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8 years ago

Controlling Your Cats & Dogs: New Blog 8/31

Controlling Your Cats & Dogs
BY GRANT RODIEK




Hi Simmers! We were thrilled to finally announce The Sims 4 Cats & Dogs*. It’s a huge relief to finally get it out in the open. One of the first questions the community asked after our big reveal: Can I control my cats and dogs?

This is appropriate, because it was one of the first questions we asked ourselves long before we started working on the game itself. It’s one of the most important design questions for the entire pack, so we want to dive a little deeper into what it means. Early on our team was almost evenly split and gearing for a creative fight. Folks (me included!) had (and have) VERY strong opinions on this topic. We knew it was incredibly important. In The Sims 2, you couldn’t directly control pets. In The Sims 3, you could. We went back and played the old games, read the forums, and conducted survey research on this topic specifically to fully consider every angle.

We went back and forth, and finally our creative director made a very important point. The question isn’t control or not control? It's what can we do with either solution, and why is one solution superior? What do we gain? What do we lose?

Before we continue this, let’s take a step back and examine other aspects. I’m a dog owner and have been almost my entire life. My corgi, Peaches, is often the focus for my weekends. My wife and I take her to the beach, throw her in the car to shop, and we read in the backyard so she can enjoy the sun. We dote on her.




I’m not alone in being obsessed with my dog or cat on the team. When discussing this pack, we tried to really dive deep into the essence of our pets and why we love them. Why they make us laugh. Why they make us angry. Why we photograph them constantly. We found out that we were all drawn to what made our pets special. How they sleep on their backs. How they always bark at a certain person. How they listen for the crinkle of a plastic bag as they know it’s a walk.

We knew our cats and dogs in The Sims 4 Cats & Dogs needed to be responsive, observant, and obsessed with the Sims. Their owners. Their companions. We also knew we wanted them to be surprising, to act in unexpected and delightful ways, and to be living creatures. We were guided by the idea that cats and dogs would be like Sims for your Sims.

This brings us back to control. There are many factors at play here, some technical, some design, but in a nutshell, if players could see and control every aspect of their cat or dog, it made it difficult for us to make them do surprising, fun, and unexpected things. When we compared all the options, we knew that our game would be the most fun if we didn’t let players select cats and dogs, but instead gave you other ways to interact with them. When we made this decision, it fundamentally opened up things we could do with cats and dogs that we can’t do with Sims even!

This doesn’t mean they’re wild and without control. Far from it. I’m going to give some examples, but before that, let me ask: How do you control your dog or cat in real life? How do you get them by your side when you want to pet them, or get them to sit when they’re misbehaving? The answer in your mind, it’s how it works in the game too. When your Pets need your attention to solve their needs, they’ll animate, act in certain behaviors, communicate with your Sims, and yes, the UI will tell you what they need. You can even ask them!




When they act badly, you can train them to stop. When you want them by your side, you can call them immediately over to you. But, like all good dogs and cats, there is a good chance they’ll be at your feet, walking along side you, or snoring on the couch next to your Sims already. If you want your dog to breed with another dog, you can instruct them to do so. When you need your cat to sleep in a certain bed, you can call them to do so.

In a nutshell, you won’t be frustrated by a lack of control. We’ve taken great pains to design, implement, and test an assortment of solutions and content to make sure that isn’t the case. But, we’ve also filled the game with unique behaviors and attributes for your cats and dogs so that you’ll be observing and telling stories for years.

We think The Sims 4 Cats & Dogs is the best pets expansion we’ve ever made, and a big reason for that is the freedom we were granted by removing control. Some of you may not agree, but don’t worry, The Sims 4 Cats & Dogs will be out soon and we’ll be talking more about it in the coming months. Soon you’ll agree that this is the most pawesome decision!

Until next time.


https://www.thesims.com/news/control-cat-dog

48 Replies

  • "Sigzy05;c-16017593" wrote:
    Question:´

    Will pet traits (they do have traits right?) change based on the input we give them with our sim (telling them what's right or not to do), like in TS3 or are they stiff?


