"brackencat31;c-16351817" wrote:
Love witches and magic, can’t stand werewolves though.
I hope the devs hear this out because splitting supernaturals into individual GPs seems to work, splitting vacation worlds does not.
GPs geared towards supernaturals allow them to actually increase the depth of a singular life state and focus on fleshing them out. I think it worked with Vampires because 1) That honestly felt like the first time Sims 4 upgraded anything from the former titles, and 2) Vampire powers are really just an extension of a Sim's personality and abilities. Being able to give your bodybuilder Sim the strength powers for example is a nice touch, as is giving your evil sim the weaknesses that make people hate him. Life states can provide quality even if all the devs do for a GP is focus on creating a list of powers and weaknesses for them. (though with Witches I'd absolutely expect alchemy too)
The same does not seem to translate well with vacation destinations. It just leads to rather limited ones with less content. This is probably because vacation destinations DEMAND a world be built and be fleshed out, they still need a goal and something to do, and in the case of World Adventures, those were hand-crafted dungeons where someone sat down and planned puzzles out for the players. Such projects are demanding both on resources and on time. We need to view this in the sense of "do Selvadora and Outdoor Retreat combined compete with China and Egypt from World Adventures," and I think the answer is a clear no.
Do the same where you imagine if we have Witches about as detailed as Vampires are, and do Witches + Vampires compete with Fairies + Vampires + Witches + Werewolves....? Yes, potentially. We've lost half the lifestates, but the ones we got got twice as much detail.
Lately, I feel the big takeaway is that packs need to be a method of further customizing our Sims and fleshing them out. Give us new ways to customize their behavior? The stories will
write themselves. Give us stories we're supposed to act out without any long-term effects on the Sims? Some won't like the story planned for us by default, and after one playthrough it'll get dull with no long-term ramnifications for our Sims. Vampires and Parenthood succeeded because they did this, and I feel boredom watching Jungle Adventure streams (and would feel the same watching Outdoor retreat) because much of it is just repeating the same actions, waiting for your Sim to finish doing a thing, and at the end of the journey there's ZERO long-term benefit. The reward thus far seems to just be fat stacks of cash, which is incredibly boring. World Adventures for me was both fun to play and had long-term benefits via the skills it provided (photography, martial arts, nectar-making) and the vacation homes. Martial arts in particular added additional things your Sim could do, such as meditation to freeze needs, teleportation, a new method of space rock collecting/gem collecting, and better skill at fighting. Outdoor Retreat and Jungle Adventures don't really have that, and I struggle to see any motivation to use their skills outside of the context of their worlds.
I really hope they not only produce a Witches GP, but also follow up with other supernatural GPs, whether they be werewolves, fairies, swamp monsters or mermaids. It doesn't matter, what matters is that the concept of customizing your sims further via their personality, powers and abilities has proven popular thusfar and should be embraced. If they do a University pack, they should take a similar approach to Parenthood too and try to provide new traits or abilities your Sim can unlock for doing certain majors. The vacation worlds though...? Thusfar they seem unimpressive, and no I don't want vacation world #3 just so I can be reminded it's more expensive than WA for half the content.