hands autonomously walk all round the themepark and pass by other nps. They shop at vendors, queue for rides and have to respond to all the other npcs doing the same.
Also don't forget it is a sandbox game so the developers will not have set predefined routes like in The Sims 4's fixed worlds; the player makes the park and the npc's A.I. is advanced enough to cope with this. These npc have needs. They eat and drink. They have to use the toilet. They respond to rides, the layout of the park and the facilities. They even respond to the price. Very complicated stuff and appropriate to compare to The Sims 4.
This look familiar?
https://facebook.com/PlanetCoaster/videos/358153264308810/
With regards to GTA, it has masses of cars and npcs simulated all at once and, unlike The Sims 4, these assets are not stuck to the ground with fixed animations as it has a real-time physics system in conjunction with collision detection. It's possibly a more complicated game than The Sims 4.
You can compare one game to another. A game's engine being different from another is no excuse not to compare games. The developer is responsible for the engine they decide to make their game with. If they use an engine that does not allow x feature, that is their fault. If such and such a game can do this, but this game can't, players are right to ask questions.
Games released at a high price point post 2014 are expected to be more complex than games even released a year earlier. They are expected to have a certain quality, complexity and modern features. If a game cannot do what its predecessor did; if a game is not as complex as other games released the same year as it at the same price, players are going to complain and ask why.
Nearly everything you said is false. Grand Theft auto has loading zones unlike Sims 3. Every SINGLE sim IN Sims 3 is constantly being simulated with their own unique personalities, behaviors etc. No two Sims are the same. Most in gta are scripted without things like world editing tools and houses.
It is apples to oranges. I've never played the roller coaster planet so I can't comment on if what you said is true, but can they get married, have babies, get in fights, work out, multi task?
Maybe we should let the player pay for it is DLC, you know, like some games expect you to buy everything.
If you want your Sim to hold someone else's hand, you have to pay for it
But comparing it to Planet Coaster, all the guests in that game are randomly generated, and they don't really have much to them besides relationships and who their group is when you think about it. Hand-holding would just be Guest A and Guest B having that animation being programmed into their list of usable animations, while the Sims would sort of need more than that.
I think the main problems would be when to have Sims start to hold hands, what would necessitate them not holding hands besides the user choosing to (i.e. not enough space, actions requiring both hands), and ensuring that this is done smoothly, so that when two Sims are walking down a path holding hands, they don't just stop, do an animation where their hands pull apart and they go into their "standard Sim pose" and then continue walking.
I don't think that Fallout 4 is a game that you want to use as an example of keeping features from previous games. Rest in Peace skills, you will be missed. Fortunately we have InXile and Wasteland.
Thank you! I don't even think the example was even valid. I love FO4, but the grass is not real and has legitimately no affect on the gameplay, be your sole survivor a stealthy character or a run&gunner. There's also a console command specifically targeted the appearance of grass textures.
" ~ tg " is Toggle Grass and, when engaged, removes all grass textures from the local cell.
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Where did I mention The Sims 3? We're talking about The Sims 4 here.
All of those NPCs and cars in the currently loaded areas of GTA are being simulated at the same time. All of them have detailed, motioned captioned animation. There are real world physics. The graphics are modern and detailed. The NPCs react to the actions of your character. This is very complicated.
You say no two sims are the same? What about two sims with the exact same three traits? Three traits: fundamentally that is all that makes a sim different from another. Three traits. Hardly that complicated. I was expecting some sort of progress with this series at release. The Sims 3 eventually allowed five traits. I was expecting at least that at launch.
How do you think developers improve their games? You don't think they look at what other games are doing and go "Wow that is great and so innovative. How did they do that?" And then go, "Stop, we can't compare what that company has done with their game because it is a different engine than ours. Yes I know they built their engine to allow them to add those features, but our engine is different. We don't need to look at what other games are doing. We don't need to look at trends in the industry; how modern games are improving all having new modern, expanded features."
The producer of Final Fantasy XV recently admitted that after seeing The Witcher 3, he was inspired to make changes to his game. Developers feed off each others work. They look at what other games are achieving and it drives them to make their own game better as they know players do compare games. They do expect games of a certain price to have a certain amount of detail and content. Its like the same old argument that in business competition results in better services and products.
