Forum Announcement, Click Here to Read More From EA_Cade.

The Sims 4 StrangerVille - A mystery only Sims can solve

Comments

  • Options
    kalaksedkalaksed Posts: 2,643 Member
    @SimAlexandria @CrystalAbyss1 @cherrysimmer2 that is indeed a teenage mood swing that came with the parenthood pack. teens can randomly come home with a +50 to a random 'bad' emotion (angry, sad, embarrassed, tense) and will give that 'zombie' walk mentioned. the moodlets last for 8 hours unless you do something to reduce their duration. and while they will never kill teens (teens were made immune to emotional deaths with the pack release), if the sim is in an angry or embarrassed mood swing when they age up to young adult, that is an instant death for them

    so, nothing tied to the new pack but just explaining it fully for you. as for the walk animation itself, the gurus involved were very proud of it since more than a few actual teens had been known to walk around similarly when having their own mood swings in the real world
  • Options
    cherrysimmer2cherrysimmer2 Posts: 98 Member
    > @kalaksed said:
    > @SimAlexandria @CrystalAbyss1 @cherrysimmer2 that is indeed a teenage mood swing that came with the parenthood pack. teens can randomly come home with a +50 to a random 'bad' emotion (angry, sad, embarrassed, tense) and will give that 'zombie' walk mentioned. the moodlets last for 8 hours unless you do something to reduce their duration. and while they will never kill teens (teens were made immune to emotional deaths with the pack release), if the sim is in an angry or embarrassed mood swing when they age up to young adult, that is an instant death for them
    >
    > so, nothing tied to the new pack but just explaining it fully for you. as for the walk animation itself, the gurus involved were very proud of it since more than a few actual teens had been known to walk around similarly when having their own mood swings in the real world

    Haha, thanks! I never knew that, that's really interesting... I have the parenthood pack but I don't play too much with teen sims.
    hola
    giphy.gif
  • Options
    SimAlexandriaSimAlexandria Posts: 4,845 Member
    > @kalaksed said:
    > @SimAlexandria @CrystalAbyss1 @cherrysimmer2 that is indeed a teenage mood swing that came with the parenthood pack. teens can randomly come home with a +50 to a random 'bad' emotion (angry, sad, embarrassed, tense) and will give that 'zombie' walk mentioned. the moodlets last for 8 hours unless you do something to reduce their duration. and while they will never kill teens (teens were made immune to emotional deaths with the pack release), if the sim is in an angry or embarrassed mood swing when they age up to young adult, that is an instant death for them
    >
    > so, nothing tied to the new pack but just explaining it fully for you. as for the walk animation itself, the gurus involved were very proud of it since more than a few actual teens had been known to walk around similarly when having their own mood swings in the real world

    Haha, thanks! I never knew that, that's really interesting... I have the parenthood pack but I don't play too much with teen sims.

    Haha it's okay! I play a ton with teens and it's the first time I've seen it too. Was definitely interesting seeing her leaned Way backwards staring at the ceiling... And very strange.
  • Options
    cherrysimmer2cherrysimmer2 Posts: 98 Member
    > @SimAlexandria said:
    > cherrysimmer2 wrote: »
    >
    > > @kalaksed said:
    > > @SimAlexandria @CrystalAbyss1 @cherrysimmer2 that is indeed a teenage mood swing that came with the parenthood pack. teens can randomly come home with a +50 to a random 'bad' emotion (angry, sad, embarrassed, tense) and will give that 'zombie' walk mentioned. the moodlets last for 8 hours unless you do something to reduce their duration. and while they will never kill teens (teens were made immune to emotional deaths with the pack release), if the sim is in an angry or embarrassed mood swing when they age up to young adult, that is an instant death for them
    > >
    > > so, nothing tied to the new pack but just explaining it fully for you. as for the walk animation itself, the gurus involved were very proud of it since more than a few actual teens had been known to walk around similarly when having their own mood swings in the real world
    >
    > Haha, thanks! I never knew that, that's really interesting... I have the parenthood pack but I don't play too much with teen sims.
    >
    >
    >
    >
    > Haha it's okay! I play a ton with teens and it's the first time I've seen it too. Was definitely interesting seeing her leaned Way backwards staring at the ceiling... And very strange.

