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Louise_Goethals's avatar
5 years ago

Lack of Long-term gameplay in TS4

This video from Carl's Sims 4 guides explains the topic very well.

https://www.youtube.com/watch?v=zk06dk_G8bI

It is very true that there isn't really much to do with your money besides build a mega mansion. I'm planning on working around the real estate thing by having my richest sims own many retail and restaurant lots, but there are only so many that I can build before it gets repetitive for the particular save. I really like the idea of sims essentially buying an entire town by owning "normal" community lots. I did dabble with buying real estate in TS3, but I never managed to buy more than two since it was so expensive. I wanted to buy more, but it was clear that I'd have to work harder and for more generations to accomplish that. What does that create? Incentive to keep playing the family.

I posted a previous discussion talking about how TS4 doesn't give you incentive to keep playing with the same family, since there is no real reward. Infants to teenagers (except toddlers) are boring so raising kids isn't nearly as satisfying as it should be, and sims "expire" after YA-hood since older life stages provide no specialness or satisfaction from playing. The only time that matters in a sim's life is YA-hood, essentially making you want to skip through childhood and then stop playing once it goes downhill afterwards.
Story progression is essential in keeping us motivated to continue playing, since it makes the world less static. Seeing how premades have kids, their kids have kids, create friends and enemies etc is satisfying and drives you to be curious about what will happen to them as well. After two or three generations in TS4, all the premades are dead and have been replaced by randomized townies with no backstory, only for them to remain static until they die and get replaced by other randomized sims.

How does story progression and raising legacies tie in with long-term goals? It keeps you playing for a longer time, thus prompting you to create new goals each time you would have otherwise put the game down. Currently, the legacy challenge is a popular player-created challenge, but how many times have you actually played multiple generations unprompted, enjoying it without an elaborate plan beforehand to keep your interest?
TS3 often threw small goals at me through opportunities, and often those small goals turned into bigger goals.
My favourite example of this is how my TS3 sim was working part-time at a bookstore, wanting to become a journalist but unsure how to start. She was working on her writing skill in her free time, scared that she might struggle if she plunged into journalism without experience. Then she got a request to write a biography. Let me tell you, she was too poor to afford a PC so she pulled many all-nighters in the library to complete that book, going so far as almost having her cat taken away (she loved him very much so this was a tough time of prioritizing). But when she finished that, it felt to me like everything had fallen into place. I had her quit the bookstore and start her journalism career.
Just from this example alone, many of what the video explained can be seen. Struggle to remain financially afloat, difficult prioritizing decisions that ultimately are worth it, the world giving you subtle guidance without shouting every detail of the game at you etc. Now TS4 doesn't even have whims by default.

My sim eventually also struggled to find love, which was both exasperating and challenging in a good way. She actually went through a similar dilemma as me at the time with a romantic interest hiding the fact that they were in a relationship, so that made me cry a bit and relate to her even more. Yet another thing that TS4 proclaims to be avoiding, PTSD, is honestly bizarre imo. People having meltdowns if a pixelated burglar breaks into their house is awful and I hope they get better soon, but other people could have the same reaction to their sims getting fat bc of a traumatic bullying experience they had in school. Should sims no longer be able to get fat? The point is that, in order to eliminate the possibility of PTSD, TS4 would have to be dumbed-down to an actual children's game. It was never meant to be a children's game. If the devs want people with PTSD regarding certain occurrences in the game to be able to avoid the occurrences, they should add toggles. (Toggles solve so many problems in TS4. It is beyond me why they don't add more). Players care more about their sims when they are struggling. Even though my sim's romantic misadventure struck a nerve, in many ways it was a positive experience, prompting me to speak about it with my mom (I had kept quiet about it for a few days, pretending I was fine when I was not).
The whole premise of literally any game is overcoming challenges. How fun would Mario be if the game held your hand through every level, giving you multiple warnings before a bad guy appears and then telling you "don't worry, we made the bad guy inflict less damage bc we want you to enjoy the experience of winning," then looks over you, applauding obnoxiously, as you cross the finishing line with confusion (the game thought jumping on a pole is too dangerous). Would winning feel earned?
This made me realize why I like vampires so much in TS4: I actually do find it challenging to rank up. My current main sim has an almost maxed-out vampire lore skill, but I'm not sure how to completely max it out. She's exhausted all the tomes of information, sparred, meditated etc but nothing helps significantly. I've been trying quite a few things, since I really want her to have a specific power, but I can't figure out how to get her more points. But I like that. It feels like I'm working towards something.

Aspirations in TS4 are also ridiculously shallow. They are advertised as allowing a single sim to complete many instead of it being one ultimate goal in your sim's life, but honestly that once again makes sims more shallow. You know who is able to complete every aspiration, master every skill etc but ultimately has no true goal in life? Mary Sue. TS4 is full of Mary Sues. They're all perfectly blank, allowing you to self-insert all your passing whims onto them. They have no mind of their own. Yet, even people who like self-inserts eventually get bored with them if there is no true end goal. One can only spend so long staring at a perpetually smiling blank-eyed sim before you feel hollow. Bc TS4 is, in many ways, hollow. It perfectly captures how obsessed many people these days are with instant gratification. "I have to work for this thing? Nah, I want it now!" And zap, you have played through an entire GP in one hour. Nothing new to explore, nothing to build onto. So you start a new save and repeat the cycle.
TS3 Lifetime Goals were amazing. It was not simply a playthrough of a pack, or to master a single skill - it was the combination of different skills, careers, relationships etc to create interesting ways of playing that one might not have thought about before. They utilized the entire game to make a meaningful, challenging goal for sims to work towards. I think of "Golden Tongue, Golden Fingers" as a top-of-my-head example of skills I wouldn't have associated together. Sure, mastering the guitar is cool. But being a smooth, charismatic master of the guitar who befriends the world into attending their concerts? That sets off other ideas: what if they are also an undercover player, luring sims into a friendly drink that turns steamy, only to pretend that nothing happened the day after? In TS4, you have to think out these stories for yourself. Your aspiration is to be a painter. OK. Either all my painter sims are clones or I have to come up with an elaborate storyline. With complex TS3 lifetime goals, each playthrough of exactly the same goal could have vastly different outcomes, even if you essentially made the same choices. TS4 is static, so every playthrough is basically the same, and to make it even worse TS4 has step-by-step instruction milestones that force all sims to arrive at the aspiration in the same way. If TS4 is so intent on being in-your-face about all the content in the game, why don't they do this by making meaningful aspirations that show new ways of combining gameplay aspects? I have never really played with the voodoo doll since it is such a random thing that doesn't tie in with much else, but if there was an aspiration to be a ghost communicator herbalist voodoo man, I'd be much more inclined to play with it out of curiosity. If I had not sit down and tried to figure out how to use the voodoo doll right now, I would have never thought of playing this save file. There's a difference between gently guiding a player with ideas and opportunities vs shouting at them that this DLC has one new mechanic and you have to follow it exactly without different interpretations.

An earned sense of progression over a sim's lifetime - an accumulation of achievements and events - vs starting all over again with a different aspiration, and it having no real impact on a sim's life. That is the difference between previous iterations and TS4 goals.


What do you think?

