Forum Discussion

EnkiSchmidt's avatar
12 months ago

On the importance of rotational play

I was thinking about how unique Sims 4 (and pretty much all sims games) is when played rotationally.

Imagine household A, that wants to live sustainably and makes money from canning home-grown fruit.

But then there is their neighbor, a robotics engineer, whom they don’t get along with.

Then one day the engineer gets electrocuted by her workstation and now disavows technology. At first it looks as if both families would bond now, but then the former engineer votes in “Back to the good old times”, causing the use of the stove to get fined and thus tanking the income of the canning family.

Household A now sees no choice but to join the criminal career to recoup their losses.

But then I want to play a new sim, of whom I only have a concept traitwise, but am undecided about their career. Looking at recent events in my game and the spike in crime, it seems as if the police would want to hire, so the detective career it’ll be, something I might not have considered, had I not played the other two households beforehand.

And now we have three households locked in a sort of light PvP that I’m playing against myself. The story wheel keeps turning, but it’s not just a story I’m telling myself, since there are ingame features that clearly define what a household can do and what skills they need to bring to the table if they want succeed. There are goals to meet and risks to take. (Is Sims 4 easy? Yes, but if it's easy for all households, then the playing field is even and an actual competition can occur between the sims instead of between the player and the game.)

I cannot think about another singleplayer game where I can actively destroy what I have worked for with another character. In Wildermyth I can have more than one party, but they all work together and even though there is a “rival” status, all that does is actually help the rivals in battle when they are in the same party.

The Sims rotationally is such a unique experience and I hope that future life simulations will expand that concept of playing a village instead of reverting to “main character explores the world and romances npcs”.

6 Replies

  • Anonymous's avatar
    Anonymous
    12 months ago
    I totally agree on the importance of rotational gameplay. What's tricky is incorporating it into an open world where the world is simulated all at once. I thought about how this could be done. One of the key issues is age synchronicity, or keeping ages maintained as you play the same period of time with every family.

    My specific solution:

    I propose a Universal Calendar feature where every single save file starts on Sunday, Week 1. And every sim's birthday is represented as a specific day and week in the calendar (for premade sims, their birthday would be in a zero or negative week indicating the past). If you play rotationally, you could play that same Week 1 for all those households. Once that is done, the entire universe timeline moves to Week 2 and unplayed households age up that week. In order to move on to the next week, you would need to reconcile all of the timelines i.e. play each "My Households" household until Sunday, Week 2 in order to restart the rotation. To keep track of age syncing, every sim age is a subtraction of the current day and week number MINUS their birth date. This allows ages to be calculated rather than a simple incrementing of +1 day to their age each day (the latter tends to be prone to over or undercounting in some games).

    https://forums.thesims.com/en_US/discussion/998194/i-beg-you-ea-sims-5-must-support-rotational-gameplay/p1
  • "simmerorigin;c-18359477" wrote:
    I totally agree on the importance of rotational gameplay. What's tricky is incorporating it into an open world where the world is simulated all at once. I thought about how this could be done. One of the key issues is age synchronicity, or keeping ages maintained as you play the same period of time with every family.

    My specific solution:

    I propose a Universal Calendar feature where every single save file starts on Sunday, Week 1. And every sim's birthday is represented as a specific day and week in the calendar (for premade sims, their birthday would be in a zero or negative week indicating the past). If you play rotationally, you could play that same Week 1 for all those households. Once that is done, the entire universe timeline moves to Week 2 and unplayed households age up that week. In order to move on to the next week, you would need to reconcile all of the timelines i.e. play each "My Households" household until Sunday, Week 2 in order to restart the rotation. To keep track of age syncing, every sim age is a subtraction of the current day and week number MINUS their birth date. This allows ages to be calculated rather than a simple incrementing of +1 day to their age each day (the latter tends to be prone to over or undercounting in some games).

    https://forums.thesims.com/en_US/discussion/998194/i-beg-you-ea-sims-5-must-support-rotational-gameplay/p1



    This isn't about open world and synchronizing time and the sims' ages but rather about being able to create cause and effect in your neighborhoods, have meaningful interactions between sims and be able to change the storyline at neighbourhood level depending on how you play your characters. It would require a dynamic neighbourhood system, where every sim and their traits, skills, actions really matter and could potentially influence the gameplay in a certain direction.
  • Anonymous's avatar
    Anonymous
    12 months ago
    "crocobaura;c-18359513" wrote:
    "simmerorigin;c-18359477" wrote:
    I totally agree on the importance of rotational gameplay. What's tricky is incorporating it into an open world where the world is simulated all at once. I thought about how this could be done. One of the key issues is age synchronicity, or keeping ages maintained as you play the same period of time with every family.