    I can imagine... That would be so weird I wouldn't believe it would happen if it happened in my game.
    hola
    giphy.gif
  • Options
    SimAlexandriaSimAlexandria Posts: 4,845 Member
    > @SimAlexandria said:
    > cherrysimmer2 wrote: »
    >
    > > @kalaksed said:
    > > @SimAlexandria @CrystalAbyss1 @cherrysimmer2 that is indeed a teenage mood swing that came with the parenthood pack. teens can randomly come home with a +50 to a random 'bad' emotion (angry, sad, embarrassed, tense) and will give that 'zombie' walk mentioned. the moodlets last for 8 hours unless you do something to reduce their duration. and while they will never kill teens (teens were made immune to emotional deaths with the pack release), if the sim is in an angry or embarrassed mood swing when they age up to young adult, that is an instant death for them
    > >
    > > so, nothing tied to the new pack but just explaining it fully for you. as for the walk animation itself, the gurus involved were very proud of it since more than a few actual teens had been known to walk around similarly when having their own mood swings in the real world
    >
    > Haha, thanks! I never knew that, that's really interesting... I have the parenthood pack but I don't play too much with teen sims.
    >
    >
    >
    >
    > Haha it's okay! I play a ton with teens and it's the first time I've seen it too. Was definitely interesting seeing her leaned Way backwards staring at the ceiling... And very strange.

    I can imagine... That would be so weird I wouldn't believe it would happen if it happened in my game.

    I was all like "what's wrong with Emily?!"
  • Options
    cherrysimmer2cherrysimmer2 Posts: 98 Member
    > @SimAlexandria said:
    > cherrysimmer2 wrote: »
    >
    > > @SimAlexandria said:
    > > cherrysimmer2 wrote: »
    > >
    > > > @kalaksed said:
    > > > @SimAlexandria @CrystalAbyss1 @cherrysimmer2 that is indeed a teenage mood swing that came with the parenthood pack. teens can randomly come home with a +50 to a random 'bad' emotion (angry, sad, embarrassed, tense) and will give that 'zombie' walk mentioned. the moodlets last for 8 hours unless you do something to reduce their duration. and while they will never kill teens (teens were made immune to emotional deaths with the pack release), if the sim is in an angry or embarrassed mood swing when they age up to young adult, that is an instant death for them
    > > >
    > > > so, nothing tied to the new pack but just explaining it fully for you. as for the walk animation itself, the gurus involved were very proud of it since more than a few actual teens had been known to walk around similarly when having their own mood swings in the real world
    > >
    > > Haha, thanks! I never knew that, that's really interesting... I have the parenthood pack but I don't play too much with teen sims.
    > >
    > >
    > >
    > >
    > > Haha it's okay! I play a ton with teens and it's the first time I've seen it too. Was definitely interesting seeing her leaned Way backwards staring at the ceiling... And very strange.
    >
    > I can imagine... That would be so weird I wouldn't believe it would happen if it happened in my game.
    >
    >
    >
    >
    > I was all like "what's wrong with Emily?!"

    Maybe I should try and play with teen sims just to see what happens, haha. I can just imagine going into my game and just seeing my sim like that...
    hola
    giphy.gif
  • Options
    sixdeadqueenssixdeadqueens Posts: 225 Member
    This may be off topic, but is anyone else having issues adding cash into your EA Wallets? I bought an EA Card today, and now when I try to add it into my EA Wallet to purchase Strangeville in a few days the link to add the code won't open. Is this an ongoing glitch or am I the only one having this issue?
  • Options
    KaiSamaKaiSama Posts: 8 New Member
    so is this a sort of "story mode" type pack? or will it be like the other expansion packs?
  • Options
    soko37soko37 Posts: 593 Member
    edited February 2019
    KaiSama wrote: »
    so is this a sort of "story mode" type pack? or will it be like the other expansion packs?