What EA are doing is preying on the fact that The Sims is a unique series with no competition and very loyal fans. They are taking advantage.
You not want players comparing The Sims 4 to other games is outrageous.
One of my assignments for uni was writing an essay comparing two different works of art: a painting with a novel; a Greek tragedy with a pop song; a piece of classical music with a classic novel. You can compare anything, and in doing so, it helps to give you a deeper understanding of the subjects and appreciate their quality as a work.
I agree with you.
Perish the thought a developer avoids doing something because it is complicated. Why even bother making games?
Of course it could be done. Multitasking is not an issue as there are currently actions in game that do not allow multitasking to take place whilst that action is being performed.
We are in the fourth iteration now and there has been no progress.
Guests in Planet Coaster are not simple. They have needs. They have complicated routing A.I. to allow them to move around a park that can be built by the player, therefore the routing is not fixed, simple routes defined by the developer. These NPCs purchase and eat food and drink. They have to use the toilet. They go on rides. They have some form of fun meter and scare meter that decides whether they like a ride or not. They react to prices.
Yes, they are randomly generated, but so are most of the sims in 4. The game just populates the loaded lot and area around it with random sims that are not at work. They are not going anywhere or doing anything with purpose.
I'm not saying the NPCs in PC and the sims in The Sims 4, are exactly the same because they aren't, but they can certainly be compared.
Every other modern game out there is trying to be as immersive as possible, whilst all Maxis give us is short cuts and excuses. The developers of Planet Coaster could have left that additional hand-holding animation out and saved the money on the development of it like Maxis did with the elevator, but no, they obviously decided that its addition to immersion was worth it.
I just think it is another case of another game has been innovative and modern with their game doing something that is bigger and better than what has been done before, whilst all we get is short cuts.
Not 100% on this, but I believe in Planet Coaster, some people move as groups and are therefore "attached" when walking around. One person in the group turns left, everyone in the group turns left. You could easily match this question of yours with "why can't people in Planet Coaster stop holding hands?" Because aside from when they're on a ride, they're treated as one mobile unit.
Secondly, it's important to realize Planet Coaster has people doing two things: walking and riding rides. As such, of course they focus more attention to this detail. The Sims? Where would they hold hands and walk? All the neighborhoods are really small so it'd be a short trip no matter where you are. Not really worth the effort.
I disagree, you can compare. Sims in 4 often act as a single group in Get Together.
Don't sims walk as a group in Get Together? One turns left, they all turn left.
The same when they group dance. They are not acting as individuals; they are one unit all performing the exact same actions.
https://youtube.com/watch?v=gNBEApWAjEI
Hand-holding in The Sims would be the same as in Planet Coaster, whilst doing it, the two sims would be one mobile unit whilst walking to a particular destination.
I agree that the worlds are so small in 4 it'd be a short trip, but still it'd be a nice feature for a couple to do it randomly now and then. This is the fourth iteration; one would expect it be more nuanced and it is little things like this that woudl make the sims appear more human.
And in response to the bold part, not all npcs in Planet Coaster hold hands, and the ones that do, as far as I am aware, do not do it all the time. There are also family units walking around that have couples holding hands with children not holding anyone's hand at all, yet they all move as one unit. NPCsalso put their arms around each other and can walk whilst doing so.
https://youtube.com/watch?v=IPYrcfABF1s
This is a roller coaster sim. If Maxis were making it, they would have used the excuse that they wanted to focus on the roller coasters themselves and so thought it would be a waste of budget to add complex animations to the random NPCs. It is little details like this that make a game feel more immersive.
Planet Coaster is being praised so much because they have made a solid game that has detail in all areas like a modern game should have. They did not work with the modus operandi of what can we cut like Maxis appear to do with every release, but instead put in what they could to make the game more immersive.
Honestly, who'd've thought they would have gone to that much detail for the NPCs that are often out of focus due to the level of zoom? It just shows the dedication of the company and their developers to make a fantastic game that wows their players.
What have we had in 4 that wows? All we ever get is short cuts, limitations and lack of detail all for a premium price.