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Saneksemoo's avatar
7 years ago

By definition, Jungle Adventure doesn't have real traps.

There are nothing more than obstacles that your sims have to overcome. They don't have the element of surprise. They're bluntly visible, and you know the exact danger If you directed a sim to go daredevil-head-straight to the device, and that makes it way easy to how to avoid it without having to be prepared tactically.

What, imo, is what makes a trap:
1. Bobby Trap: a very known one, which is a device or setup that is intended to kill, harm, or surprise a person or animal, unknowingly triggered by the presence or actions of the victim. (Wikipedia definition)
2. A Trap: not necessary has to be one that catches the enemy by surprise/prediction, but anything that "a device or enclosure designed to catch and retain animals, typically by allowing entry but not exit or by catching hold of a part of the body." (Google's Definition).

Now that I elaborate on these points, I'm gonna make my arguments to contradict that their definition doesn't met the classification as traps:
1. These "traps" in the game pack are unhidden, not concealed, so your sims can easily (unless their AI is really clueless and/or the player has no common sense) avoid the harm and simply not walk into one If played smart.
2. It's not a "trap" when it doesn't capture an entity/person/animal in of whereabout but out of a certain room. It's nothing more than what I would call 'dead end', but I even then loosely would define it as such as that, because the sim is not outmatched or out-cornered by a pack of mobs and the sim can leave the area they just enter at any time and just straight walk out of the temple as If it were their living room.

And with that comes my disappointment. Unlike World Adventure (yes blame me for using TS3 as benchmark for all good and holy, but this game with dlc is just a sequel to the whole franchise of the same series, so get over it!), which was (IMHO) was more fun when it offered the element of surprise with the implementation idea of bobby traps, it's so easy to steer our sims away from danger. In WA, You/Sim enters a new room of a template, finds a hall that is leading to an open visible door/entrance or a pile of rocks that tempts you to mine it out to unblock the possible entrance, you direct your sim to seamlessly go in pass through the safe room before you know it, BOOM - your sim walks/steps into a trap, and you & your sim get caught off guard and the pixelated character taste the painful "medicine" of being careless and incautions. It's more irksome to expect that we/I expected that the pack would offer the exact what the description, until you find out that it isn't what the term implies and actually is a contracting name.

A gate that propels a flux of fire/electricity/poisonous-gas/ that is visible from the very start you walk down a stairs or through a door to another room is just an obstacle, not a trap. We know we can easily avoid the sim getting harmed, killed or prevent ourselves from getting perplexed If we choose not to send sim to go across the passage through the bluntly obvious device that has the predictable purpose of zapping/scorching/poisoning that targeted victim. You may as well call a clear visible pit or a dig site as a 'trap', because only dummies can just walk into one of those when they're that clueless and not attentive enough to watch wheir their going. A trap may as well be named a crosswalk, particular/especially those who are crossing it while glued to their phones. Or in the relation of The Sims, a broken tv or a stove may as well be defined as traps, because their hazardous and fatal for those who have a certain low skill that tries and attempts to interact with.

///Rant Over///

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