A Word About Wheels
Conversation wheels and item interaction wheels, we can't live without them. But sometimes they're frustratingly designed, no? I really wish they'd be filled more thoughtfully, with an emphasis on usage. As in, the most commonly used interactions would be in the first wheel, where there are only a few wheels say. It's really started to aggravate me since the knitting pack came out and I can finally (thank you!!) dress my babies in proper onesies that I pick out. Unfortunately, I'm apparently pretty rare in that I keep my babies for quite a long time. I always have twins you see (very deliberately), and I want a parent to be available for each toddler when they're awake, but if I decide to add another pair of twins while my parents have careers then I want to wait til they've maxed those careers before quitting them and aging up my babies. So I do tend to have babies for a very long time sometimes. And I cannot express my aggravation that the "Dress Baby in Onesie" and "Remove Onesie" options are right up front on the first wheel while I'm trying to feed, cuddle and rock my babies (not to mention how often ROCK gets shoved to the 2nd wheel! GRRR). I'm only going to dress them in a onesie ONCE and I'm only going to remove the onesie ONCE, so logically they should be on the 2nd wheel out of the way of the most common interactions. I've accidentally 'Onesied' or 'UnOnesied' a baby so many times I could spit, and it made me think about how so many of the interaction wheels are so poorly constructed.
Take the unending dialogue wheels- holy frack, I have to pause the game to sift through 7 or 8 disorganized wheels to find the one interaction I'm looking for, which is pretty important when at work with your Sim or on a date and specific interactions are required. The little icons help somewhat, but it's still haphazard and disorganized. I would love to see the dialogue wheels ORGANIZED, preferably by type (ie: the little bitty icons). Focus-based on one wheel or pair of consecutive wheels (fishing, gardening, wellness, science, video games, etc). Inspiration-based on one or two consecutive wheels (art, writing, music, cooking, etc.). Generic interactions (those with no icon) should be the first wheel(s) available, and instead of scanning wheel after wheel for a specific icon and then seeing if it's the right interaction, you can find your appropriate wheel quickly and scan only those 8 choices at a time.
Am I making sense? I'm an incredibly organized person, and using such randomly generated wheels drives me a wee bit 'round the bend after a while. Doesn't anyone else have these issues or is it really just me? O.o I just felt the need to voice my opinion on something I really don't see discussed overly much, since the entire gameplay mechanic is wheel-based and you can't do much without one. So they should be helpfully organized, no?
~Tyger <3