    Its neither of those things. It's literally an RPG pack. So, no, not like any sim pack ever. It's not sims. Not sure what EA is thinking.
  • Options
    kalaksedkalaksed Posts: 2,643 Member
    there's a story in the pack if you want to play it. or you can totally ignore it and have a nearly normal game
  • Options
    heyimhannahheyimhannah Posts: 27 Member
    honestly, I didn't think that I was going to get this pack at first. I really didn't see anything that super jumped out at me in the trailer except for the military career but after a bit of deliberation, I think that I'm going to get it. Personally, I prefer story games to sandbox games (the sims being the exception) however this just didn't strike me as something that was replayable or would add a lot to the game. However, seeing everyone so excited over it and realizing that it was something new, I figured that I have really never played anything like it and I might as well give it a try because you can't knock something until you try it, ig
    Hoping that everyone's day is beautiful and bright and full of dogs!
  • Options
    OEII1001OEII1001 Posts: 3,682 Member
    soko37 wrote: »
    OEII1001 wrote: »
    soko37 wrote: »
    soko37 wrote: »
    For me, these quest focused packs, make it feel like it's ME playing the game instead of me playing THROUGH my sims. That's the huge difference of playing a video game vs a life simulation.

    One of our goals with this pack was to get the story to feel like it was part of the simulation and not some weird thing we shoehorned in. I'm sure the judgement of how well we accomplished this will vary from person to person, so I'm eager to get peoples' feedback.

    I think I know what you mean about feeling like it's YOU playing the game instead of playing THROUGH your Sims, but if you could elaborate on it, I'd appreciate it. What types of things really make you feel like you're playing through your Sims in a life simulation versus playing a game as a player? No worries if you don't want to respond, I don't want to put you on the spot. :)

    Well most video games are progressive, you're given a mission to complete. With life simulation games you're given an open world with real life objects and situations that can be used a million different ways by any number of characters one creates. In life simulation games the player becomes the character on the screen, that's why first thing people do when they play sims is create themselves.

    Introducing video game progression into a life simulation is jarring as the player can literally feel themselves being pulled back into their own body. They are the ones figuring out the preset mission, not the sim. The immersion stops.

    Some people that are excited about this pack most likely dont realize how packs like this will ruin sims if done too much. They will find they dont like the feeling of playing of it but wont know why. Perhaps it's because I play tons of video games that I can easily feel the difference.

    I worry EA is trying to entertain players with mission driven packs like this. We dont need entertained. We just need EA to provide us with the proper tools to entertain ourselves.

    I disagree, and not because I don't understand video games, or haven't played video games, or am incapable or realizing change and effect. No, my disagreement does not stem from an ethical or cognitive defect but because I don't think that sandbox and story elements are mutually exclusive. You can simultaneously have open ended gameplay and a hook that says "hey, something is going on in the world". This pack will be a prime example of this.

    You see, we've had progression in Sims titles for decades. What did you think those parties starting back in The Sims 2 were and are all about? However, now instead of a player-initiated and totally optional series of tasks that result in a bonus or item, we have player-initiated and totally optional tasks that tie the character into the world and its backstory. You can put it off until you want to do it. You can do it in bits and pieces, You can ignore it forever.

    In the end, I have a sim that belongs in this sim world. They have ties to the neighborhood; they've done things, for good or ill. And because of that, their relationship to those in the neighborhood have additional weight. That's a great step forward for this series, and something I hope will be incorporated in a hypothetical sequel. Otherwise, we're really just purchasing The Sims 2 for the fourth time.

    That's great if you're able to find replay value in this new pack. That is, if you're able to play it through your sims characters. For me, it will feel like I'm playing so I can only do it once. I dont think I will have any reason to bring all of my characters over to try it. It will have no replay value for me and most mission style quests are not meant to be done repeatedly. I never said you cant have bot a life simulation and a video game, I just said if it's done too much it will end up feeling like a different game. It will not feel like the sims I love and been playing since the beginning.

    I wouldn't have other sims play thorough it in the save in question, even if it is repeatable. That would cheapen things. Sim A solved the mystery, and Sim A is famous for it. Sim A's child grows up hearing Sim A tell the yarn about how they did the thing back in the day and is inspired to take on a life of adventuring, bringing their child, Sim A's grandchild along. And grandchild resents being drug by child along through the Selvadoradian jungle. All that Sim A's grandchild wants to do is make quality wood furniture, and feels boxed in by the fact that their hero grandparent and adventuring parent have fostered expectations of greatness. All Sim A's grandkid wants to do is be at the workbench without townies going on about how the kid is bound for greatness.

