Forum Discussion

Rennegadez's avatar
Rennegadez
New Spectator
4 years ago

How should story progression work in the sims


Story Progression

• I want to see sims interaction with other sims like fight, making out, arguments, couple holding hands, parent holding child hands etc. However, I personally don’t major changes like pregnancy, cheating, affairs to happen as I may want to implement character in gameplay with a different outlook. I think that type story progression should be an option.
• I think there should be a relationships mode questionnaire (like the story mode) to see how certain sims will act in certain situations and unlike the story mode you can add this to pre-existing sims.
• There should be different types of story progression. Where you can select how many types of progression you want:
o interactions progression:
Spoiler
fights, sibling squabble, play fighting, couples holding hands, couples making out, arguments, parent holding child’s hands, parent swing child, adults/teens piggybacking toddlers and kids, pickpocketing, pushing strollers, (expansion) walking dogs, playing with dog, sims taking selfie’s.

o Relationships progression:
Spoiler
pregnancy, cheating, affairs, break ups, divorce, marriage.

o Financial progression:
Spoiler
pay rise, pay cut, job promotions, job demotion, fired, hired, inheritance, bankruptcy, yard sale, new decoration and outfits ( your townies wear new clothes, and neighbours having new items in house), pickpocketing, in-debt, indebted (in-debt to a specific sim), loaning, burrowing, begging (this can be beggars and gold-diggers), neighbours going on vacation, robbery.

o Household/moving progression:
Spoiler
neglected kids move into other household, teens moving out, teens going to college, teens moving into apartments, kids moving into a orphanage to be adopted (if orphanage lot type is placed), neglected pets moving to other households.

o Event progression:
Spoiler
Sims can be invited to events like wedding, funerals, parties, proms, as well as other events. Depending on relationships levels with other sims they can asked to be bridesmaid, groomsmen, a date to prom, a date to a wedding.

• World population menu revamped. Instead of not in world it should be not displaced townie and every displaced townie belongs to a certain world as a unofficial resident so they will pop up their more frequent and all ghost 👻 are the only not in worlds Sims. Displaced townies for each world should have their own filter. E.g. displaced willow creek townie filtered so only see willow creek displaced townies. You can move displaced townies in different world to be displaced in, e.g. displaced willow creek townie settle (aka displaced move) to oasis springs (settle to show even though they moved worlds they didn’t move into a lot).
• There needs to be more categories for household types instead of just, played, active and none active to help better organise and filter. They should have: Default, played, active, main, edited, non active. Default for all the default sims that come with the game (and only when household is edit e.g. adding a new sims or moving out sim do they move out of default section), Played for played household playing, Active sims for sims with lots, Main are selected households player marks as vital to gameplay. Edited are editing non active sims that interact with main sims, active and played sims. None active are just sims that pop up in the world (the difference between a edit and non active sim is that their played or main sim don’t initiate a interaction with them). (You can customise a non active sim)
• Then based on section marked in menu; default, played, active, main, edited, non active. Decide the amount of story progression will happen for each section. Players can decide the type of story progression for each section.

How do you think story progression should work. :)
  • I think there should be two options, "Full Range" and "Limited"

    Full Range means that any non played household progresses without our input. Limited means that the game won't touch Favorited households but everything else is fair game. Then have an in-game way to effect those sims lives (I personally only play one household but then like controlling the households of their friends and family. I'd love a way to do this without actually going into their household then bouncing). I'm thinking something along the lines of interactions like "Suggest hooking up with", more often than not the date will go well and the sims you hooked up will start dating although there should be a chance of it going poorly. Then you can do things like suggest moving in together, getting married, having kids, etc (although I'd word it to be more casual sounding, for storytelling sake).

