I never had any interest in the clubs, my sims never once joined or created one, and it's not looking like I will anytime soon. I use the holidays, but keep the traditions to a minimum, they're more for giving my sims more days off.
I don't have Seasons yet, but when I do get it, I know I will use both.
I don't care about the clubs themselves, I'm all for the benefits. Couldn't care less about the party atmosphere - it's the family play I'm going for. My families have their own clubs and rack up points just by doing things they would do normally anyway while being at home. I take advantage of the perks without any extra effort on my part. Rally the Troops keeps them going to do anything and everything they need to do and beyond. I can change the club vibe to make it easier to complete aspiration tasks, etc...
Adding holidays will simply add to the basic interactions within their clubs and keep the points coming!
I clicked I only use Holidays - but I never used clubs so it is not as if I used clubs and stopped - I just choose from day one not to use clubs as I am not the kind of player that enjoys using sims in Sync under a set of specific rules like clubs in Sims 4 work. I prefer a more natural way of playing - but that is just me. I will also say I am glad the game offers the options so I can play my way and others can play their way by using clubs. It is a great option and allows the player to rule how they prefer.
I would say if we had University already - I would have been interested in having University type clubs - and so I can see it as useful in that respect. I hope at least that will work.
When we finally got toddlers - for the first time since GT came out I saw how having a club might have been great as well, only to get disappointed when I discovered we could not have Mommy and Me, or Daddy and me clubs or even play date clubs for toddlers. So thus far I have seen no use in clubs for my play style - but regardless I am still glad the option for them exists and hopefully if we ever get a University - then maybe it will be usable there for me. I still can't understand why no parent and toddler clubs or toddler play date clubs - That baffles me seeing they are everywhere in the real world -
I love the clubs in get together so almost all of my sims are in clubs but its kind of unfortunate that I always forget to start a gathering or I never have time for them.
> @calaprfy said: > I use clubs in conjunction with holidays. I may have a watch sports day for my Bro club, for example. My fighting club suits Neighbourhood Brawl. And I'll have a skill club gathering on New Skill Day and watch the skill levels soar!
Definitely both! I still love to use clubs, it's a great way for sims to gain friends, skills, spouses, etc. My favorites are the kids & teens clubs so that they'll get their homework done and meet people their age. I have gardening clubs, "neighborhood beautification clubs," skills & hobby clubs. It's my favorite way to get my sims together.
For some of the holidays, like New Years or Leisure Day, I have my sims invite their club members over to make it a rockin' bash. It's a lot of fun.
Both, these two features are like black and white. Pepper and salt. Earth and water and can hardly be interchanged for each other. Both are lovely features that give our Sims varied social functions and activities. For instance, I created an alien club and my second bowling league club yesterday, I have two in each save I am playing in currently--and I have created a few nice holidays throughout all of the calendar for one of my Saves.
I have never really liked the clubs. I've used them on occasion. Once or twice to see how they worked. Once or twice because the current challenge I'm doing requires them. I do love the build/buy items though.
There are so many uses for clubs, even if it's just to populate community Lots with NPC's, I don't understand why everyone doesn't love them!
Eg. my sim visited the library the other day and, sure enough, there was a teen study group gathering there to read, write and do homework. It makes community Lots so much more interesting when they get full up with activity.
I use the clubs diverted from their main goal to bypass gameplay linear boundaries (the more "sandboxy" "The Sims" are, the better the game is): - A club is a game mechanism that allows to invoke (eventually on a specific lot) a group of sims and make them practicing (or prohibit them to do so) specific activites until you decide otherwise, - A retail store is a game mechanism that allows you to own multiple lots as the same household.
Combining these two features you can play more "sandboxy" and less linearly:
Examples given: - Make your family have family activities (add them in a "Family" club) - Bypass the too linear scientist career by creating your own science lab lot and club to simulate the same career (take control of the households of club members co-workers to give them the "shrewd" reward trait and add their household some simoleons so this will emulate wages). - Meet several groups of friends for specific outdoor activites, etc.
I've toyed with clubs, but I'm never really happy with them. Now, if I could figure out how to get my Sims entire family involved in a club, so that I could call them to a family function, that would be cool. But, apparently, I don't fully 'get' the club system.
I still feel this question doesn't make sense (to me). It's like asking "Now when they've invented cars, do you still eat food?"
It is two completely different mechanics.
One is a system to force sims to socialize, gain skills without supervision (and with bonuses) and do things they normally hates without the option to complain.
The other is a repacking of the goal-oriented dating and party system where you have to manually make the sims do things in order to gain points on a board.
In essence they are the exact opposite of each other. One REMOVES micro-management. The other doubles-down on it.
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I don't care about the clubs themselves, I'm all for the benefits. Couldn't care less about the party atmosphere - it's the family play I'm going for. My families have their own clubs and rack up points just by doing things they would do normally anyway while being at home. I take advantage of the perks without any extra effort on my part.
Rally the Troops keeps them going to do anything and everything they need to do and beyond. I can change the club vibe to make it easier to complete aspiration tasks, etc...
Adding holidays will simply add to the basic interactions within their clubs and keep the points coming!
I would say if we had University already - I would have been interested in having University type clubs - and so I can see it as useful in that respect. I hope at least that will work.
When we finally got toddlers - for the first time since GT came out I saw how having a club might have been great as well, only to get disappointed when I discovered we could not have Mommy and Me, or Daddy and me clubs or even play date clubs for toddlers. So thus far I have seen no use in clubs for my play style - but regardless I am still glad the option for them exists and hopefully if we ever get a University - then maybe it will be usable there for me. I still can't understand why no parent and toddler clubs or toddler play date clubs - That baffles me seeing they are everywhere in the real world -
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> I use clubs in conjunction with holidays. I may have a watch sports day for my Bro club, for example. My fighting club suits Neighbourhood Brawl. And I'll have a skill club gathering on New Skill Day and watch the skill levels soar!
Oh that is a great idea! I may use this aswell.
For some of the holidays, like New Years or Leisure Day, I have my sims invite their club members over to make it a rockin' bash. It's a lot of fun.
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Eg. my sim visited the library the other day and, sure enough, there was a teen study group gathering there to read, write and do homework. It makes community Lots so much more interesting when they get full up with activity.
I use the clubs diverted from their main goal to bypass gameplay linear boundaries (the more "sandboxy" "The Sims" are, the better the game is):
- A club is a game mechanism that allows to invoke (eventually on a specific lot) a group of sims and make them practicing (or prohibit them to do so) specific activites until you decide otherwise,
- A retail store is a game mechanism that allows you to own multiple lots as the same household.
Combining these two features you can play more "sandboxy" and less linearly:
Examples given:
- Make your family have family activities (add them in a "Family" club)
- Bypass the too linear scientist career by creating your own science lab lot and club to simulate the same career (take control of the households of club members co-workers to give them the "shrewd" reward trait and add their household some simoleons so this will emulate wages).
- Meet several groups of friends for specific outdoor activites, etc.
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Family Dynamics: https://theplumtreeapp.com/public.html#5b565bffcb9247000fe6d4d4
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Buuuuuut, ...my clubs rarely meet. Oops!
It is two completely different mechanics.
One is a system to force sims to socialize, gain skills without supervision (and with bonuses) and do things they normally hates without the option to complain.
The other is a repacking of the goal-oriented dating and party system where you have to manually make the sims do things in order to gain points on a board.
In essence they are the exact opposite of each other. One REMOVES micro-management. The other doubles-down on it.