Blog Post
Sigzy_29
5 years agoLegend
I'd like to know why the developers stopped adding more whims to the game after the Seasons EP. It's been years since new whims were added, and you haven't updated this feature either. Why stop supporting it altogether?
I'd also like to know why, after all the criticism, you still continue to push for hand holding aspirations in the game, with overly tedious multiple goals. I feel like TS4 has too many "pick 3 apples" type "gameplay" and it's not entertaining. I wonder if you can speak on this, why you think this type of gameplay should be in your game, what benefit does it gain from it?
I'd also like to ask why you're not choosing to add a color/hue slider, like what makeup and skin tones have, for hair colors, especially in regards of the unnatural dyed colors. It would add a lot more customization and individuality to the character creation in The Sims, and we know it's possible.
Another question I have regarding TS4 is, why is there a big emphasis on making everything overly colorful and unrealistic? A lot of the time I feel like assets in this game, clothing or furniture, tend to be overly colorful and they stray away from real life inspirations, which tbh makes things very unappealing. Not to mention the scaling of certain assets, like coffe tables or lamps, seems too big when compared to the sims themselves. CC creators make beautiful cc items, based on real life materials and designs, with very versatile colors, which tend to look far better than the turquoise couch with yellow pillows and blue wood frames you tend to make. This makes it a lot harder to match things too, sometimes even things that belong to the same sets. Can you speak on these decisions and why you'd rather not have things look a bit more realistic?
Another question I have, is why is it that the team insists on putting very high emotional buffs on even the smallest features, for example with the bust the dust inspired buff. What's the reason behind this game design choice? The emotion system relies on moodlets/buffs and I feel like if this game is going forward with more years of content this needs to be toned down. Moodlets need to be given a revision because it's getting to a point where sims can stack up to 10 moodlets or more and emotions get very finicky and impossible to maintain. How sustainable is this gameplay system going forward with more packs and more moodlets? Have you considered separating big "life event" moodlets, from minor ones given by objects? Being sad, from the loss of a family member shouldn't be forgotten over the cleanliness of the floor.
Beyond this I'd also like to ask the team why is it that 1 sim can have 9 roomates (with the Discover University roomate system), meaning there's 10 total sims in the household, but 1 sim can only have 7 pets? In previous games, 1 sim could also have 9 pets, meaning a household of 8 sims could still adopt 2 pets into their household. Why does this disparity exist, what's the difference in having 9 roomates associated with the house and having 9 pets? How come TS4 can't keep up with TS2 and TS3 in this instance?
I'd also like to know why, after all the criticism, you still continue to push for hand holding aspirations in the game, with overly tedious multiple goals. I feel like TS4 has too many "pick 3 apples" type "gameplay" and it's not entertaining. I wonder if you can speak on this, why you think this type of gameplay should be in your game, what benefit does it gain from it?
I'd also like to ask why you're not choosing to add a color/hue slider, like what makeup and skin tones have, for hair colors, especially in regards of the unnatural dyed colors. It would add a lot more customization and individuality to the character creation in The Sims, and we know it's possible.
Another question I have regarding TS4 is, why is there a big emphasis on making everything overly colorful and unrealistic? A lot of the time I feel like assets in this game, clothing or furniture, tend to be overly colorful and they stray away from real life inspirations, which tbh makes things very unappealing. Not to mention the scaling of certain assets, like coffe tables or lamps, seems too big when compared to the sims themselves. CC creators make beautiful cc items, based on real life materials and designs, with very versatile colors, which tend to look far better than the turquoise couch with yellow pillows and blue wood frames you tend to make. This makes it a lot harder to match things too, sometimes even things that belong to the same sets. Can you speak on these decisions and why you'd rather not have things look a bit more realistic?
Another question I have, is why is it that the team insists on putting very high emotional buffs on even the smallest features, for example with the bust the dust inspired buff. What's the reason behind this game design choice? The emotion system relies on moodlets/buffs and I feel like if this game is going forward with more years of content this needs to be toned down. Moodlets need to be given a revision because it's getting to a point where sims can stack up to 10 moodlets or more and emotions get very finicky and impossible to maintain. How sustainable is this gameplay system going forward with more packs and more moodlets? Have you considered separating big "life event" moodlets, from minor ones given by objects? Being sad, from the loss of a family member shouldn't be forgotten over the cleanliness of the floor.
Beyond this I'd also like to ask the team why is it that 1 sim can have 9 roomates (with the Discover University roomate system), meaning there's 10 total sims in the household, but 1 sim can only have 7 pets? In previous games, 1 sim could also have 9 pets, meaning a household of 8 sims could still adopt 2 pets into their household. Why does this disparity exist, what's the difference in having 9 roomates associated with the house and having 9 pets? How come TS4 can't keep up with TS2 and TS3 in this instance?