    This is a little more outlandish and I'm not sure how viable it is but I think the game should run some kind of algorithm in the background that determines how sims spawn and do things autonomously (like throw events and such). Like if you go to the library, sims with the bookworm/creative/genius/geek trait should spawn there more often. Maybe have rowdy sims show up every once in a while to cause drama. Nightclubs have tons of outgoing/romantic/dance machine sims. Sims with the party animal/any wealth/friend of the world aspirations or the outgoing/dance machine traits should throw parties that you can get invited to. Maybe shyer sims can throw friendly hangouts that have fewer sims there. For drama, I think there should be something that decides events like "oh, this couple got into a fight today, while they are mad at each other it's easier to begin an affair with one. Oh, this couple's on a date, while they are out they won't come over when invited." The more it can fundamentally change a household (like a divorce) the less likely it is to happen with more criteria for the game have this even happen. I personally don't care much about promotions and don't want every sim to get to the top of their career obviously so I'm thinking of having a cap on the number of levels they can go but if they have an aspiration (such as wealth) or a trait (like ambitious) they can go higher. I also think the game should take into account traits when assigning jobs. Again, I'm not sure viable all that is though. It may cause performance issues to have all that going on in the background
  • To be quite honest, so long as I have the option to turn it off, whatever works for me.
  • I would sort of want a set Script for my sims to follow. What I don't like is when my characters behave "Out of Character" when I'm rotating households. Doing or gravitating towards Objects they shouldn't have an interest in.

    All I'd like to see is maybe one of my other clubs gathering sitting down together at a restaurant or having a drink at a bar.
    My antagonists being Nasty, towards my other sims, instead of "Best Buddies" and "fixing their relationship" after I worked so hard to make them enemies.

    But even still I'd like them to maintain whatever career, aspiration, relationship and skill level they're at when I'm not controlling them.
  • "AmTk86;c-17722486" wrote:
    I think there should be two options, "Full Range" and "Limited"

    Full Range means that any non played household progresses without our input. Limited means that the game won't touch Favorited households but everything else is fair game. Then have an in-game way to effect those sims lives (I personally only play one household but then like controlling the households of their friends and family. I'd love a way to do this without actually going into their household then bouncing). I'm thinking something along the lines of interactions like "Suggest hooking up with", more often than not the date will go well and the sims you hooked up will start dating although there should be a chance of it going poorly. Then you can do things like suggest moving in together, getting married, having kids, etc (although I'd word it to be more casual sounding, for storytelling sake).

    This is a little more outlandish and I'm not sure how viable it is but I think the game should run some kind of algorithm in the background that determines how sims spawn and do things autonomously (like throw events and such). Like if you go to the library, sims with the bookworm/creative/genius/geek trait should spawn there more often. Maybe have rowdy sims show up every once in a while to cause drama. Nightclubs have tons of outgoing/romantic/dance machine sims. Sims with the party animal/any wealth/friend of the world aspirations or the outgoing/dance machine traits should throw parties that you can get invited to. Maybe shyer sims can throw friendly hangouts that have fewer sims there. For drama, I think there should be something that decides events like "oh, this couple got into a fight today, while they are mad at each other it's easier to begin an affair with one. Oh, this couple's on a date, while they are out they won't come over when invited." The more it can fundamentally change a household (like a divorce) the less likely it is to happen with more criteria for the game have this even happen. I personally don't care much about promotions and don't want every sim to get to the top of their career obviously so I'm thinking of having a cap on the number of levels they can go but if they have an aspiration (such as wealth) or a trait (like ambitious) they can go higher. I also think the game should take into account traits when assigning jobs. Again, I'm not sure viable all that is though. It may cause performance issues to have all that going on in the background


    I like the idea of sims traits effecting what lot they spawn to, I think that great :o :) .However for me their are some progression I like and others I don't that why I think their should be types of progressions so theirs options for everyone to select multiple types of progression for their game. I also want to mention that with Financial progression sim can also be demoted it depends on their trait.

    In my previous discussion https://forums.thesims.com/en_US/discussion/979325/how-should-relationships-work-in-the-sims-4#latest

    I thought of a relationship mode in CAS (similar to storymode) that by answering the questionnaire has a effect on how sim would react in gameplay :)