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Mmdrgntobldrgn
6 years agoNew Spectator
The sims is how I would get mini breaks from rl & rl parenting, although I frequently envied my sims ability to hire an affordable maid.
A coworker and I used to talk about sims 1. We primarily discussed the freewill experiments to see how the different zodiac signs would interact when you locked 8 different sims in a house - I always placed a rose vase in the main hall, and found it interesting & loved it when sims would randomly give each other roses. We'd also discuss builds to small degree. I had every Maxis released monthly free item backed up onto a cd. Eventually I got bored of the children never aging up, and the no breaks from work days, and shifted to farming or period sims, who earned income from their home lot. I also had a few fun pieces of cc including chickens that would wander the yard, lay eggs - your sim could collect and cook the eggs or leave them and they hatched baby chicks which grew up.
Sims 2 came along, and I fell in love with legacy play, and the days off that were introduced. Teens were a hoot, and tot's the most adorable things ever - even when they were climbing out of their cribs & splashing in the toilets. My legacy families (most surviving the harsh rules of the apocalypse) thrived and grew gardens in green houses, and enjoyed many a college dorm party. I used the stand alone cas & pattern makers to create some clothes and wall/floor patterns. I also had every Maxis freebie released on the website, those scissors were very handy for thinning out full houses. ;)
I also had sims for ps2 and gameboy, and had fun with those with our kids.
Sims 3 came along and I was in heaven, I missed a few of the ts2 mechanics (such as tot's getting into mischief), but I fell 100% in love with open worlds and casT. Short of a box of lego's + other building supplies and a few dolls s3 for me is as close to open sandbox as a game can get (besides Spore, which in terms of tech needs was ahead of it's time or my budget) while having a set number of scripted routines (work requirement metrics & adventure metrics). For 3 I use a few mods from nraas for stability, and have adopted a few apocalypse appropriate pieces of cc.
Sims 4, still not a fan of the hair or content packaging break down, has grown it's base mechanics a good bit since it's initial release. I play it once in awhile, but it's to heavily story scripted to fully enjoy sandbox styles of play, unless you play with cheats always on to access locked reward items, meh. I do enjoy some of the new building mechanics, even though room metrics can sometimes create new challenges, such as the ability to resize objects to create some unique builds. I also love the new roof flexibility. No cc or mads yet, not until the game is done and it stops getting monthly & more patches.
Our daughters will sometimes play sims, as teens they would play on the ps2 or gameboy and we'd chat about their games. Our youngest has had a few interesting adventures in s3 some of which ended in complete disaster, and left her scared of trying another family scenario in game.
I'm looking forward to seeing how the next iteration of the game grows while hopefully allowing for a bit more of the s3 level of open sandbox and in game custom-ability.
A coworker and I used to talk about sims 1. We primarily discussed the freewill experiments to see how the different zodiac signs would interact when you locked 8 different sims in a house - I always placed a rose vase in the main hall, and found it interesting & loved it when sims would randomly give each other roses. We'd also discuss builds to small degree. I had every Maxis released monthly free item backed up onto a cd. Eventually I got bored of the children never aging up, and the no breaks from work days, and shifted to farming or period sims, who earned income from their home lot. I also had a few fun pieces of cc including chickens that would wander the yard, lay eggs - your sim could collect and cook the eggs or leave them and they hatched baby chicks which grew up.
Sims 2 came along, and I fell in love with legacy play, and the days off that were introduced. Teens were a hoot, and tot's the most adorable things ever - even when they were climbing out of their cribs & splashing in the toilets. My legacy families (most surviving the harsh rules of the apocalypse) thrived and grew gardens in green houses, and enjoyed many a college dorm party. I used the stand alone cas & pattern makers to create some clothes and wall/floor patterns. I also had every Maxis freebie released on the website, those scissors were very handy for thinning out full houses. ;)
I also had sims for ps2 and gameboy, and had fun with those with our kids.
Sims 3 came along and I was in heaven, I missed a few of the ts2 mechanics (such as tot's getting into mischief), but I fell 100% in love with open worlds and casT. Short of a box of lego's + other building supplies and a few dolls s3 for me is as close to open sandbox as a game can get (besides Spore, which in terms of tech needs was ahead of it's time or my budget) while having a set number of scripted routines (work requirement metrics & adventure metrics). For 3 I use a few mods from nraas for stability, and have adopted a few apocalypse appropriate pieces of cc.
Sims 4, still not a fan of the hair or content packaging break down, has grown it's base mechanics a good bit since it's initial release. I play it once in awhile, but it's to heavily story scripted to fully enjoy sandbox styles of play, unless you play with cheats always on to access locked reward items, meh. I do enjoy some of the new building mechanics, even though room metrics can sometimes create new challenges, such as the ability to resize objects to create some unique builds. I also love the new roof flexibility. No cc or mads yet, not until the game is done and it stops getting monthly & more patches.
Our daughters will sometimes play sims, as teens they would play on the ps2 or gameboy and we'd chat about their games. Our youngest has had a few interesting adventures in s3 some of which ended in complete disaster, and left her scared of trying another family scenario in game.
I'm looking forward to seeing how the next iteration of the game grows while hopefully allowing for a bit more of the s3 level of open sandbox and in game custom-ability.
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