    There's a thousand things you can do with that. And then in another save you can have things turn out differently, or you can ignore it altogether. You're still in charge; the mystery is simply a tool to facilitate story --an anchor to give the random, wandering Sim with 20,000 simoleons that we all start with a dive into the world. That's a great thing, and it is perhaps the first really new idea that has found its way into the series since The Sims 2 wrapped up development in late 2008.
  • Options
    LiELFLiELF Posts: 6,448 Member
    KaiSama wrote: »
    so is this a sort of "story mode" type pack? or will it be like the other expansion packs?

    @KaiSama All we know is that it does have a story that you can take your Sim through if you want to. The game does not force it on you. We don't know too much about the story itself or even quite how it works yet because the Gurus don't want to spoil it for those who are looking forward to unravelling the mystery. But they have told us that you can opt out with very little impact on the town of StrangerVille. In addition to that, they have told us that any weirdness and "infection" is contained to that town.

    What happens in StrangerVille, stays in StrangerVille. :D
    #Team Occult
  • Options
    heyimhannahheyimhannah Posts: 27 Member
    I'm excited by this. I hope this isn't a trend. I don't want Sims to be a mystery game. But I'm looking forward to something a little different, and I'm certain I'll replay the military career.

    I know some of you guys are disappointed. That's fair. Sometimes pkgs are either...ridiculous to me (A laundry pack. Really) Or seem great but are actually very draining to play (Pets) but I appreciate the work the devs do. The way some posters speak to the devs who post on here is astonishing. The height of rudeness.

    agreed! especially when they're so nice, and they made something that a lot of them are really proud of! being so awful to the devs isn't going to get us university or witches or whatever.

    Hoping that everyone's day is beautiful and bright and full of dogs!
  • Options
    KaiSamaKaiSama Posts: 8 New Member
    > @LiELF said:
    > KaiSama wrote: »
    >
    > so is this a sort of "story mode" type pack? or will it be like the other expansion packs?
    >
    >
    >
    >
    > @KaiSama All we know is that it does have a story that you can take your Sim through if you want to. The game does not force it on you. We don't know too much about the story itself or even quite how it works yet because the Gurus don't want to spoil it for those who are looking forward to unravelling the mystery. But they have told us that you can opt out with very little impact on the town of StrangerVille. In addition to that, they have told us that any weirdness and "infection" is contained to that town.
    >
    > What happens in StrangerVille, stays in StrangerVille. :D


    i guess we shall find out soon! im excited to see what its got tbh, from what we've seen it looks pretty cool already~
  • Options
    soko37soko37 Posts: 593 Member
    OEII1001 wrote: »
    soko37 wrote: »
    OEII1001 wrote: »
    soko37 wrote: »
    soko37 wrote: »
    For me, these quest focused packs, make it feel like it's ME playing the game instead of me playing THROUGH my sims. That's the huge difference of playing a video game vs a life simulation.

    One of our goals with this pack was to get the story to feel like it was part of the simulation and not some weird thing we shoehorned in. I'm sure the judgement of how well we accomplished this will vary from person to person, so I'm eager to get peoples' feedback.

    I think I know what you mean about feeling like it's YOU playing the game instead of playing THROUGH your Sims, but if you could elaborate on it, I'd appreciate it. What types of things really make you feel like you're playing through your Sims in a life simulation versus playing a game as a player? No worries if you don't want to respond, I don't want to put you on the spot. :)

    Well most video games are progressive, you're given a mission to complete. With life simulation games you're given an open world with real life objects and situations that can be used a million different ways by any number of characters one creates. In life simulation games the player becomes the character on the screen, that's why first thing people do when they play sims is create themselves.

    Introducing video game progression into a life simulation is jarring as the player can literally feel themselves being pulled back into their own body. They are the ones figuring out the preset mission, not the sim. The immersion stops.

    Some people that are excited about this pack most likely dont realize how packs like this will ruin sims if done too much. They will find they dont like the feeling of playing of it but wont know why. Perhaps it's because I play tons of video games that I can easily feel the difference.

    I worry EA is trying to entertain players with mission driven packs like this. We dont need entertained. We just need EA to provide us with the proper tools to entertain ourselves.

