Forum Discussion
LiELF
4 years agoSeasoned Veteran
I'm so extremely grateful we're finally getting a Scared emotion. <3
But I do agree that the Sims 4 just doesn't seem to be a risk taker like the previous games were. It sometimes feels like players are being parented by what content we're "allowed" and how scary or disturbing it is (or isn't). But I think they should keep in mind that all great artists took risks and some of the most revered artists and innovators created controversies. (For example, H.R. Giger, who created the Xenomorph Aliens for the films had a style that was described as "nightmare" art. It is disturbing, horrifying, and scandalous but beautiful in a very strange and primal way. His art is just fascinating. I'm obviously a huge fan of his work. But it's definitely not for all ages.) Artists who take risks and stay true to what they want to accomplish and create for themselves or their own stories and not to please others are the ones who make a mark in the world and are remembered.
I've read so many tales of players who played earlier games and had adrenaline rushes when something untoward or frightening or unexpected happened in their games. Some even were young enough to cry or get upset at the time but still look back on it with fond memories because the moment was memorable. And I think that's what makes any creation stand out above others; how memorable it is and if it sticks with you mentally. When a player gets a physical reaction to a game, like a jump scare or anxiety for their Sims or a little distress, it doesn't suddenly make the game dangerous or a negative influence. It makes it memorable. It makes it exciting. And in a game where we watch little people going about their daily lives, working, eating, bathing, and doing so many mundane things...we need a little excitement. And that's what Will Wright could see when he invented The Sims. That failures, obstacles, fears and challenges are the things that will stand out. Adding a little suspense is what will keep a player riveted and coming back for more. And overcoming those moments (or reveling in them) with a little satire is what brings a sense of satisfaction and accomplishment and a sense of purpose. It's what we, in real life, can relate to and it gives us a special connection to a very unique kind of game.
So, again, I want to express my extreme gratitude for the Scared emotion. It is, to me, the largest missing element of this Sims game and I think it will make a big difference in shifting the game a little more toward that excitement and memorability. I can't thank the devs enough.
But I do agree that the Sims 4 just doesn't seem to be a risk taker like the previous games were. It sometimes feels like players are being parented by what content we're "allowed" and how scary or disturbing it is (or isn't). But I think they should keep in mind that all great artists took risks and some of the most revered artists and innovators created controversies. (For example, H.R. Giger, who created the Xenomorph Aliens for the films had a style that was described as "nightmare" art. It is disturbing, horrifying, and scandalous but beautiful in a very strange and primal way. His art is just fascinating. I'm obviously a huge fan of his work. But it's definitely not for all ages.) Artists who take risks and stay true to what they want to accomplish and create for themselves or their own stories and not to please others are the ones who make a mark in the world and are remembered.
I've read so many tales of players who played earlier games and had adrenaline rushes when something untoward or frightening or unexpected happened in their games. Some even were young enough to cry or get upset at the time but still look back on it with fond memories because the moment was memorable. And I think that's what makes any creation stand out above others; how memorable it is and if it sticks with you mentally. When a player gets a physical reaction to a game, like a jump scare or anxiety for their Sims or a little distress, it doesn't suddenly make the game dangerous or a negative influence. It makes it memorable. It makes it exciting. And in a game where we watch little people going about their daily lives, working, eating, bathing, and doing so many mundane things...we need a little excitement. And that's what Will Wright could see when he invented The Sims. That failures, obstacles, fears and challenges are the things that will stand out. Adding a little suspense is what will keep a player riveted and coming back for more. And overcoming those moments (or reveling in them) with a little satire is what brings a sense of satisfaction and accomplishment and a sense of purpose. It's what we, in real life, can relate to and it gives us a special connection to a very unique kind of game.
So, again, I want to express my extreme gratitude for the Scared emotion. It is, to me, the largest missing element of this Sims game and I think it will make a big difference in shifting the game a little more toward that excitement and memorability. I can't thank the devs enough.
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