Forum Discussion
This is a very different way to look at DLC, I never looked at cc and DLC this way. I don't consider staying true to the base game. I look more to what tools the game gives me to play the stories I want. As a fantasy lover that makes some DLC essential. I wouldn't want to play without realm of magic and werewolves.
majesticalform How do you consider updates when you talk about the original main Sims 4 mission? For example at launch there were no pools. Do you not use them? Or do they go against the original mission? What about the stylist career with the work from home option? Is that part of the original mission when it wasn't available at launch? What about ghosts, toddlers and infants, bunk beds, the calendar,...? The sims base game is constantly evolving anyway. The base game now offers more than the original main sims 4 mission.
For me there is a difference between DLC and CC.
This game was clearly developed with DLC in mind. It had been a fixed formula for the sims for 25 years. DLC expands the game and I like it. Simmers have to pack and choose what they want to use and what not. I don't think many people buy spa day in particular for the cheat teleportation. I mainly use yoga and bath soaks. Similarly most people don't buy seasons for the money tree but for the weather or the holidays. Personally I mostly like adding new options or flavours to the game but restrict myself to not go full on the cheat gameplay. No money trees for my sims, no copypasto on everything to make money, ... Teleportation (spa day, spellcasters, werewolf tunnelling, vampire bats) is one of the few cheaty additions which I do use. Just to save time for my sims. But for those who like more realistic options bikes can be a great alternative.
The sims team has no control over what's added on CC and mods but does facilitate using them by providing a mods folder. So it doesn't go entirely against the game to use mods. For sims medieval for example, players have to add this folder and replace another file to get the possibility of mods. I think they offer great possibilities but I try not to add big new gameplay. Only small fixes and mccc.
I used to hoard CC in the sims 2 days. But with several DLC installed I have very little need for it. Personally I would never add alpha cc, but that's personal preference. Some people like that visual style and others (including me) don't.
Updates are a little tricky to say imo.
It really depends on the update and how they introduce those new features, what features they introduced and if the new features "stick out" of the main Sims 4 mission.
If a new update feature really does stick out from the original mission then I simply just don't use them or interact with those features in any way. However, some of these features (like in the infants update) can't really be disabled unless you use some crazy external mods. For me if a update forces me to use a new feature in the case with infants and toddlers, then I just let it slide.
For other features like the stylist career I don't use this at all and haven't for about 2 years because it definitely seems out of place with the other careers, ngl. Working from home is wonky, and seems to be utilized by so many other careers added via DLC, which do not match with the original careers added in game (these original careers require you to go to work, no choice). As a result I don't use that career for those authentic reasons.
Again, we have different opinions on the use of external DLC, fantasy/supernatural stuff and custom content. I fit CC and game mods in the same category - they're both considered custom content in my eyes. I'm also a pretty extreme fantasy "realist" so I don't ever use occults or supernaturals (but it's just my perspective.)
I always run my stories run on realism and financial perspectives (making money through the hard earned careers and jobs, sims moving in and spending their money), no cheats, supernatural occults or hacks.
To sum everything here up: Really depends on the update