    I disagree, and not because I don't understand video games, or haven't played video games, or am incapable or realizing change and effect. No, my disagreement does not stem from an ethical or cognitive defect but because I don't think that sandbox and story elements are mutually exclusive. You can simultaneously have open ended gameplay and a hook that says "hey, something is going on in the world". This pack will be a prime example of this.

    You see, we've had progression in Sims titles for decades. What did you think those parties starting back in The Sims 2 were and are all about? However, now instead of a player-initiated and totally optional series of tasks that result in a bonus or item, we have player-initiated and totally optional tasks that tie the character into the world and its backstory. You can put it off until you want to do it. You can do it in bits and pieces, You can ignore it forever.

    In the end, I have a sim that belongs in this sim world. They have ties to the neighborhood; they've done things, for good or ill. And because of that, their relationship to those in the neighborhood have additional weight. That's a great step forward for this series, and something I hope will be incorporated in a hypothetical sequel. Otherwise, we're really just purchasing The Sims 2 for the fourth time.

    That's great if you're able to find replay value in this new pack. That is, if you're able to play it through your sims characters. For me, it will feel like I'm playing so I can only do it once. I dont think I will have any reason to bring all of my characters over to try it. It will have no replay value for me and most mission style quests are not meant to be done repeatedly. I never said you cant have bot a life simulation and a video game, I just said if it's done too much it will end up feeling like a different game. It will not feel like the sims I love and been playing since the beginning.

    I wouldn't have other sims play thorough it in the save in question, even if it is repeatable. That would cheapen things. Sim A solved the mystery, and Sim A is famous for it. Sim A's child grows up hearing Sim A tell the yarn about how they did the thing back in the day and is inspired to take on a life of adventuring, bringing their child, Sim A's grandchild along. And grandchild resents being drug by child along through the Selvadoradian jungle. All that Sim A's grandchild wants to do is make quality wood furniture, and feels boxed in by the fact that their hero grandparent and adventuring parent have fostered expectations of greatness. All Sim A's grandkid wants to do is be at the workbench without townies going on about how the kid is bound for greatness.

    There's a thousand things you can do with that. And then in another save you can have things turn out differently, or you can ignore it altogether. You're still in charge; the mystery is simply a tool to facilitate story --an anchor to give the random, wandering Sim with 20,000 simoleons that we all start with a dive into the world. That's a great thing, and it is perhaps the first really new idea that has found its way into the series since The Sims 2 wrapped up development in late 2008.

    That's pretty awesome! Love your imagination.
  • Options
    GoldmoldarGoldmoldar Posts: 11,966 Member
    Aine wrote: »
    I apologize, I honestly didn't mean to be rude at all. I was just confused by the post I replied to. Sometimes my passion for the game gets the better of me. Truly sorry all.

    @Writin_Reg I'm aware there are stories in Sims 2, but these stories are not the core of the game, which is my point. I love stories that you can choose to act out, where you have a lot of options and especially customization. Stories are a great addition to already existing depth of gameplay, but they are not in themselves inherently sandbox oriented. A good example of sandbox tools that are story oriented are the different life states in Sims 2 - where you can avoid them pretty much completely if you want, but also you can use them to create many many different stories. It's the versatility in the story tool that I'm talking about here, I'm not against having certain linear stories either, but we were talking about what simulation and sandbox is about, and a linear story is not it. That said, ofcourse I am intrigued by the story and what it is, and I might enjoy playing it also, but it's still not sandbox, and for me it never was what Sims was about.

    Your point about memories is a great example what is missing with Sims 4 - memories is a sandbox tool that effectively helps you create complex stories - especially because those memories effects how the sims interacts with other sims. There are many many more examples to draw from previous installments, and because Sims 4 is lacking in certain core sandbox tools, until we get those, stories just won't be the same for me. I'm still holding out hope that we will get wants/fears and likes/dislikes and an attraction system - preferably with a memory system.

    I'm hoping for this too. But someting is telling me we will never see it again in The Sims...

