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5 years ago
"DaWaterRat;c-17695081" wrote:"SimmerGeorge;c-17694997" wrote:"DaWaterRat;c-17694959" wrote:"SimmerGeorge;c-17694699" wrote:"DaWaterRat;c-17694676" wrote:
Yeah... we have very different definitions of "being creative"
And that's from someone who builds worlds for fun (because building the cultures is my favorite part of making worlds.)
@DaWaterRat Building isn't a feature that comes with this pack. It already exists. Also I am talking about actual gameplay and not build and buy, sure could be fun but it's few new objects, that's it.
Also you cannot change the world or customize and have an influence on the culture gameplay. The culture in this world is pre-determinded and can't be changed. Like nothing else in this game. Now the question is what tools do you get to be creative with this pack? I don't see much. It's not a definition problem, sorry.
I don't need tools to be creative. I need ... my imagination, and inspiration for a story. Creativity is not limited to "making things" until you include stories as things.
What I see here is inspiration. A new world to explore is inspiring to me, it gives me new ideas of where to take new stories - or even existing ones. I could do the Rise and Fall of an arrogant sports star or a story of someone reconnecting with their culture - and those are just the two that popped into my head right now.
I do this All the time as a TTRPG GM. I take existing worlds and I create stories in them. I build characters, specific locations within the setting, and then I spin it into a tale of adventure, or romance, or horror (okay, that's a bit tricky to do in the Sims)
@DaWaterRat You might not need them but many people do and they have been a sims-stable forever now. I could play with dolls if I wanted to use only imagination. Giving us tools help us execute the ideas we have in our imagination. This is what people pay money for and this is why this is a video game and not dolls.
If you look at the previous Sims games and how much freedom they let you have, even some packs from the Sims 4 did that better. Like GtW with retail. Sure you can "imagine" one of your Sims has a bakery for example, but isn't it much better to actually be able to execute it? That's the point right here.
I never played the previous games, and honestly, the more people harp on about them, the less I want to.
Is it better if you can execute it? Maybe. But maybe not if the game is assuming that your "fun" is in dealing with parts that you don't find fun (like managing employees).
But this is why I say we have different definitions of Creative. Mine isn't as narrow as yours, that's all.
But I'm done here. Enjoy your complaint thread.
@DaWaterRat Wow okay, someone isn't up for conversation. Sorry you feel that way. I don't have a narrow perception of creativity. I just wanted to express the lack of freedom those packs come with and how much more they could over but just don't.
I'm sorry that this is a video game and not make believe. And if you don't want to try out the previous games just because people praise them and compare them to the Sims 4 then I'm sorry but that's your loss.
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