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Simmerville
4 years agoLegend
There's so many things you can try, but also none of them will guarantee that you stay focused over time. Some times the best thing is to take a break from it all.
You could try adding some longer lines into your game. Here's an idea that you can up/down scale as you like:
Create 4 households and give each of them preferences such as one career field they love and one they hate, one color they love and one they hate, a main aspiration they love and another they dislike strongly - and maybe a few more things to focus on like one specie to grow etc. These things won't need to be complicated to add to interesting story lines.
Try to make a few long lasting conflicts between some of them, or perhaps even some deals that were made between their ancestors. Say two and two households are well connected, while two will not have any contact with the other two.
See if there are teens or YA who might fall in love with someone in the wrong family The fun might start when trying to blend two opposite families. Or perhaps 2 kids per family and 1 kid doing everything correct, while the other does it "wrong".
Point of this all would be to end up with a few households that actually have a back story that might affect future generations a bit. You can make it as complex as you like, or perhaps quite simple. Not all mentioned preferences can be registered in game, so you might need to keep some notes, at least for the start.
You could try adding some longer lines into your game. Here's an idea that you can up/down scale as you like:
Create 4 households and give each of them preferences such as one career field they love and one they hate, one color they love and one they hate, a main aspiration they love and another they dislike strongly - and maybe a few more things to focus on like one specie to grow etc. These things won't need to be complicated to add to interesting story lines.
Try to make a few long lasting conflicts between some of them, or perhaps even some deals that were made between their ancestors. Say two and two households are well connected, while two will not have any contact with the other two.
See if there are teens or YA who might fall in love with someone in the wrong family The fun might start when trying to blend two opposite families. Or perhaps 2 kids per family and 1 kid doing everything correct, while the other does it "wrong".
Point of this all would be to end up with a few households that actually have a back story that might affect future generations a bit. You can make it as complex as you like, or perhaps quite simple. Not all mentioned preferences can be registered in game, so you might need to keep some notes, at least for the start.
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