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ChampandGirlie
3 years agoNew Spectator
I agree that the pack is about presenting a non-commercialized version of a Polynesian island locale. It's also sort of a blank slate for the player to get what they want from the world. Personally, I've left a lot of it as its own autonomous place and designated a lot where I built my own version of a restaurant/hotel/spa that the islanders in my game permitted. I find it to be an interesting pack. Someone who wants to can take the culture out and turn it all into beach tourism - honestly, it's your game, do whatever you want. I do think it's interesting that it does have a totally different culture though. Chilling out is also essentially part of that culture so sims who go and relax are kind of respecting that.
I'm all for letting people play however they want and like seeing more options for activities but I've had a lot of fun with this one. I've kept a lot of the pre-mades as a tribe of locals who selectively give visas so it's easy to visit but hard to live there unless they want you. I also created a shipwrecked character who ended up being hilarious because he fell in love with a woman living in the shack by the volcano and on their wedding day, they won the lottery. So, they moved to Lani St. Taz where I downloaded them a luxury beach mansion on short notice but they still dress a bit like they are shipwrecked. They ended up having two sets of twins so they have a bunch of kids now but they're a lot of fun. I was going to have them get by on selling shells.
I also have an island princess growing up in the Hoapili family in what was the palace of the island. There's also some drama among the other households but the pre-mades are nearly all part of the indigenous tribe in my game, so when I play that world, I do keep elements of the locals hanging onto their land and managing the development.
It's a gorgeous world and you can decide how much of the culture to keep or you can make it all vacation pads for your own sims. I think that's reflective of real debates in places like Hawaii, but it is set up so you can be open-ended which I like. I do send a lot of honeymooners there, mostly to one lot on Key Point that I made the tourism spot. They can swim across to the waterfalls and explore the surrounding lesser developed islands without loading screens. Since I have a restaurant and beds/baths, they can stay as long as they want.
I'm all for letting people play however they want and like seeing more options for activities but I've had a lot of fun with this one. I've kept a lot of the pre-mades as a tribe of locals who selectively give visas so it's easy to visit but hard to live there unless they want you. I also created a shipwrecked character who ended up being hilarious because he fell in love with a woman living in the shack by the volcano and on their wedding day, they won the lottery. So, they moved to Lani St. Taz where I downloaded them a luxury beach mansion on short notice but they still dress a bit like they are shipwrecked. They ended up having two sets of twins so they have a bunch of kids now but they're a lot of fun. I was going to have them get by on selling shells.
I also have an island princess growing up in the Hoapili family in what was the palace of the island. There's also some drama among the other households but the pre-mades are nearly all part of the indigenous tribe in my game, so when I play that world, I do keep elements of the locals hanging onto their land and managing the development.
It's a gorgeous world and you can decide how much of the culture to keep or you can make it all vacation pads for your own sims. I think that's reflective of real debates in places like Hawaii, but it is set up so you can be open-ended which I like. I do send a lot of honeymooners there, mostly to one lot on Key Point that I made the tourism spot. They can swim across to the waterfalls and explore the surrounding lesser developed islands without loading screens. Since I have a restaurant and beds/baths, they can stay as long as they want.
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