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of Long-term gameplay in TS4","id":"message:2183528","revisionNum":1,"repliesCount":85,"author":{"__ref":"User:user:227818"},"depth":0,"hasGivenKudo":false,"board":{"__ref":"Forum:board:the-sims-4-general-discussion-en"},"conversation":{"__ref":"Conversation:conversation:2183528"},"readOnly":false,"editFrozen":false,"moderationData":{"__ref":"ModerationData:moderation_data:2183528"},"body":"This video from Carl's Sims 4 guides explains the topic very well.

https://www.youtube.com/watch?v=zk06dk_G8bI

It is very true that there isn't really much to do with your money besides build a mega mansion. I'm planning on working around the real estate thing by having my richest sims own many retail and restaurant lots, but there are only so many that I can build before it gets repetitive for the particular save. I really like the idea of sims essentially buying an entire town by owning \"normal\" community lots. I did dabble with buying real estate in TS3, but I never managed to buy more than two since it was so expensive. I wanted to buy more, but it was clear that I'd have to work harder and for more generations to accomplish that. What does that create? Incentive to keep playing the family.

I posted a previous discussion talking about how TS4 doesn't give you incentive to keep playing with the same family, since there is no real reward. Infants to teenagers (except toddlers) are boring so raising kids isn't nearly as satisfying as it should be, and sims \"expire\" after YA-hood since older life stages provide no specialness or satisfaction from playing. The only time that matters in a sim's life is YA-hood, essentially making you want to skip through childhood and then stop playing once it goes downhill afterwards.
Story progression is essential in keeping us motivated to continue playing, since it makes the world less static. Seeing how premades have kids, their kids have kids, create friends and enemies etc is satisfying and drives you to be curious about what will happen to them as well. After two or three generations in TS4, all the premades are dead and have been replaced by randomized townies with no backstory, only for them to remain static until they die and get replaced by other randomized sims.

How does story progression and raising legacies tie in with long-term goals? It keeps you playing for a longer time, thus prompting you to create new goals each time you would have otherwise put the game down. Currently, the legacy challenge is a popular player-created challenge, but how many times have you actually played multiple generations unprompted, enjoying it without an elaborate plan beforehand to keep your interest?
TS3 often threw small goals at me through opportunities, and often those small goals turned into bigger goals.
My favourite example of this is how my TS3 sim was working part-time at a bookstore, wanting to become a journalist but unsure how to start. She was working on her writing skill in her free time, scared that she might struggle if she plunged into journalism without experience. Then she got a request to write a biography. Let me tell you, she was too poor to afford a PC so she pulled many all-nighters in the library to complete that book, going so far as almost having her cat taken away (she loved him very much so this was a tough time of prioritizing). But when she finished that, it felt to me like everything had fallen into place. I had her quit the bookstore and start her journalism career.
Just from this example alone, many of what the video explained can be seen. Struggle to remain financially afloat, difficult prioritizing decisions that ultimately are worth it, the world giving you subtle guidance without shouting every detail of the game at you etc. Now TS4 doesn't even have whims by default.

My sim eventually also struggled to find love, which was both exasperating and challenging in a good way. She actually went through a similar dilemma as me at the time with a romantic interest hiding the fact that they were in a relationship, so that made me cry a bit and relate to her even more. Yet another thing that TS4 proclaims to be avoiding, PTSD, is honestly bizarre imo. People having meltdowns if a pixelated burglar breaks into their house is awful and I hope they get better soon, but other people could have the same reaction to their sims getting fat bc of a traumatic bullying experience they had in school. Should sims no longer be able to get fat? The point is that, in order to eliminate the possibility of PTSD, TS4 would have to be dumbed-down to an actual children's game. It was never meant to be a children's game. If the devs want people with PTSD regarding certain occurrences in the game to be able to avoid the occurrences, they should add toggles. (Toggles solve so many problems in TS4. It is beyond me why they don't add more). Players care more about their sims when they are struggling. Even though my sim's romantic misadventure struck a nerve, in many ways it was a positive experience, prompting me to speak about it with my mom (I had kept quiet about it for a few days, pretending I was fine when I was not).
The whole premise of literally any game is overcoming challenges. How fun would Mario be if the game held your hand through every level, giving you multiple warnings before a bad guy appears and then telling you \"don't worry, we made the bad guy inflict less damage bc we want you to enjoy the experience of winning,\" then looks over you, applauding obnoxiously, as you cross the finishing line with confusion (the game thought jumping on a pole is too dangerous). Would winning feel earned?
This made me realize why I like vampires so much in TS4: I actually do find it challenging to rank up. My current main sim has an almost maxed-out vampire lore skill, but I'm not sure how to completely max it out. She's exhausted all the tomes of information, sparred, meditated etc but nothing helps significantly. I've been trying quite a few things, since I really want her to have a specific power, but I can't figure out how to get her more points. But I like that. It feels like I'm working towards something.

Aspirations in TS4 are also ridiculously shallow. They are advertised as allowing a single sim to complete many instead of it being one ultimate goal in your sim's life, but honestly that once again makes sims more shallow. You know who is able to complete every aspiration, master every skill etc but ultimately has no true goal in life? Mary Sue. TS4 is full of Mary Sues. They're all perfectly blank, allowing you to self-insert all your passing whims onto them. They have no mind of their own. Yet, even people who like self-inserts eventually get bored with them if there is no true end goal. One can only spend so long staring at a perpetually smiling blank-eyed sim before you feel hollow. Bc TS4 is, in many ways, hollow. It perfectly captures how obsessed many people these days are with instant gratification. \"I have to work for this thing? Nah, I want it now!\" And zap, you have played through an entire GP in one hour. Nothing new to explore, nothing to build onto. So you start a new save and repeat the cycle.
TS3 Lifetime Goals were amazing. It was not simply a playthrough of a pack, or to master a single skill - it was the combination of different skills, careers, relationships etc to create interesting ways of playing that one might not have thought about before. They utilized the entire game to make a meaningful, challenging goal for sims to work towards. I think of \"Golden Tongue, Golden Fingers\" as a top-of-my-head example of skills I wouldn't have associated together. Sure, mastering the guitar is cool. But being a smooth, charismatic master of the guitar who befriends the world into attending their concerts? That sets off other ideas: what if they are also an undercover player, luring sims into a friendly drink that turns steamy, only to pretend that nothing happened the day after? In TS4, you have to think out these stories for yourself. Your aspiration is to be a painter. OK. Either all my painter sims are clones or I have to come up with an elaborate storyline. With complex TS3 lifetime goals, each playthrough of exactly the same goal could have vastly different outcomes, even if you essentially made the same choices. TS4 is static, so every playthrough is basically the same, and to make it even worse TS4 has step-by-step instruction milestones that force all sims to arrive at the aspiration in the same way. If TS4 is so intent on being in-your-face about all the content in the game, why don't they do this by making meaningful aspirations that show new ways of combining gameplay aspects? I have never really played with the voodoo doll since it is such a random thing that doesn't tie in with much else, but if there was an aspiration to be a ghost communicator herbalist voodoo man, I'd be much more inclined to play with it out of curiosity. If I had not sit down and tried to figure out how to use the voodoo doll right now, I would have never thought of playing this save file. There's a difference between gently guiding a player with ideas and opportunities vs shouting at them that this DLC has one new mechanic and you have to follow it exactly without different interpretations.

