"mgomez;12641227" wrote:
Being a father myself, I understand why the game decided not to include needs. You really have no way of communicating with an infant. Infants can't say "I'm hungry" or "I'm bored." They just have one universal way of communicating (crying). But then again, there were times when my little one wouldn't cry but there would still be something wrong with him (for example, he sometimes would have a fever, and I would have to give him something to make sure that the fever doesn't spike).
The point I'm getting to is that this is much more realistic. It's a challenge, but that's the challenge that parents face. You can always click the crib and click "Age Up" anyway. Real babies are much less boring than Sims 4 babies :D
Hey, I'm a parent too, my real-life kiddo is upstairs supposed to be going down for a nap right now. I know that he doesn't have need bars that I can just check to figure out what's wrong ... but he DOES give me a cue if there's a need. Either I smell something dreadful, or he cries, or something. My problem here was that the game WASN'T giving me any kind of cue that the sim baby needed anything. The aura behind his picture was a steady green. He wasn't crying or anything. The ONLY time I was getting a cue from him that he needed anything was the green stench cloud and crying if he needed a diaper change. Like I said in the original post, I'd just opened up the game from where I saved last night. Obviously I wouldn't remember in great detail the last time he'd been fed / played with / whatever. All I had to go on was what the game gave me: a green emotion aura (and the only mood objects in the room are playful, so he couldn't just be feeding off a positive aura from the room), and a lack of crying. In real life, real parents can pick up on issues even without crying because real babies are physical beings that give off real physical senses. I can smell his dirty diaper. I can even tell by how he's breathing if something's not normal. But when I have a bundle of pixels on my screen that don't give me some kind of auditory of visual cue, how am I supposed to know anything's not fine? The game led me to believe my sim baby was fine, and then took him away from his parents without any kind of warning or indication that something was amiss. If that baby really was starving to death, the game should have been coded to have him start crying to alert me to send one of his parents to feed him.