    I think you are right, what Sims was in the past has passed for me and Sims 4 is dumbed down for me and just do not have that same effect I once experienced with Sims 2 really. Sims 3 was good but it lacked the quirkness of Sims 2 however Sims 3 had more technology than Sims 2 and I will also say more than this version and it may some quirkness but it does not make up for what is missing. It is like listening to music from the sixties to the eighties and then listen to today music and it lacks creativity or originality.
    Omen by HP Intel®️ Core™️ i9- 12900K W/ RGB Liquid Cooler 32GB Nvidia RTX 3080 10Gb ASUS Ultra-Wide 34" Curved Monitor. Omen By HP Intel® Core™ i7-12800HX 32 GB Nvidia 3070 Ti 8 GB 17.3 Screen
  • Options
    FlamingoKicker1FlamingoKicker1 Posts: 4,474 Member
    edited February 2019
    I don't like the packs where we are supposed to play thru a pre-determined "story". Never did. But I'm an addict so I'll buy this just to get the add-ons, the hairs, the clothes, the build objects, etc. and just use those in my regular neighborhoods. I know EA is going to do whatever they want regardless (that's kind of nihilistic I suppose or fatalistic). I didn't buy that Toddler pack because of the horrible ball pit (that showed 'em). Much like the Jungle Adventure pack I will likely play thru it once and then never return to the neighborhood cause what's the point?
  • Options
    mavislurchermavislurcher Posts: 21 Member
    I don't like the packs where we are supposed to play thru a pre-determined "story". Never did. But I'm an addict so I'll buy this just to get the add-ons, the hairs, the clothes, the build objects, etc. and just use those in my regular neighborhoods. I know EA is going to do whatever they want regardless (that's kind of nihilistic I suppose or fatalistic). I didn't buy that Toddler pack because of the horrible ball pit (that showed 'em). Much like the Jungle Adventure pack I will likely play thru it once and then never return to the neighborhood cause what's the point?

    To be honest, you can turn the story off and then just play in Strangeville and enjoy the beautiful landscape. You don't even have to have the infections. Just play as the military career.
  • Options
    BlueR0seBlueR0se Posts: 1,595 Member
    soko37 wrote: »
    KaiSama wrote: »
    so is this a sort of "story mode" type pack? or will it be like the other expansion packs?

    Its neither of those things. It's literally an RPG pack. So, no, not like any sim pack ever. It's not sims. Not sure what EA is thinking.

    It is "sims." Sims series has done things like this before, but this is the first time on a smaller scale and in the mainline series.

    Also, you can avoid the story and just do regular sim stuff. So it's not exclusively a RPG pack.
  • Options
    JoAnne65JoAnne65 Posts: 22,959 Member
    edited February 2019
    Writin_Reg wrote: »
    JoAnne65 wrote: »
    Writin_Reg wrote: »
    Aine wrote: »
    soko37 wrote: »
    For me, these quest focused packs, make it feel like it's ME playing the game instead of me playing THROUGH my sims. That's the huge difference of playing a video game vs a life simulation.

    One of our goals with this pack was to get the story to feel like it was part of the simulation and not some weird thing we shoehorned in. I'm sure the judgement of how well we accomplished this will vary from person to person, so I'm eager to get peoples' feedback.

    I think I know what you mean about feeling like it's YOU playing the game instead of playing THROUGH your Sims, but if you could elaborate on it, I'd appreciate it. What types of things really make you feel like you're playing through your Sims in a life simulation versus playing a game as a player? No worries if you don't want to respond, I don't want to put you on the spot. :)
    @SimGuruHouts LOL are you serious? This stuff is basic knowledge for a Sims dev. I'm not trying to be mean, but the sims were initially about simulation and sandbox tools that let the player make their own stories. There already are hundreds of linear story telling games where you solve 'mysteries' - once and done. The sims was always about the creativity of the players and creating worlds and events within the limits of the sandbox. If you shrink the sandbox and limit the tools, then you get less and less creativity and less and less immersion to the point where you might aswell play another game that does storytelling better. The sims just need a strong foundation of depth of AI and interface with the game, and tools to create worlds and stories, and you're good to go. The 'extra' flashiness can be added if you still have stuff to do after all that. The core of the game is not 'go here do this', it's 'do this or this or this or this 20 different ways, or not'. I'm baffled with this question. I get that you're trying to engage and understand, but having a linear 'story' is not a simulation. If you had 20 different version of the story, or if aspects of it, or the entire thing, was customizable, then that would be a simulation. Again I respect your hard work, but I'm flabbergasted at this question/reply.