An earned sense of progression over a sim's lifetime - an accumulation of achievements and events - vs starting all over again with a different aspiration, and it having no real impact on a sim's life. That is the difference between previous iterations and TS4 goals.


What do you think?","body@stringLength":"9377","rawBody":"This video from Carl's Sims 4 guides explains the topic very well.

https://www.youtube.com/watch?v=zk06dk_G8bI

It is very true that there isn't really much to do with your money besides build a mega mansion. I'm planning on working around the real estate thing by having my richest sims own many retail and restaurant lots, but there are only so many that I can build before it gets repetitive for the particular save. I really like the idea of sims essentially buying an entire town by owning \"normal\" community lots. I did dabble with buying real estate in TS3, but I never managed to buy more than two since it was so expensive. I wanted to buy more, but it was clear that I'd have to work harder and for more generations to accomplish that. What does that create? Incentive to keep playing the family.

I posted a previous discussion talking about how TS4 doesn't give you incentive to keep playing with the same family, since there is no real reward. Infants to teenagers (except toddlers) are boring so raising kids isn't nearly as satisfying as it should be, and sims \"expire\" after YA-hood since older life stages provide no specialness or satisfaction from playing. The only time that matters in a sim's life is YA-hood, essentially making you want to skip through childhood and then stop playing once it goes downhill afterwards.
Story progression is essential in keeping us motivated to continue playing, since it makes the world less static. Seeing how premades have kids, their kids have kids, create friends and enemies etc is satisfying and drives you to be curious about what will happen to them as well. After two or three generations in TS4, all the premades are dead and have been replaced by randomized townies with no backstory, only for them to remain static until they die and get replaced by other randomized sims.

How does story progression and raising legacies tie in with long-term goals? It keeps you playing for a longer time, thus prompting you to create new goals each time you would have otherwise put the game down. Currently, the legacy challenge is a popular player-created challenge, but how many times have you actually played multiple generations unprompted, enjoying it without an elaborate plan beforehand to keep your interest?
TS3 often threw small goals at me through opportunities, and often those small goals turned into bigger goals.
My favourite example of this is how my TS3 sim was working part-time at a bookstore, wanting to become a journalist but unsure how to start. She was working on her writing skill in her free time, scared that she might struggle if she plunged into journalism without experience. Then she got a request to write a biography. Let me tell you, she was too poor to afford a PC so she pulled many all-nighters in the library to complete that book, going so far as almost having her cat taken away (she loved him very much so this was a tough time of prioritizing). But when she finished that, it felt to me like everything had fallen into place. I had her quit the bookstore and start her journalism career.
Just from this example alone, many of what the video explained can be seen. Struggle to remain financially afloat, difficult prioritizing decisions that ultimately are worth it, the world giving you subtle guidance without shouting every detail of the game at you etc. Now TS4 doesn't even have whims by default.

My sim eventually also struggled to find love, which was both exasperating and challenging in a good way. She actually went through a similar dilemma as me at the time with a romantic interest hiding the fact that they were in a relationship, so that made me cry a bit and relate to her even more. Yet another thing that TS4 proclaims to be avoiding, PTSD, is honestly bizarre imo. People having meltdowns if a pixelated burglar breaks into their house is awful and I hope they get better soon, but other people could have the same reaction to their sims getting fat bc of a traumatic bullying experience they had in school. Should sims no longer be able to get fat? The point is that, in order to eliminate the possibility of PTSD, TS4 would have to be dumbed-down to an actual children's game. It was never meant to be a children's game. If the devs want people with PTSD regarding certain occurrences in the game to be able to avoid the occurrences, they should add toggles. (Toggles solve so many problems in TS4. It is beyond me why they don't add more). Players care more about their sims when they are struggling. Even though my sim's romantic misadventure struck a nerve, in many ways it was a positive experience, prompting me to speak about it with my mom (I had kept quiet about it for a few days, pretending I was fine when I was not).
The whole premise of literally any game is overcoming challenges. How fun would Mario be if the game held your hand through every level, giving you multiple warnings before a bad guy appears and then telling you \"don't worry, we made the bad guy inflict less damage bc we want you to enjoy the experience of winning,\" then looks over you, applauding obnoxiously, as you cross the finishing line with confusion (the game thought jumping on a pole is too dangerous). Would winning feel earned?
This made me realize why I like vampires so much in TS4: I actually do find it challenging to rank up. My current main sim has an almost maxed-out vampire lore skill, but I'm not sure how to completely max it out. She's exhausted all the tomes of information, sparred, meditated etc but nothing helps significantly. I've been trying quite a few things, since I really want her to have a specific power, but I can't figure out how to get her more points. But I like that. It feels like I'm working towards something.

Aspirations in TS4 are also ridiculously shallow. They are advertised as allowing a single sim to complete many instead of it being one ultimate goal in your sim's life, but honestly that once again makes sims more shallow. You know who is able to complete every aspiration, master every skill etc but ultimately has no true goal in life? Mary Sue. TS4 is full of Mary Sues. They're all perfectly blank, allowing you to self-insert all your passing whims onto them. They have no mind of their own. Yet, even people who like self-inserts eventually get bored with them if there is no true end goal. One can only spend so long staring at a perpetually smiling blank-eyed sim before you feel hollow. Bc TS4 is, in many ways, hollow. It perfectly captures how obsessed many people these days are with instant gratification. \"I have to work for this thing? Nah, I want it now!\" And zap, you have played through an entire GP in one hour. Nothing new to explore, nothing to build onto. So you start a new save and repeat the cycle.
TS3 Lifetime Goals were amazing. It was not simply a playthrough of a pack, or to master a single skill - it was the combination of different skills, careers, relationships etc to create interesting ways of playing that one might not have thought about before. They utilized the entire game to make a meaningful, challenging goal for sims to work towards. I think of \"Golden Tongue, Golden Fingers\" as a top-of-my-head example of skills I wouldn't have associated together. Sure, mastering the guitar is cool. But being a smooth, charismatic master of the guitar who befriends the world into attending their concerts? That sets off other ideas: what if they are also an undercover player, luring sims into a friendly drink that turns steamy, only to pretend that nothing happened the day after? In TS4, you have to think out these stories for yourself. Your aspiration is to be a painter. OK. Either all my painter sims are clones or I have to come up with an elaborate storyline. With complex TS3 lifetime goals, each playthrough of exactly the same goal could have vastly different outcomes, even if you essentially made the same choices. TS4 is static, so every playthrough is basically the same, and to make it even worse TS4 has step-by-step instruction milestones that force all sims to arrive at the aspiration in the same way. If TS4 is so intent on being in-your-face about all the content in the game, why don't they do this by making meaningful aspirations that show new ways of combining gameplay aspects? I have never really played with the voodoo doll since it is such a random thing that doesn't tie in with much else, but if there was an aspiration to be a ghost communicator herbalist voodoo man, I'd be much more inclined to play with it out of curiosity. If I had not sit down and tried to figure out how to use the voodoo doll right now, I would have never thought of playing this save file. There's a difference between gently guiding a player with ideas and opportunities vs shouting at them that this DLC has one new mechanic and you have to follow it exactly without different interpretations.

