Forum Discussion
Adding Alignment System (to be compatible with existing features such as Reputation System, Balance System, Sim Characteristics, Scandals, etc. ).
For the sake of argument and known representation the DND Alignment System (but this could easily be renamed/rebranded): Good/Evil/Neutral and Lawful/Chaotic/Neutral.
Reputation System could determine a Sims Good/Evil/Neutral stance (but traits could help give advantages/disadvantages too). Such as Evil x2 for all bad reputation actions, Good x2 for all good reputation actions. Mean actions/interactions would contribute to Evil for example.
Lawful (Balance) and Chaotic (Unbalance) could help determine (but not completely). But actions/interactions such as Mischief would create chaos.
Traits that inherently/passively contribute:
- Good: Good, Cheerful, Bro
- Evil: Evil, Mean
- Lawful: Proper, Mystical, Wise (, Dislikes Mischief)
- Chaotic: Disruptive, Gloomy, Grouch, Hot-Headed, Cringe
The point of alignments, to better determine available social interactions and autonomy. If Alignments are toggle on the removal of actions/interactions conducive to alignment will be removed from both autonomy and the pie menu. Thus cleaning up and making each alignment type (Lawful Good, Chaotic Good, Neutral Good, Lawful Evil, Chaotic Evil, Neutral Evil, Lawful Neutral, Chaotic Neutral, Neutral Neutral/True Neutral) of Sim more unique.
Sims could grow in and out of their alignment through gameplay. If traits do not inherently apply alignment most would all just start Neutral/Neutral. But essentially helps maintaining Good Sims Good, keeps Evil/Bad Sims Bad, has Chaotic Sims stay Chaotic, keeps Lawful Sims from being Chaotic! (stop Sims who should dislike Mischief and Mayhem from doing these actions/interactions).
Starting at Neutral Neutral but locking down True Neutral via gameplay. Some Sims you might want or just are truly neutral, they are not good or evil, not exactly lawful or chaotic. They are not going to lie, do mischief but also don't care if another Sim is acting inappropriately either.
After enough gameplay, and a player decides or Sim's alignment is set, permanent trait of that alignment can be added to stop future alignment changes.
But basically this adds complexity, but still relatively kept simple. Sims do not have to be just somewhere on the Good/Evil (Bad) spectrum—they could be more complex :D