drake_mccarty wrote: »
The foundation is absolutely the problem with Sims 4. They took an online game, with features designed for playing in a multiplayer setting and retrofitted it for offline single player in like a year. That’s why Sims 4’s base game and it’s features are so dull, because they weren’t that important until multiplayer was dropped. I mean they literally advertised “stability” like it was some sort of feature, and not something you would expect from a brand new game.
JoAnne65 wrote: »
Imagine what it’s like for a player like me by the way, OP: The Sims 3 hasn’t lost its addictive power, it looks gorgeous and it runs fine on my decently powerful PC. I sometimes make myself play Sims 4 and I really enjoy it when I do, but I keep returning to the old game after a while because for me it’s just more enjoyable (in short, unlike Sims 4 I never go “what shall I do now” and “what shall I do next”, it all goes naturally; Sims 3 happens). And I simply can’t see that changing, not even when they keep adding stuff to it for the next 20 years. Because they’ll never be able to add the stuff that matters to me.
Xiraiya wrote: »
I think the foundation of Sims 4 is the problem. I could have seen myself playing Vanilla Sims 4 contently and happily, for months, and months, and months without any extra worlds or features IF the simulation aspect and the interactions between sims had more to them. Traits don't matter, they really don't, they feel mostly cosmetic with a slight emotional effect which doesn't really matter "My sim is tense for 5 minutes now because of this thing" Groundbreaking. Traits should inform so much more of their autonomous behavior than they currently do, things they're prone to doing, things they won't do (Unless you really make them). Traits combining together should theoretically cause Sims to seem like they have a personality from all the different behaviors and habits given to them by the traits.
Simburian wrote: »
I think the problem is that traits are being gradually introduced into the game a few at a time in various Pack expansions and are not fully developed because they will have to match up with even later ones.
eg: squeamish, vegetarian, insider, self absorbed and paranoid. I would like more depth to them also.
Oldeseadogge wrote: »
TS2 had more interesting sims even in base version than this one has 5 years in. We had aspirations that served as the umbrella over all the rest, 5 traits and 25 points to spend on them in whatever way we wanted-which made for some interesting characters, wants and fears, 20 or so interests, all of which combined to make a very varied and interesting sims pool. The attraction system, which played off the above, added more depth to the sims. Relationship levels between sims actually had consequences, from passionate loving to knock-down-drag-out brawls anywhere at any time. If sim A did sim B really nasty, there was a rage state that overlaid the relationship, that state took a long time to cool down, and there were ongoing consequences. Sims would show you when their needs were tanking by their behavior, no need to look at the status bar. It was far richer, gritty, more life-like. That is what, for me, makes TS2 the best version. All the other extensive goodies it has (such as being able to build genuine Victorian houses, your own private fishing hole...) are simply icing on the cake
adduapina wrote: »
Very good arguments and well written post @Xiraiya. Awesome. I agree with you. Thanks for taking time to write it out!
I'm really sad about some of the new releases. Island Living is an exception. I like it because I love the ability to swim and build on sea. But for example I have truly and utterly regretted spending my money on StrangerVille. After once playing the story (which I don't feel like belongs in this game) I really don't want to do it again on my other saves. So I can't live on StrangerVille because I hate those zombiesims that walk around there.