An earned sense of progression over a sim's lifetime - an accumulation of achievements and events - vs starting all over again with a different aspiration, and it having no real impact on a sim's life. That is the difference between previous iterations and TS4 goals.


What do you think? 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Lack of Long-term gameplay in TS4","moderationData":{"__ref":"ModerationData:moderation_data:2183569"},"body":"Well, there is very little that can be done about TS4 now. I'm still convinced after all these years, TS2 is still the better game as far as Sims' personalities, memories, nuances, and interactions, relationships and what they think about that forms who they are. TS3 was better at allowing players more choices in creativity within the game instead of outside the game with CASt etc. However, more people like TS4 for it's 'graphics' which they actually mean art style, because to me, TS4's 'graphics' aren't any better than the other two games. Because of the art style everything to me looks textureless (if that's a word) and flat paint, like a comic book that isn't even drawn in 2D or without depth and shadow. Just flat. But anyway, I don't think there is much they are going to do to fix these Sims nor make it about the Sims like they did in TS2.

TS3 was about the world and exploring how far your Sim could go, more activities which is always good but more about CASt than gameplay. TS4 is, I don't know, about the developers' game, and what current event and or political moment is important to them, and what they care about rather than what average players who want actual gameplay care about. And they have missed the boat again. It should be about the Sim, always and everything else about more to do that represents life rather than what's the latest fad and or current circumstances.

There is still very little to do in this game after six years, that won't include painting, writing and or jogging and working out. And or sitting at a pc and just tasking away the Sim life. It's why the gallery is so popular because actually besides building lots to share and download players have very little else to amuse themselves for very long.

Even all the careers or jobs in this game must at some point include a pc, or working out, and or painting and or writing. It's like developers have never held any other type of job nor knew anyone who did. It's a bubble world in TS4. It's so boring to so many they keep buying over and over to make it 'fun'. Every aspiration (almost) includes at some point those four activites and then just roll up a Sim, put a different hairstyle, body shape and makeup on them and viola you have the same Sim again, especially when all of them actually wish the very same things. Hive Mind should be the name of TS4.","body@stripHtml({\"removeProcessingText\":false,\"removeSpoilerMarkup\":false,\"removeTocMarkup\":false,\"truncateLength\":200})@stringLength":"203","kudosSumWeight":1,"postTime":"2020-06-29T12:17:06.000+01:00","lastPublishTime":"2020-06-29T12:17:06.000+01:00","metrics":{"__typename":"MessageMetrics","views":0},"visibilityScope":"PUBLIC","placeholder":false,"originalMessageForPlaceholder":null,"isEscalated":null,"solution":false,"entityType":"FORUM_REPLY","eventPath":"category:the-sims-4-en/category:the-sims-en/category:ea-forums-en/community:tghpe58374board:the-sims-4-general-discussion-en/message:2183528/message:2183569","repliesCount":0,"customFields":[],"attachments":{"__typename":"AttachmentConnection","edges":[],"pageInfo":{"__typename":"PageInfo","hasNextPage":false,"endCursor":null,"hasPreviousPage":false,"startCursor":null}}},"User:user:93108":{"__typename":"User","id":"user:93108","uid":93108,"login":"SimmerGeorge","biography":null,"registrationData":{"__typename":"RegistrationData","status":null,"registrationTime":"2014-12-31T09:59:44.278Z"},"deleted":false,"email":"","avatar":{"__typename":"UserAvatar","url":"https://forums.ea.com/t5/s/tghpe58374/m_assets/avatars/default/avatar-7.svg?time=1721239606000"},"rank":null,"entityType":"USER","eventPath":"community:tghpe58374/user:93108"},"ModerationData:moderation_data:2183570":{"__typename":"ModerationData","id":"moderation_data:2183570","status":"APPROVED","rejectReason":null,"isReportedAbuse":false,"rejectUser":null,"rejectTime":null,"rejectActorType":null},"ForumReplyMessage:message:2183570":{"__typename":"ForumReplyMessage","author":{"__ref":"User:user:93108"},"id":"message:2183570","revisionNum":1,"uid":2183570,"depth":1,"hasGivenKudo":false,"subscribed":false,"board":{"__ref":"Forum:board:the-sims-4-general-discussion-en"},"parent":{"__ref":"ForumTopicMessage:message:2183528"},"conversation":{"__ref":"Conversation:conversation:2183528"},"subject":"Re: Lack of Long-term gameplay in TS4","moderationData":{"__ref":"ModerationData:moderation_data:2183570"},"body":"
\"Cinebar;c-17559633\" wrote:
Well, there is very little that can be done about TS4 now. I'm still convinced after all these years, TS2 is still the better game as far as Sims' personalities, memories, nuances, and interactions, relationships and what they think about that forms who they are. TS3 was better at allowing players more choices in creativity within the game instead of outside the game with CASt etc. However, more people like TS4 for it's 'graphics' which they actually mean art style, because to me, TS4's 'graphics' aren't any better than the other two games. Because of the art style everything to me looks textureless (if that's a word) and flat paint, like a comic book that isn't even drawn in 2D or without depth and shadow. Just flat. But anyway, I don't think there is much they are going to do to fix these Sims nor make it about the Sims like they did in TS2.

TS3 was about the world and exploring how far your Sim could go, more activities which is always good but more about CASt than gameplay. TS4 is, I don't know, about the developers' game, and what current event and or political moment is important to them, and what they care about rather than what average players who want actual gameplay care about. And they have missed the boat again. It should be about the Sim, always and everything else about more to do that represents life rather than what's the latest fad and or current circumstances.

There is still very little to do in this game after six years, that won't include painting, writing and or jogging and working out. And or sitting at a pc and just tasking away the Sim life. It's why the gallery is so popular because actually besides building lots to share and download players have very little else to amuse themselves for very long.


