Forum Discussion
8 years ago
A social update for the sims, which provides us with actual gameplay (other than "click to interact"):
Social personalities for sims:
I'd love if my sims actually liked or disliked each other because of their personalities and habitus. Their attitude towards each other should limit the kind of interactions available in conversations (while still giving choice to the player - so conversation success-chances should be modified and need to be more transparent) and also the way in which relationships develop. If conversations go wrong (especially if a sim really likes the other sim), there should be effects on my sim's mood. In general, moods should be more dependent on social factors rather than material factors (surroundings).
Give our sims something to strive for (like: a certain habitus, our sims could learn to behave (walk/talk/dress) in certain ways - similar to charisma, but more differentiated so it can also be used for a like/dislike system. It could even include topic-knowledge (e.g. habitus "conservative intellectual" could require your sim to go to the opera every now and then (which costs money!) to increase/level up and maintain this habitus. Of course, certain habitus should be quite expensive. And many habitus (especially those who require knowledge that needs to be updated) would need to be MAINTAINED (by doing activities, reading special interest magazines/online, talking with other people that are experts for that habitus, etc.).
Social space and time: Introduce plausible chances for sims to appear on lots, according to age, sex and habitus. I don't want "Bro"-types to appear at the exclusive intellectual circle at Lord Abercomby's manor. Also, I don't want Granny to appear at the disco at 3 AM. This is so ridicolous. So, for each lot, the creator needs to be given social sliders where he/she can fine-tune the chances for each age/sex/habitus group to appear on the lot at morning/midday/evening/night.
Long-term feelings: Certain things (e.g. stress, depression, love-sickness, fulfilled love) should cause long-term moodlets that stay for a week or so.
Daily mood: Give our sims a daily mood when they wake up that stays until evening (but can be overwritten by other moddlets, of course). This would give us some randomness and change.
Social personalities for sims:
I'd love if my sims actually liked or disliked each other because of their personalities and habitus. Their attitude towards each other should limit the kind of interactions available in conversations (while still giving choice to the player - so conversation success-chances should be modified and need to be more transparent) and also the way in which relationships develop. If conversations go wrong (especially if a sim really likes the other sim), there should be effects on my sim's mood. In general, moods should be more dependent on social factors rather than material factors (surroundings).
Give our sims something to strive for (like: a certain habitus, our sims could learn to behave (walk/talk/dress) in certain ways - similar to charisma, but more differentiated so it can also be used for a like/dislike system. It could even include topic-knowledge (e.g. habitus "conservative intellectual" could require your sim to go to the opera every now and then (which costs money!) to increase/level up and maintain this habitus. Of course, certain habitus should be quite expensive. And many habitus (especially those who require knowledge that needs to be updated) would need to be MAINTAINED (by doing activities, reading special interest magazines/online, talking with other people that are experts for that habitus, etc.).
Social space and time: Introduce plausible chances for sims to appear on lots, according to age, sex and habitus. I don't want "Bro"-types to appear at the exclusive intellectual circle at Lord Abercomby's manor. Also, I don't want Granny to appear at the disco at 3 AM. This is so ridicolous. So, for each lot, the creator needs to be given social sliders where he/she can fine-tune the chances for each age/sex/habitus group to appear on the lot at morning/midday/evening/night.
Long-term feelings: Certain things (e.g. stress, depression, love-sickness, fulfilled love) should cause long-term moodlets that stay for a week or so.
Daily mood: Give our sims a daily mood when they wake up that stays until evening (but can be overwritten by other moddlets, of course). This would give us some randomness and change.
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