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7 years ago
"JoAnne65;c-16308306" wrote:"DeservedCriticism;c-16308179" wrote:"JoAnne65;c-16307780" wrote:"DeservedCriticism;c-16307618" wrote:
For those unaware, there is an entire game genre around randomly-generated dungeons known as "rogue-likes." Binding of Isaac is the most commonly well-known one as far as I know, and some other well-known ones are Nuclear Throne, Darkest Dungeon, and Faster Than Light. What these do is basically the developers created a system where each time you play a run of the game, the game will generate an entirely new and unique dungeon layout, dungeon rooms, dungeon enemies and dungeon drops. One run might be harder than another because your drops are terrible, and another run might be super easy because they're great.
This is something that's been done time and time again by various developers, and as I said, that's exactly why I suggested it as a possible solution to World Adventures repetitiveness. World Adventures dungeons were fun, but there was limited motivation to do it again after having completed it once or twice. Perhaps it's difficult to create the algorithm to generate dungeons at first, I don't know, but the point is it's a long-term time investment because that same system can be used again. Given how much they love recycling systems for this game, it'd be a good idea to create such a system.
IF this GP utilizes such a system, then I would suspect you basically find a temple, enter it, and then the layout of the temple is randomized in such a way that it has different rooms to explore and the rooms are either randomized with certain restrictions (traps cannot block a doorway, traps cannot dissect the room in half, treasure cannot block a doorway, treasure should only occur in X room types, a clear path from the entrance to the exit needs to exist, etc), or they've made a great number of preset room layouts that will be randomly picked and thrown at you. Binding of Isaac for example has familiar room layouts, but the enemies and the treasure of each room remain randomized.
That's why I'm saying I'd be curious what this GP has to offer if it truly has such a system, as that would address people's concerns that dungeons get boring and repetitive after you've visited one enough. It's true a $20 GP won't have the budget World Adventures had, but if it has a (good) dungeon generator, it can absolutely circumvent this. My only remaining concern then would be that I'd like to explore a temple in hopes of finding the Fountain of Youth or something and NOT $10,000 simoleons or some other material good we can get elsewhere. (or can get other items with similar functionality elsewhere)
I’m definitely hoping you’re right, but I can’t help my experience so far with Sims 4 makes me sceptical. If they’ll add as many tomb experiences as WA (which indeed weren’t resettable but at least there were up to 25 of them and that meant 25 unique experiences that kept you busy for several sim days each, with many different exploring tools and toggles) and indeed are capable of adding an in depth system like the game you mention, you’re looking at a buyer. But I’ve seen this hoping and expecting big improvements prior to a Sims 4 pack release too often by now to be fully trusting and optimistic. I’ll definitely stay posted though, because if there’s any pack that I hope will prove me wrong and will be amazing, it’s this one. WA being my favourite. Is GuruGraham supervising? That would support my trust.
(for anyone interested in an extra WA experience btw, see my signature *cough cough* :p )
I still have my skepticism, don't get me wrong, but....
As I said, they've absolutely recycled as much assets as possible. In that regard it also makes sense for them to spend their time and effort creating new assets they can recycle in the future. A dungeon generator is absolutely an asset they can recycle, so I can easily picture them deciding to create one.
For that we have to wait and see, but for now my main concern is I want to hear a little bit about the rewards for exploring these temples. If the temples have a nice algorithm to generate new traps and mazes and such, but the reward is "here's some money," then I don't see myself being motivated to buy or play this. Just like how I complained that the Cats and Dogs Pet Training skill has ZERO PURPOSE and it's just something to kill time, this pack would be just one giant time killer unless there's meaningful, long-term rewards for your individual sims.
Give us another immortality reward.
Give us a fourth personality trait unlocked.
Give us a priceless golden statue we can trade with an employer for an instant promotion.
Give us a reward trait that makes the Sim immune to emotional deaths.
Give us a reward trait that lets us throw a ball filled with deadly bees at other sims to possibly lead to their deaths.
Give us the a potion that turns elders back into young adults.
Give us a book that can be read to instantly max any skill of your choice.
Give us anything that works towards permanently giving a Sim a new ability or skill. This game suffers from far too many shiny chairs, and as I said, the two best rated parks are also the two offering long-term rewards that directly change how your sim acts, what your sim can do or how they interact with the world. Learn from this and give us more packs with such rewards.
You make me realize I don't love WA for the rewards ;) Visa points, being able to buy a house abroad, treasures, money, all that is important, but the fun for me is not that, it's really the journey inside that tomb. The toggles and connections, finding our way, solving the puzzles, the surprises, the danger, the traps, the mummies, sleeping there three storeys under the ground. And also: the beauty and the decorations. And the different locations. Being sent from pyramid to temple, from barrow to spooky mansion, from terra cotta army to the belly of a dragon. Each of them having their own unique atmosphere.
For me there's a difference with training cats and dogs, because there is a direct connection between the training of a pet and the pet being trained (or not). I agree with you it's done poorly if training them doesn't have a real purpose, no result. But as for exploring, that for me in itself is the purpose ;)
p.s. which doesn't mean I don't love the ideas you came up with for rewards; who knows it will inspire them.
For me it's the journey and the destination. I care about the destination at the moment more because sometimes Sims 4 has you questioning if they even remember what a reward should look like. The entirety of the careers just gives objects with no special functions as a reward, with very few meaningful rewards. (such as Doctors being more immune to illness) The description suggests they may have the journey figured out, but lately the destinations have been lacking, so that's where my concern is.
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