I know it might be a little long but girl put that shit on a t-shirt. That's excactly it!","body@stripHtml({\"removeProcessingText\":false,\"removeSpoilerMarkup\":false,\"removeTocMarkup\":false,\"truncateLength\":200})@stringLength":"203","kudosSumWeight":0,"postTime":"2020-06-29T12:20:19.000+01:00","lastPublishTime":"2020-06-29T12:20:19.000+01:00","metrics":{"__typename":"MessageMetrics","views":0},"visibilityScope":"PUBLIC","placeholder":false,"originalMessageForPlaceholder":null,"isEscalated":null,"solution":false,"entityType":"FORUM_REPLY","eventPath":"category:the-sims-4-en/category:the-sims-en/category:ea-forums-en/community:tghpe58374board:the-sims-4-general-discussion-en/message:2183528/message:2183570","repliesCount":0,"customFields":[],"attachments":{"__typename":"AttachmentConnection","edges":[],"pageInfo":{"__typename":"PageInfo","hasNextPage":false,"endCursor":null,"hasPreviousPage":false,"startCursor":null}}},"Rank:rank:13":{"__typename":"Rank","id":"rank:13","position":20,"name":"Seasoned Ace","color":"000000","icon":null,"rankStyle":"TEXT"},"User:user:30714":{"__typename":"User","id":"user:30714","uid":30714,"login":"Simburian","biography":null,"registrationData":{"__typename":"RegistrationData","status":null,"registrationTime":"2009-06-05T19:27:27.000+01:00"},"deleted":false,"email":"","avatar":{"__typename":"UserAvatar","url":"https://forums.ea.com/t5/s/tghpe58374/m_assets/avatars/custom/sims_43-1735829385565.jpg?time=1735829398000"},"rank":{"__ref":"Rank:rank:13"},"entityType":"USER","eventPath":"community:tghpe58374/user:30714"},"ModerationData:moderation_data:2183571":{"__typename":"ModerationData","id":"moderation_data:2183571","status":"APPROVED","rejectReason":null,"isReportedAbuse":false,"rejectUser":null,"rejectTime":null,"rejectActorType":null},"ForumReplyMessage:message:2183571":{"__typename":"ForumReplyMessage","author":{"__ref":"User:user:30714"},"id":"message:2183571","revisionNum":1,"uid":2183571,"depth":1,"hasGivenKudo":false,"subscribed":false,"board":{"__ref":"Forum:board:the-sims-4-general-discussion-en"},"parent":{"__ref":"ForumTopicMessage:message:2183528"},"conversation":{"__ref":"Conversation:conversation:2183528"},"subject":"Re: Lack of Long-term gameplay in TS4","moderationData":{"__ref":"ModerationData:moderation_data:2183571"},"body":"The longterm gameplay comes for me in building and moving all my pre-made Sims into the Worlds, filling them up to the limit of Sims the game allows and going round giving them all jobs, leaving them to their own devices whilst I move on round the others. They then, are the ones walking around the neighbourhood and being in the welcoming committees. The game doesn't seem to fit the one family play setup. It's more on running a neighbourhood and Eco Lifestyle appears to show this.

I evict and completely delete all of the Willowbrae, Oasis Springs families now as I got tired of them quickly but keep most of the rest as they have more traits.

Now I'm trying to make community lots in all the worlds and going into CAS, giving them all new wardrobes and redecorating their houses. It doesn't give me much gameplay at all but that suits me. It's getting more like SimCity every pack. ;)","body@stripHtml({\"removeProcessingText\":false,\"removeSpoilerMarkup\":false,\"removeTocMarkup\":false,\"truncateLength\":200})@stringLength":"203","kudosSumWeight":0,"postTime":"2020-06-29T13:24:21.000+01:00","lastPublishTime":"2020-06-29T13:24:21.000+01:00","metrics":{"__typename":"MessageMetrics","views":0},"visibilityScope":"PUBLIC","placeholder":false,"originalMessageForPlaceholder":null,"isEscalated":null,"solution":false,"entityType":"FORUM_REPLY","eventPath":"category:the-sims-4-en/category:the-sims-en/category:ea-forums-en/community:tghpe58374board:the-sims-4-general-discussion-en/message:2183528/message:2183571","repliesCount":0,"customFields":[],"attachments":{"__typename":"AttachmentConnection","edges":[],"pageInfo":{"__typename":"PageInfo","hasNextPage":false,"endCursor":null,"hasPreviousPage":false,"startCursor":null}}},"ModerationData:moderation_data:2183572":{"__typename":"ModerationData","id":"moderation_data:2183572","status":"APPROVED","rejectReason":null,"isReportedAbuse":false,"rejectUser":null,"rejectTime":null,"rejectActorType":null},"ForumReplyMessage:message:2183572":{"__typename":"ForumReplyMessage","author":{"__ref":"User:user:135415"},"id":"message:2183572","revisionNum":1,"uid":2183572,"depth":1,"hasGivenKudo":false,"subscribed":false,"board":{"__ref":"Forum:board:the-sims-4-general-discussion-en"},"parent":{"__ref":"ForumTopicMessage:message:2183528"},"conversation":{"__ref":"Conversation:conversation:2183528"},"subject":"Re: Lack of Long-term gameplay in TS4","moderationData":{"__ref":"ModerationData:moderation_data:2183572"},"body":"I'm a rotational player and always have been. I can tell anyone all these Sims are the very same. It doesn't matter if they added ten more trait slots they would still all react, think and be the same. I'm not one to finish tasks nor complete aspirations anymore, did that in TS2 for a time but then decided no, I play my way, they will dance to my tune and the beat of my drum. I don't need a long time aspiration goal what I need is differences and diversity in reactions, consequences, nuances, conversations, memories, depth to their personalities, reasons why they care or don't care. Then it would be worth it to build ten different Sims and play them in a world and rotate between them. But if they are all going to like the stereo, all like the TV, all like the pc, all like basketball, all like whatever, or all get uncomfortable no matter the circumstances and or all want to hug somebody then there is no point in me playing at all. The problems to me is the Sim personality. Do they ever get nervous? Scared? hate anyone? remember anyone? remember Summer Holiday just insulted them yesterday? No, they know nothing. Know they are married? No they will flirt with anyone. Just pixels people dress up and scream oh look, I'm so diverse. But at least in TS2 they know they finished an aspiration...and talk about it to others....TS4 has no regard for any memory at all.","body@stripHtml({\"removeProcessingText\":false,\"removeSpoilerMarkup\":false,\"removeTocMarkup\":false,\"truncateLength\":200})@stringLength":"203","kudosSumWeight":1,"postTime":"2020-06-29T13:42:22.000+01:00","lastPublishTime":"2020-06-29T13:42:22.000+01:00","metrics":{"__typename":"MessageMetrics","views":0},"visibilityScope":"PUBLIC","placeholder":false,"originalMessageForPlaceholder":null,"isEscalated":null,"solution":false,"entityType":"FORUM_REPLY","eventPath":"category:the-sims-4-en/category:the-sims-en/category:ea-forums-en/community:tghpe58374board:the-sims-4-general-discussion-en/message:2183528/message:2183572","repliesCount":0,"customFields":[],"attachments":{"__typename":"AttachmentConnection","edges":[],"pageInfo":{"__typename":"PageInfo","hasNextPage":false,"endCursor":null,"hasPreviousPage":false,"startCursor":null}}},"Rank:rank:12":{"__typename":"Rank","id":"rank:12","position":19,"name":"Legend","color":"000000","icon":null,"rankStyle":"TEXT"},"User:user:69031":{"__typename":"User","id":"user:69031","uid":69031,"login":"CAPTAIN_NXR7","biography":null,"registrationData":{"__typename":"RegistrationData","status":null,"registrationTime":"2013-05-29T09:13:11.000+01:00"},"deleted":false,"email":"","avatar":{"__typename":"UserAvatar","url":"https://forums.ea.com/t5/s/tghpe58374/m_assets/avatars/custom/swgoh_01-1735829632069.png?time=1735829641000"},"rank":{"__ref":"Rank:rank:12"},"entityType":"USER","eventPath":"community:tghpe58374/user:69031"},"ModerationData:moderation_data:2183573":{"__typename":"ModerationData","id":"moderation_data:2183573","status":"APPROVED","rejectReason":null,"isReportedAbuse":false,"rejectUser":null,"rejectTime":null,"rejectActorType":null},"ForumReplyMessage:message:2183573":{"__typename":"ForumReplyMessage","author":{"__ref":"User:user:69031"},"id":"message:2183573","revisionNum":1,"uid":2183573,"depth":1,"hasGivenKudo":false,"subscribed":false,"board":{"__ref":"Forum:board:the-sims-4-general-discussion-en"},"parent":{"__ref":"ForumTopicMessage:message:2183528"},"conversation":{"__ref":"Conversation:conversation:2183528"},"subject":"Re: Lack of Long-term gameplay in TS4","moderationData":{"__ref":"ModerationData:moderation_data:2183573"},"body":"
\"@Cinebar;c-17559703\" wrote:
I'm a rotational player and always have been. I can tell anyone all these Sims are the very same. It doesn't matter if they added ten more trait slots they would still all react, think and be the same. I'm not one to finish nor complete aspirations anymore, did that in TS2 for a time but then decided no, I play my way, they will dance to my tune and the beat of my drum. I don't need a long time aspiration goal what I need is differences and diversity in reactions, consequences, nuances, conversations, memories, depth to their personalities, reasons why they care or don't care. Then it would be worth it to build ten different Sims and play them in a world and rotate between them. But if they are all going to like the stereo, all like the TV, all like the pc, all like basketball, all like whatever, or all get uncomfortable no matter the circumstances and or all want to hug somebody then there is no point in me playing at all. The problems to me is the Sim personality. Do they ever get nervous? Scared? hate anyone? remember anyone? remember Summer Holiday just insulted them yesterday? No, they know nothing. Know they are married? No they will flirt with anyone. Just pixels people dress up and scream oh look, I'm so diverse.


