Forum Discussion
6 years ago
"jadonbakes;c-17268566" wrote:
@kwanzaabot I've heard youtubers say that spells/potions from RoM are basically just cheats that you could accomplish without even owning the RoM pack.
So what does Realm of magic bring to the table? Atmosphere, customization, inspiration for storytelling.
I think it's less about whether superpowers are too boring or not groundbreaking enough, and more about creating an experience within a game where experiences should feel limitless. Not to mention superheroes are now part of hugely popular and financially successful film franchises.
Yes, the sims is largely domestic, but it also has more than its share of quirky, non-domestic locations and gameplay. Alien abduction? A portal that takes you to a floating island? Ancient jungle curses? The Sims 4 is as weird as you make it.
In RoM, the Mischief branch of spells are the closest we get to destructive, elemental magic. Basically superpowers, just with different text. You can control fire, electricity, etc, just like Thor or the Human Torch. They're a very good idea of what to expect from a superhero pack.
But those spells are, at the end of the day, exactly what it says on the tin. They're Mischief interactions. And Mischief is largely a useless skill. You can electrocute or burn a Sim, but so what? There's no stakes. It's good for storytelling, sure, but that's it. There's no actual gameplay attached to burning that Sim, since they're guaranteed to survive. Whoa, they got a little burned! That's got replay value.
Atmosphere is fine, but atmosphere without meaningful gameplay is pointless. You might as wear a Captain Sigma or Llama Man costume. It achieves the exact same end result if all you're looking for is atmosphere.
Super-strength might help you win fights (as it does with Vampires). Super-speed and teleportation will let you move around the world faster. Those are useful. But what else is there?
Mischief powers? I'll pass.
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