I think there is something about Sims 2 that captures the imagination. I am not saying that Sims 3 and Sims 4 are negative in its entirety. Sims 3 and Sims 4 have loads of custom content and some good expansions. I think it is not in the looks of the situation rather it is a marrow issue. Many of the commenters have expertly detailed the issue before me so I am merely reiterated what they have said as well voicing my own opinion. < i="" really="" loved="" cinebar="">
You can detail and observe the hard work of Sims 2. I saw that there were 3 lots and they all innately had some quality that differentiated them. Not to mention the teens had a lot of spunk and attitude that pretty much was also dictated on their clothes. Sims 2 fashion was balanced between conformist (teens wearing school uniforms) and between non-conformist (a medium length sweater dress with half slacks and arm bands). Yes, I liked the introduction of young adult and university feature in Sims 3. I also do think also the addition of the "Wohoo" option for teens in Sims 4 is to an extent realistic (though made tame by calling it "mess around" to suit the more teenage vernacular). Those are vast improvements but coordination of Sims 2 was not made so "frustrating" as in Sims 3 and Sims 4.
I mean Sims 4 is a bit linear to an extent though there is much to do even outside of a job and now with the new Get To Work expansion you can go to work and open retail stores. But here is the thing: the active careers in Sims 4 are at times a tad bit annoying. You are given objectives but they do not always correspond with what you CAN ACTUALLY DO at a moment. And the flexibility is limited. The timer is as suave as a broken wristwatch. You are made to walk miles to collect things and when you get back to do something, be it inventing in a scientist career or well diagnosing in the doctor's career and by that time the timer to work is like coughing its last breath. That is hardly flexible or productive.
I would say the guess-gymnastics in the doctor's career is one of the most frustrating ones. Sims do not always show in a way what they are experiencing and the diagnostic doesn't give good results and you are told to make observations based entirely on your, the player's, "gut" instinct which is pretty harrowing as the tools you are given and the information provided is not enough to merely manage on instinct alone. Not to mention the broken-wristwatch timer pretty much makes it quite implausible to thoroughly examine patients. Either you order subordinates or do most of the work by yourself but this is a demanding job even in a game and must allocate better materials to make it better.
Despite its release I will say I was expecting more costume content from Get to Work. However, I did not get that AT ALL. The Sixam aliens are well limited by their own biological florescent light inductive clothing; which is cool but the selection is pretty much nonexistent and being in disguise is cool but not something you want permanently as you play an alien for the alien experience not the disguise experience.
The lots feels limited. I did not feel this way with Sims 2 but I do for Sims 4. "Magnolia Promenade" could have been bigger. Its effects are limited and doesn't add to wow factor.
Instead of hidden places in lots they could have just made a new world hidden underneath lots. Or made new ones. The hidden features are nice but they are not as great as they were expected to be. It would have better to focus on them as well.
Overall, Sims 4 is an okay experience but I think I feel a lack of originality and imagination here I did not at all feel with Sims 2.
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