It’s obviously a reality—we no longer know what actually has impact. The UI doesn’t serve the life mode gameplay at all, and that makes it bad.
The stories from packs need to be taken out of notifications. They should have a unique, standard interface that makes you want to read and follow the progression, along with a few cutscenes. If it’s a notification, it gets lost in the clutter; if it’s an emotional buff with a tooltip explaining it, it also gets lost in the clutter.
I don’t know if the issue with emotions is a UI or a gameplay problem. With the sheer number of buffs stacking up without the player’s real intention, it sometimes becomes impossible to meet the prerequisite conditions (a specific emotion) to validate something. The system has become uncontrollable and invisible, buried in the background with everything else (traits and even more things I don’t even know what they are, all generating more notifications with no meaningful player action).
For example, the new luck system is stupid because it further reduces the visibility of everything that explains why a given Sim is unlucky that day, adds even more clutter to the Sim’s information on the UI, and creates an additional daily notification. If, for instance, the Sim manages to stay focused on a specific activity the player wanted that day, that’s already luck… And it’s unbearable that the suggested “solution” is to disable features or even entire packs. This is clearly a symptom of poor integration.”
On objects, interaction bubbles, and, since build mode, it would be nice to see what emotions can be triggered and which skills can be developed.
Tracking skill progression from a dedicated Sims interface tab isn’t very useful, since players don’t really know what those levels represent and the information quickly gets lost in notifications. For example, the Handiness skill allows both crafting objects at the workbench and repairing or upgrading household items. It would make more sense to visually tie skill progression directly to the objects or actions, so players immediately see their mastery when using an object or performing an action.
Additionally, each object could include a small gamification section, with replayable scores and daily objectives that grant bonuses upon completion. Honestly, displaying a skill at level 10 permanently takes up unnecessary UI space, especially since a mastery diploma is already hanging on the wall in the house…
Finally, there is very little visibility on possible action chains. For example, eating only home-cooked meals made with ingredients from the garden constitutes an action chain. But I think there are many more, and they should be highlighted with bonuses to make life mode more engaging and fun.
Overall, I think life mode is too focused on the individual and their personal retrospective, while the funniest parts are Sims together, their integration into the environment, and what that produces in the moment. All the character details—that’s up to the player to create, based on the narrative they want. It shouldn’t be the game imposing it (for example, adding an extra “fear of the dark” buff or similar things should only come from specific traits).