    I disagree as the thing I've been missing most about Sims 1 and 2 are all the stories that made the game what it was and what has been missing for so long with Sims 3 and 4. Don't get me wrong - I love Sims 3 - but it was very different than Sims 1 or 2. Sims 2 over all was the best life simulation and all the many stories of all the towns people is what made it so interesting and fun. You could go through their memories and the memories of people in the other memories and follow their who life story - then finally pick it up and continue it during the present or go in a total different direction. I had goals to continue the stories and fix the feud (Capps and Monty's for one) and it was all doable because we had their stories right there in the game to fix or do what ever with. The sims were very much story Oriented - like the story of what happened to Bella Goth - well I hunted it all down and solved it and brought her back. That was only possible because the whole story is there and can be made right if you were so inclined - but if that was nt your thing then you ignored that part of the game. I never ignored anything though and I very much love the option of having the choice and story there if I so desired to go that route. That option is back in this new pack - but I can't help but wish all the packs and sims also had their stories in the game too - just like the game was designed. It had many ways to play there if you so desired to follow them.
    I never really played Sims 2 but aren’t those stories just, like you say, background stories and pictures? It’s not actual gameplay you have to go through is it? Sims 3 had background stories like that as well, just not the pictures. Handing someone the beginning of a story is something entirely different than having to play out that story.

    They are just character back stories. They don’t have any influence on the game and if you ignore them there is no consequence. When you play each house when you begin a new game there are certain scripted events that will happen like for example the Calienties being robbed. I don’t quite understand the comparison to them and this new game pack. One is to flesh the characters and neighbourhood out, the other is the selling point of a new pack.

    Actually the backstories go all the way back to the Sims birth or childhood in a lot of cases, and are before the game is activated. They sometimes contain why they are like they are toward other sims due to things that happened in their back stories. Like what happened to Bella. Like why the Capps and Monty's had been feuding since their college days. It was all in the memories. The back stories told a lot that without checking them out when the game begins can be lost. You learn the connection to Jon who is buried in downtown to his 7 kids he fathered. You discover what happened in the strange vampire House in downtown and the 3 sims buried there - and who they are. There are many - many stories buried in the memories and mysteries that are solvable in Sims 2 in every single pack. Even more you can learn by talking to the dead and the present living Sims that are revealed connected through these memories.

    You did not have to play the way I did - but I very much enjoyed the backstory mysteries and spent months following them through (kept notebooks of every story) and getting the whole stories. It's also how you learn Agnes Crumplebottom and old Mrs. Crumplebottom were two separate people who both had tragic marriages and lost their husbands on their wedding day. One to drowning and the other to a chandelier falling on the husbands head. If you don't play out the memory backstory - you never learn all the stories.

    Sure you can play without knowing any of that - but I liked it because it deepened the game for me and I miss that kind of thing not being in the game -
    “What happened to Bella”. Funny you mention that, because that ‘story’ in fact has been a source for speculation among simmers for years, the main charm being nobody knew, anyone could fill it in with their own story. There was no actual story, it was an unsolved mystery and that in fact was the magic that kept people intrigued for years. Till a developer revealed the truth about Bella. It had nothing to do with a storyline, it was a bug. It’s the difference between handing a storyline to play with or telling the complete story.
    5JZ57S6.png
  • Options
    DietheDiethe Posts: 2 New Member
    Thinking about putting in a Shepard for the military career and investigate the town happenings.
  • Options
    SaphiregirlgamerSaphiregirlgamer Posts: 449 Member
    I really want to get this strangeville pack but I’m scared to see sims so creepy looking
  • Options
    simgirl1010simgirl1010 Posts: 35,866 Member
    I really want to get this strangeville pack but I’m scared to see sims so creepy looking

    Don't play before going to bed. >:)
  • Options
    Sid1701D9Sid1701D9 Posts: 4,718 Member
    Well after skimming through the post, some may change their mind, is if it is a way to unlock plantsim or super hero or villian.
    Sid1701d-"I love my life, live my life and live to play, laugh and have fun."

    "Love will Fight, Love will Win and Love will Survive."
This discussion has been closed.
Return to top