Exactly. There is Aesthetic Diversity. No Personality Diversity.","body@stripHtml({\"removeProcessingText\":false,\"removeSpoilerMarkup\":false,\"removeTocMarkup\":false,\"truncateLength\":200})@stringLength":"203","kudosSumWeight":1,"postTime":"2020-06-29T13:49:06.000+01:00","lastPublishTime":"2020-06-29T13:49:06.000+01:00","metrics":{"__typename":"MessageMetrics","views":0},"visibilityScope":"PUBLIC","placeholder":false,"originalMessageForPlaceholder":null,"isEscalated":null,"solution":false,"entityType":"FORUM_REPLY","eventPath":"category:the-sims-4-en/category:the-sims-en/category:ea-forums-en/community:tghpe58374board:the-sims-4-general-discussion-en/message:2183528/message:2183573","repliesCount":0,"customFields":[],"attachments":{"__typename":"AttachmentConnection","edges":[],"pageInfo":{"__typename":"PageInfo","hasNextPage":false,"endCursor":null,"hasPreviousPage":false,"startCursor":null}}},"ModerationData:moderation_data:2183574":{"__typename":"ModerationData","id":"moderation_data:2183574","status":"APPROVED","rejectReason":null,"isReportedAbuse":false,"rejectUser":null,"rejectTime":null,"rejectActorType":null},"ForumReplyMessage:message:2183574":{"__typename":"ForumReplyMessage","author":{"__ref":"User:user:135415"},"id":"message:2183574","revisionNum":1,"uid":2183574,"depth":1,"hasGivenKudo":false,"subscribed":false,"board":{"__ref":"Forum:board:the-sims-4-general-discussion-en"},"parent":{"__ref":"ForumTopicMessage:message:2183528"},"conversation":{"__ref":"Conversation:conversation:2183528"},"subject":"Re: Lack of Long-term gameplay in TS4","moderationData":{"__ref":"ModerationData:moderation_data:2183574"},"body":"
\"CAPTAIN_NXR7;c-17559707\" wrote:
\"@Cinebar;c-17559703\" wrote:
I'm a rotational player and always have been. I can tell anyone all these Sims are the very same. It doesn't matter if they added ten more trait slots they would still all react, think and be the same. I'm not one to finish nor complete aspirations anymore, did that in TS2 for a time but then decided no, I play my way, they will dance to my tune and the beat of my drum. I don't need a long time aspiration goal what I need is differences and diversity in reactions, consequences, nuances, conversations, memories, depth to their personalities, reasons why they care or don't care. Then it would be worth it to build ten different Sims and play them in a world and rotate between them. But if they are all going to like the stereo, all like the TV, all like the pc, all like basketball, all like whatever, or all get uncomfortable no matter the circumstances and or all want to hug somebody then there is no point in me playing at all. The problems to me is the Sim personality. Do they ever get nervous? Scared? hate anyone? remember anyone? remember Summer Holiday just insulted them yesterday? No, they know nothing. Know they are married? No they will flirt with anyone. Just pixels people dress up and scream oh look, I'm so diverse.


Exactly. There is Aesthetic Diversity. No Personality Diversity.


This game doesn't even have a proper graveyard. It is so shallow I have no idea why people keep buying it when they have three other games that meet the life simulation definitions. This one is the DLC game, more for less content, and look over here at the new shiny....and then throw it down and demand more DLC.

ETA: I respect Carl and his views, he touches upon a lot that I agree about, but if the Sim doesn't care why should I? That is the building blocks of a life simulator. RPG goals can be there such as aspirations and career goals etc. However, if the Sim is just a pixel without a cemetary and players can just delete mom and dad without a proper funeral like in TS3 or at least a graveyard like in TS2 then what was the point of calling this game a life simulator? Just get up one day and oh, I don't like my Sim's mom or dad, or sister or whomever..just delete...the Sim won't even remember they had one. It is a joke to call TS4 a life simulator.","body@stripHtml({\"removeProcessingText\":false,\"removeSpoilerMarkup\":false,\"removeTocMarkup\":false,\"truncateLength\":200})@stringLength":"203","kudosSumWeight":1,"postTime":"2020-06-29T13:56:01.000+01:00","lastPublishTime":"2020-06-29T13:56:01.000+01:00","metrics":{"__typename":"MessageMetrics","views":0},"visibilityScope":"PUBLIC","placeholder":false,"originalMessageForPlaceholder":null,"isEscalated":null,"solution":false,"entityType":"FORUM_REPLY","eventPath":"category:the-sims-4-en/category:the-sims-en/category:ea-forums-en/community:tghpe58374board:the-sims-4-general-discussion-en/message:2183528/message:2183574","repliesCount":0,"customFields":[],"attachments":{"__typename":"AttachmentConnection","edges":[],"pageInfo":{"__typename":"PageInfo","hasNextPage":false,"endCursor":null,"hasPreviousPage":false,"startCursor":null}}},"ModerationData:moderation_data:2183575":{"__typename":"ModerationData","id":"moderation_data:2183575","status":"APPROVED","rejectReason":null,"isReportedAbuse":false,"rejectUser":null,"rejectTime":null,"rejectActorType":null},"ForumReplyMessage:message:2183575":{"__typename":"ForumReplyMessage","author":{"__ref":"User:user:93108"},"id":"message:2183575","revisionNum":1,"uid":2183575,"depth":1,"hasGivenKudo":false,"subscribed":false,"board":{"__ref":"Forum:board:the-sims-4-general-discussion-en"},"parent":{"__ref":"ForumTopicMessage:message:2183528"},"conversation":{"__ref":"Conversation:conversation:2183528"},"subject":"Re: Lack of Long-term gameplay in TS4","moderationData":{"__ref":"ModerationData:moderation_data:2183575"},"body":"
\"motdk;c-17559680\" wrote:
I 100% Agree , it is still lacking massive in-depth gameplay. Fix the babies , give toddlers more objects to play with and events (daycare grandparents day event or parent day event), kids need more playable activities and objects with events (Talent show, sleep overs, spelling bee contest, baking contest Fundraiser). A school class president event. Teens need more teen clothes, object, activities and events (Where is PROM and Graduation event , dances, sweet 16 party, dates with and with out parents). Student council event.That is way it’s hard to tell the difference between the teens and adults. The adults have every thing except they need more wedding objects. Elders need 50 or 60th anniversaries, divorce money settlements(if divorced). Senior citizen discount and they have a neighborhood board event which would work for eco living to change prices on goods sold for certain events.