    I think it will be like parenthood (witch was a great game pack) You can influence your kids to do things and if you do it enough they start doing it without direction. But with pets I think we'll have dogs that lets say "Dislike cats" and they''ll always chase them but you can teach them to listen to your sim more so when they do try to chase the cat your sim can tell them to stop or "sit by me" and there more likely to do it the more you practice.
  • > @AmySims09 said:
    > One of the comments below said "I think what they are most iffed about is that they couldn't make the decision themselves."
    >
    > I'm like "Yeah cos look at the last time the community made a decision on something. We got one the most brain dead chore in life."
    >
    > I'm glad they aren't controllable :smiley: Controlling their every move would get boring.

    Have to disagree. Most of the sims, if you take away your own crazy story ideas, is basically "boring life chores". You sleep, wake up, eat, pee, take a shower, make friends, interact with other people, fall in love, go to work, etc.

    That is the game. And adding upon that daily routine is only gonna make the game more realistic.
  • "@MizzSammii3;c-16244881" wrote:
    To be honest, I would have liked the option to control the pets. When my sims go to sleep or go to work, I focus on the pets and see what they're doing, what they're up to, what they need. The fact that you can't even click them to see their needs or relationships is a downer already, but even more so that even if you wanted to, you can't control or essentially "play" them. Having them automated on "taking care of themselves" would've been great, only requiring the player to step in if they really wanted to. The essential --option to-- would've been great, even if it wasn't a necessity in your pets' survival. There's no fun in watching your cat run around the neighborhood without being able to have them interact with things along the way. You don't even know what they're doing half the time.

    The fact that the Sims team looked to their own pets and did research on the matter is awesome, but I'm bummed that they removed a feature that I found to be a really fun aspect of the game. I found great joy in exploring which items pets could interact with, what type interactions with other sims and pets were available at each stage of a relationship, and what features pets could interact with that sims couldn't. Sometimes my household's pets became my priority, and the Sims were expected to take care of themselves.

    It seems whenever an expansion pack comes out, there's always some really great feature removed from the previous Sims 3 that's really disappointing. I wish the Sims team would take the opinions of their players a little bit more in mind, and perhaps these disappointments wouldn't happen.


    We also have to keep in mind on how the developers will divert their resources throughout development :) In this pack for example, We may had the great feature of controlling pets, but if they did that, the depth that our pets have right now when you are not controlling them will be lessen, as their resources will be diverted into developing that feature. I mean instead of using their time in naming moodlets, creating name strings, a different ai when they are controlled, adding images/logos for moodlets, and testing them, they decided to use their time to develop one great feature, developing their ai.

    When a modder enable the ability of controlling them, the way the pats act didn't affect their ai. I seen people said the devs are lying that making them controllable will make their "ai" less smart, but on development side, their ai won't be as smart as we have now if they divert their resources to another feature.

    When TS3 Pets released, a lot of fans got bored with "be a pet" thing, complaining that the "have a pet" part wasn't fleshed out just like TS2 pets. I am one of those fans who are very happy that the "have a pet" in TS4 was great. For me removing one feature for the betterment of one that isn't fleshed out in the previous iterations that received many complaints means that the team take the opinions of their fans seriously. :)
  • I still love the people on here who don't understand what "taken away" means.
    If you have nothing and they give you something then nothing is taken away from you.
    Even I'd it's not exactly what you want.

    It's like saying your parents stole your car when you didn't have one but they gave you a blue instead of a red one

    I love the pets in Sims 4. They're better than expected, the level of Cute us over 9000.
  • I think it would have been a good compromise to turn off the ability to control our pets similar to how we can turn autonomy off.
  • Actually happy to not be able to control pets. It's much better than way.
  • I am so annoyed by not being able to control the pets. Another reason to add just how much I dislike this version of the sims. Honestly was it too hard just to add a basic cheat to be able to control pets. A cheat would have done no harm to the game play. If you care to use it you can and if you did not care to use it you wouldn't. A win win for all players but once again EA turns a blind eye to simple solutions.

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