"ANNETTE1951;c-17900448" wrote:
I actually foresaw all this from the trailer and description. I now have experience in deciphering the marketing versus the experiential reality of these packs. I knew this was basically a glorified stuff pack which in and of itself is fine except that it cheats us out of an actual game pack release. We get so few releases compared to other versions of the game not to mention so little news about upcoming developments that missing out on a bona fide game pack is sorely disappointing but I am used to disappointment by now. The problem is as they say, don't do you know what to my leg and tell me it is raining.
I kinda figured I was waiting for this one to go on a 50% off sale before I bought it. I really want those modular sofas and shelves, but thinking about what an interior design career was probably going to be like convinced me I should wait for reviews to buy.
I figured the career was probably going to involve likes and dislikes, and that you'd get a job to redecorate a specific room, or a whole building, and there'd be a list of requirements for the reno. Maybe they'd be hidden but you could reveal more of them the higher your skills were when you interacted with the client. Or maybe the higher your skills are, the better your chances of getting the client to deviate from their own desires, let you do things that are kind of weird, or let you blow past the budget.
Maybe. But I wasn't counting on it.
What I actually figured was that there would be a list of requirements and, hidden or not, as long as you met a certain threshold of the requirements, it'd be a success. So if the client likes brown and you palette swap enough items to brown, that's a success. If you include things they don't have a dislike for but that are generally unacceptable--like poo, or mysterious stains, or cracks in the walls, or a toilet in the kitchen--I figured it probably wouldn't be coded to recognize that.
So I figured it would be possible to game the system, the same way you can game the community lots by burying required items in the ground, or just piling them all up in one inaccessible spot. The game isn't clever enough to check whether items are usable, or whether a build makes any sort of logical or aesthetic sense.