@motdk I think lack of long term gameplay in this context meant Sims personalities, goals and basically the core of the game but I'm sure some new objects and interactions would help a bit. The thing is we get a lot of new stuff for the sims to do with the packs, I thing the problem is the Sims themselves.","body@stripHtml({\"removeProcessingText\":false,\"removeSpoilerMarkup\":false,\"removeTocMarkup\":false,\"truncateLength\":200})@stringLength":"203","kudosSumWeight":1,"postTime":"2020-06-29T14:02:09.000+01:00","lastPublishTime":"2020-06-29T14:02:09.000+01:00","metrics":{"__typename":"MessageMetrics","views":0},"visibilityScope":"PUBLIC","placeholder":false,"originalMessageForPlaceholder":null,"isEscalated":null,"solution":false,"entityType":"FORUM_REPLY","eventPath":"category:the-sims-4-en/category:the-sims-en/category:ea-forums-en/community:tghpe58374board:the-sims-4-general-discussion-en/message:2183528/message:2183575","repliesCount":0,"customFields":[],"attachments":{"__typename":"AttachmentConnection","edges":[],"pageInfo":{"__typename":"PageInfo","hasNextPage":false,"endCursor":null,"hasPreviousPage":false,"startCursor":null}}},"ModerationData:moderation_data:2183576":{"__typename":"ModerationData","id":"moderation_data:2183576","status":"APPROVED","rejectReason":null,"isReportedAbuse":false,"rejectUser":null,"rejectTime":null,"rejectActorType":null},"ForumReplyMessage:message:2183576":{"__typename":"ForumReplyMessage","author":{"__ref":"User:user:69031"},"id":"message:2183576","revisionNum":1,"uid":2183576,"depth":1,"hasGivenKudo":false,"subscribed":false,"board":{"__ref":"Forum:board:the-sims-4-general-discussion-en"},"parent":{"__ref":"ForumTopicMessage:message:2183528"},"conversation":{"__ref":"Conversation:conversation:2183528"},"subject":"Re: Lack of Long-term gameplay in TS4","moderationData":{"__ref":"ModerationData:moderation_data:2183576"},"body":"
\"@Cinebar;c-17559713\" wrote:
\"CAPTAIN_NXR7;c-17559707\" wrote:
\"@Cinebar;c-17559703\" wrote:
I'm a rotational player and always have been. I can tell anyone all these Sims are the very same. It doesn't matter if they added ten more trait slots they would still all react, think and be the same. I'm not one to finish nor complete aspirations anymore, did that in TS2 for a time but then decided no, I play my way, they will dance to my tune and the beat of my drum. I don't need a long time aspiration goal what I need is differences and diversity in reactions, consequences, nuances, conversations, memories, depth to their personalities, reasons why they care or don't care. Then it would be worth it to build ten different Sims and play them in a world and rotate between them. But if they are all going to like the stereo, all like the TV, all like the pc, all like basketball, all like whatever, or all get uncomfortable no matter the circumstances and or all want to hug somebody then there is no point in me playing at all. The problems to me is the Sim personality. Do they ever get nervous? Scared? hate anyone? remember anyone? remember Summer Holiday just insulted them yesterday? No, they know nothing. Know they are married? No they will flirt with anyone. Just pixels people dress up and scream oh look, I'm so diverse.


Exactly. There is Aesthetic Diversity. No Personality Diversity.


This game doesn't even have a proper graveyard. It is so shallow I have no idea why people keep buying it when they have three other games that meet the life simulation definitions. This one is the DLC game, more for less content, and look over here at the new shiny....and then throw it down and demand more DLC.


I never understood the absence of cemeteries from the moment ghosts where Introduced. It’s a basegame element that should have been there from the start.
If there are baby bassinets, there should be mausoleums.

Sims should START someplace and END UP someplace.

As a player I want to know where the urn of the deceased sims went. Keep all the ectoplasms organized.
","body@stripHtml({\"removeProcessingText\":false,\"removeSpoilerMarkup\":false,\"removeTocMarkup\":false,\"truncateLength\":200})@stringLength":"203","kudosSumWeight":1,"postTime":"2020-06-29T14:04:49.000+01:00","lastPublishTime":"2020-06-29T14:04:49.000+01:00","metrics":{"__typename":"MessageMetrics","views":0},"visibilityScope":"PUBLIC","placeholder":false,"originalMessageForPlaceholder":null,"isEscalated":null,"solution":false,"entityType":"FORUM_REPLY","eventPath":"category:the-sims-4-en/category:the-sims-en/category:ea-forums-en/community:tghpe58374board:the-sims-4-general-discussion-en/message:2183528/message:2183576","repliesCount":0,"customFields":[],"attachments":{"__typename":"AttachmentConnection","edges":[],"pageInfo":{"__typename":"PageInfo","hasNextPage":false,"endCursor":null,"hasPreviousPage":false,"startCursor":null}}},"ModerationData:moderation_data:2183577":{"__typename":"ModerationData","id":"moderation_data:2183577","status":"APPROVED","rejectReason":null,"isReportedAbuse":false,"rejectUser":null,"rejectTime":null,"rejectActorType":null},"ForumReplyMessage:message:2183577":{"__typename":"ForumReplyMessage","author":{"__ref":"User:user:135415"},"id":"message:2183577","revisionNum":1,"uid":2183577,"depth":1,"hasGivenKudo":false,"subscribed":false,"board":{"__ref":"Forum:board:the-sims-4-general-discussion-en"},"parent":{"__ref":"ForumTopicMessage:message:2183528"},"conversation":{"__ref":"Conversation:conversation:2183528"},"subject":"Re: Lack of Long-term gameplay in TS4","moderationData":{"__ref":"ModerationData:moderation_data:2183577"},"body":"
\"CAPTAIN_NXR7;c-17559721\" wrote:
\"@Cinebar;c-17559713\" wrote:
\"CAPTAIN_NXR7;c-17559707\" wrote:
\"@Cinebar;c-17559703\" wrote:
I'm a rotational player and always have been. I can tell anyone all these Sims are the very same. It doesn't matter if they added ten more trait slots they would still all react, think and be the same. I'm not one to finish nor complete aspirations anymore, did that in TS2 for a time but then decided no, I play my way, they will dance to my tune and the beat of my drum. I don't need a long time aspiration goal what I need is differences and diversity in reactions, consequences, nuances, conversations, memories, depth to their personalities, reasons why they care or don't care. Then it would be worth it to build ten different Sims and play them in a world and rotate between them. But if they are all going to like the stereo, all like the TV, all like the pc, all like basketball, all like whatever, or all get uncomfortable no matter the circumstances and or all want to hug somebody then there is no point in me playing at all. The problems to me is the Sim personality. Do they ever get nervous? Scared? hate anyone? remember anyone? remember Summer Holiday just insulted them yesterday? No, they know nothing. Know they are married? No they will flirt with anyone. Just pixels people dress up and scream oh look, I'm so diverse.


