My issue with the traits system is that many of the traits affect a very narrow slice of gameplay... Or even worse, mainly affect dialogue.
In my opinion, dialogue and food preference -centered traits might well be the worst in the game, especially since if you leave sims with them at their own devices, you will basically see no interactivity connected to them at all.
Vegetarian? They might make vegetarian food... or eat meat-based foods with a displeased look. Or have a plant icon in their dialogue?
Cheerful? They might... not sulk?
Lactose intolerant? Like vegetarian, but with farts.
Outgoing? All sims do anyway is talking or grilling while tapping their phones...
Family oriented, Ambitious, Art lover, Materialist and Snob.... blahh....
Best traits, in my opinion, are the ones that affect what you see when you are not controlling a sim; evil sims cackling at others' misfortune, slobs making a mess, proper sims initiating cute proper interactions, kleptomaniac sims making stuff disappear, romantic sims trying to flirt with everything with a pulse and a driving license, active sims doing push-ups in front of the library... While this is still far away from the kind of a fully fleshed out personality I'd like to see, traits that make sims autonomously act in unique ways and initiate unexpected events are waaaay more fun.
How could the game be improved, realistically speaking, without overhauling how the overall trait system works
I have loved pondering about this since I find it to be a more likely option than any full overhaul.
- Sims' traits could affect which lots they are the most likely to frequent; loners and book worms ending up in the library, bros and active and adventurous sims hitting the gym, snobs and art lovers visiting museums and so on, making each lot type a place to potentially meet different kinds of people.
- Traits could more directly affect what activities sims prioritize. For now, it seems certain items in the game (televisions, phones, computers, grills and dart boards, especially) call each and any kinds of sims with their siren song to spend however much time with them . Realistic? Perhaps a little too much, ahaha, but also mind-numbingly boring gameplay.
Even if an item has an overall fun value of say, 6, it should not overwrite a sim's core personality in such a way that it almost always goes beyond their favourite hobby with the fun value of 5. Sims with activity-related traits such as active, bookworm, childish, art lover, maker, dance machine, green fiend and goofball should actively choose activities that match what they consider the most fulfilling in life.
- Sims with clashing personality traits that can cause disagreements should spark more and more fiery controversy. The game could tie this to sentiments, even. A pop-up appears, informing us "Phil is outraged by Paula's meat eating habit.", "Donna feels wounded from discovering Karen approves of stealing." "Martha holds a grudge against Jane and her goody-two-shoes moralizing", with an appropriate sentiment added to the parties involved. If their relationships positively develop despite the troubles though, they could perhaps create uniquely meaningful and lasting relatinships.
- Sims with matching personality traits could also spark up unique sentiments or relationships, such has feeling kinship over their unflirtiness, bond over their nature protection interest or sports, or become epic villain pals. Fallings-out from these close bonds could also be more severe than typical, though, sims ending up with hard to shake, severe negative sentiments like "Bro betrayal", "let down by a vegetarian soul sibling" or "it was not the two of us against the world, after all", making their terms hard to reconcile again.
- Sims could gain relationships, skills or needs uniquely fast when engaging with fellow enthusiasts,. A foodie having their social need highly satiated from cooking and dining with family, children of the ocean falling madly in love on the beach, bros really breaking the bank at the gym when training together, and lazy sims putting their napping skills on a turbo charge when napping together with a fellow lazy.