Exactly. There is Aesthetic Diversity. No Personality Diversity.


This game doesn't even have a proper graveyard. It is so shallow I have no idea why people keep buying it when they have three other games that meet the life simulation definitions. This one is the DLC game, more for less content, and look over here at the new shiny....and then throw it down and demand more DLC.


I never understood the absence of cemeteries from the moment ghosts where Introduced. It’s a basegame element that should have been there from the start.
If there are baby bassinets, there should be mausoleums.

Sims should START someplace and END UP someplace.

As a player I want to know where the urn of the deceased sims went. Keep all the ectoplasms organized.


It is probably too late for most players to realise this game isn't a life simulator. We all keep hoping it will be one, one day, but if you look at it we see the devs don't even claim it is one. They say it's a story teller, and so if someone wants to delete a Sim or grab one from the gallery and plop it into a household they can...that isn't a life simulator, it's a story teller. Probably why there aren't any lots to bury the dead since we can just add and subtract with a click. Even as a story teller game where you would just pose and use an object to create a scene (Anyone remember the game, Movies?) and or cause a reaction so you can take a screen shot, it is a poor one since the social worker isn't even a Sim.

I could go on forever, but I have said all this for six years, hoping they get the point and go back to building life simulators. What kind of life simulator doesn't even have cars, what world of reality is that? Or graveyards, or a representation of a person as a Social worker, or consequences for the choices, or death from illness and or diseases, and or choices people make in real life as which gender they will date and marry, or where there is no crime that results in jail time, or where evilSim is good and goodSim is evil, it's a Utopia, that doesn't exist and TS4 doesn't even do that very well, either.","body@stripHtml({\"removeProcessingText\":false,\"removeSpoilerMarkup\":false,\"removeTocMarkup\":false,\"truncateLength\":200})@stringLength":"203","kudosSumWeight":1,"postTime":"2020-06-29T14:17:09.000+01:00","lastPublishTime":"2020-06-29T14:17:09.000+01:00","metrics":{"__typename":"MessageMetrics","views":0},"visibilityScope":"PUBLIC","placeholder":false,"originalMessageForPlaceholder":null,"isEscalated":null,"solution":false,"entityType":"FORUM_REPLY","eventPath":"category:the-sims-4-en/category:the-sims-en/category:ea-forums-en/community:tghpe58374board:the-sims-4-general-discussion-en/message:2183528/message:2183577","repliesCount":0,"customFields":[],"attachments":{"__typename":"AttachmentConnection","edges":[],"pageInfo":{"__typename":"PageInfo","hasNextPage":false,"endCursor":null,"hasPreviousPage":false,"startCursor":null}}},"ModerationData:moderation_data:2183578":{"__typename":"ModerationData","id":"moderation_data:2183578","status":"APPROVED","rejectReason":null,"isReportedAbuse":false,"rejectUser":null,"rejectTime":null,"rejectActorType":null},"ForumReplyMessage:message:2183578":{"__typename":"ForumReplyMessage","author":{"__ref":"User:user:227818"},"id":"message:2183578","revisionNum":1,"uid":2183578,"depth":1,"hasGivenKudo":false,"subscribed":false,"board":{"__ref":"Forum:board:the-sims-4-general-discussion-en"},"parent":{"__ref":"ForumTopicMessage:message:2183528"},"conversation":{"__ref":"Conversation:conversation:2183528"},"subject":"Re: Lack of Long-term gameplay in TS4","moderationData":{"__ref":"ModerationData:moderation_data:2183578"},"body":"
\"Cinebar;c-17559725\" wrote:
\"CAPTAIN_NXR7;c-17559721\" wrote:
\"@Cinebar;c-17559713\" wrote:
\"CAPTAIN_NXR7;c-17559707\" wrote:
\"@Cinebar;c-17559703\" wrote:
I'm a rotational player and always have been. I can tell anyone all these Sims are the very same. It doesn't matter if they added ten more trait slots they would still all react, think and be the same. I'm not one to finish nor complete aspirations anymore, did that in TS2 for a time but then decided no, I play my way, they will dance to my tune and the beat of my drum. I don't need a long time aspiration goal what I need is differences and diversity in reactions, consequences, nuances, conversations, memories, depth to their personalities, reasons why they care or don't care. Then it would be worth it to build ten different Sims and play them in a world and rotate between them. But if they are all going to like the stereo, all like the TV, all like the pc, all like basketball, all like whatever, or all get uncomfortable no matter the circumstances and or all want to hug somebody then there is no point in me playing at all. The problems to me is the Sim personality. Do they ever get nervous? Scared? hate anyone? remember anyone? remember Summer Holiday just insulted them yesterday? No, they know nothing. Know they are married? No they will flirt with anyone. Just pixels people dress up and scream oh look, I'm so diverse.


Exactly. There is Aesthetic Diversity. No Personality Diversity.


This game doesn't even have a proper graveyard. It is so shallow I have no idea why people keep buying it when they have three other games that meet the life simulation definitions. This one is the DLC game, more for less content, and look over here at the new shiny....and then throw it down and demand more DLC.


I never understood the absence of cemeteries from the moment ghosts where Introduced. It’s a basegame element that should have been there from the start.
If there are baby bassinets, there should be mausoleums.

Sims should START someplace and END UP someplace.

As a player I want to know where the urn of the deceased sims went. Keep all the ectoplasms organized.


It is probably too late for most players to realise this game isn't a life simulator. We all keep hoping it will be one, one day, but if you look at it we see the devs don't even claim it is one. They say it's a story teller, and so if someone wants to delete a Sim or grab one from the gallery and plop it into a household they can...that isn't a life simulator, it's a story teller. Probably why there aren't any lots to bury the dead since we can just add and subtract with a click. Even as a story teller game where you would just pose and use an object to create a scene (Anyone remember the game, Movies?) and or cause a reaction so you can take a screen shot, it is a poor one since the social worker isn't even a Sim.

I could go on forever, but I have said all this for six years, hoping they get the point and go back to building life simulators. What kind of life simulator doesn't even have cars, what world of reality is that? Or graveyards, or a representation of a person as a Social worker, or consequences for the choices, or death from illness and or diseases, and or choices people make in real life as which gender they will date and marry, or where there is no crime that results in jail time, or where evilSim is good and goodSim is evil, it's a Utopia, that doesn't exist and TS4 doesn't even do that very well, either.


This is very true. Just about every time someone asks a dev why aspects that are more challenging/require effort/gritty/etc haven't been added to a pack or the BG, they reply that it \"could interfere with the stories simmers want to tell.\" They seem to believe that every simmer is making a machinima, and don't want the game to throw anything that they haven't elaborately planned their way. Influencers streaming their games are a minority in The Sims. When I play with a story in mind, I still make smaller decisions based on how my sims react - sometimes I even change the direction of the story when a sim's reaction inspires me and feels right. While it is important that the game respects your authority over the sims' actions, it is a ridiculous way of reasoning to eliminate all spontaneity. That is also why toggles, and many of them, (SHOULD) exist.
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