    My specific solution:

    I propose a Universal Calendar feature where every single save file starts on Sunday, Week 1. And every sim's birthday is represented as a specific day and week in the calendar (for premade sims, their birthday would be in a zero or negative week indicating the past). If you play rotationally, you could play that same Week 1 for all those households. Once that is done, the entire universe timeline moves to Week 2 and unplayed households age up that week. In order to move on to the next week, you would need to reconcile all of the timelines i.e. play each "My Households" household until Sunday, Week 2 in order to restart the rotation. To keep track of age syncing, every sim age is a subtraction of the current day and week number MINUS their birth date. This allows ages to be calculated rather than a simple incrementing of +1 day to their age each day (the latter tends to be prone to over or undercounting in some games).

    https://forums.thesims.com/en_US/discussion/998194/i-beg-you-ea-sims-5-must-support-rotational-gameplay/p1



    This isn't about open world and synchronizing time and the sims' ages but rather about being able to create cause and effect in your neighborhoods, have meaningful interactions between sims and be able to change the storyline at neighbourhood level depending on how you play your characters. It would require a dynamic neighbourhood system, where every sim and their traits, skills, actions really matter and could potentially influence the gameplay in a certain direction.


    Disagree with your assessment. At least in the way that I play. Creating cause and effect among neighbors goes hand in hand with keeping aging in sync. If former classmates become elderly while your sim is still a teenager or your active household ages but the townies around you perpetually stay at the same age, this hinders interactions among households and the NPC pool. Especially in regards to who can marry and reproduce with each other.

    Interactions don't work well if each household is siloed within their own timeline.

    And in regard to open world, well we saw with the Sims 3 how single-household, legacy-focused that game is by design. You play one family and the world around you is simulated by the game. You don't control the cause and effect neighborhood story like in the Sims 2. So that's relevant.
  • Anonymous's avatar
    Anonymous
    12 months ago
    The reason why I continue to play the Sims 2 is that it very easily facilitates playing town stories. It gives the freedom to jump from household to household knowing that everything you leave behind will be frozen in time for you to pick up again. You can sync aging and create interfamily drama and gameplay over time. The town can evolve as you progress forward in time from generation to generation.

    The challenge for Project Rene is combining Sims 3 open world with this rotational gameplay. I eagerly await more details.
  • "simmerorigin;c-18359541" wrote:
    "crocobaura;c-18359513" wrote:
    "simmerorigin;c-18359477" wrote:
    I totally agree on the importance of rotational gameplay. What's tricky is incorporating it into an open world where the world is simulated all at once. I thought about how this could be done. One of the key issues is age synchronicity, or keeping ages maintained as you play the same period of time with every family.

    My specific solution:

    I propose a Universal Calendar feature where every single save file starts on Sunday, Week 1. And every sim's birthday is represented as a specific day and week in the calendar (for premade sims, their birthday would be in a zero or negative week indicating the past). If you play rotationally, you could play that same Week 1 for all those households. Once that is done, the entire universe timeline moves to Week 2 and unplayed households age up that week. In order to move on to the next week, you would need to reconcile all of the timelines i.e. play each "My Households" household until Sunday, Week 2 in order to restart the rotation. To keep track of age syncing, every sim age is a subtraction of the current day and week number MINUS their birth date. This allows ages to be calculated rather than a simple incrementing of +1 day to their age each day (the latter tends to be prone to over or undercounting in some games).

    https://forums.thesims.com/en_US/discussion/998194/i-beg-you-ea-sims-5-must-support-rotational-gameplay/p1



    This isn't about open world and synchronizing time and the sims' ages but rather about being able to create cause and effect in your neighborhoods, have meaningful interactions between sims and be able to change the storyline at neighbourhood level depending on how you play your characters. It would require a dynamic neighbourhood system, where every sim and their traits, skills, actions really matter and could potentially influence the gameplay in a certain direction.


    Disagree with your assessment. At least in the way that I play. Creating cause and effect among neighbors goes hand in hand with keeping aging in sync. If former classmates become elderly while your sim is still a teenager or your active household ages but the townies around you perpetually stay at the same age, this hinders interactions among households and the NPC pool. Especially in regards to who can marry and reproduce with each other.

    Interactions don't work well if each household is siloed within their own timeline.

    And in regard to open world, well we saw with the Sims 3 how single-household, legacy-focused that game is by design. You play one family and the world around you is simulated by the game. You don't control the cause and effect neighborhood story like in the Sims 2. So that's relevant.




    Being able to have classmates age up same rate as your sim is important, especially if you aren't going to play them, I understand that, but if you want to play them as well in your rotation then you absolutely need the flexible time and aging. In TS4, all sims are on the same timeline, when you switch households, the day of the week and the seasons remain the same. You can enable aging for everyone to age at the same rate, or just your current household. In rotational gameplay you play several households so you take care of them gradually as you go, because all households and sims in them have meaning to your gameplay, they are not just there to provide background decor, so in the end everyone ages up exactly how you want them to, when you want them to, with the relationships, skills, careers, aspirations, etc. you want them to have. In order to do this you need to be able to have flexible time and aging that you can pace it in such a way that you can switch through all the families you want to play. However, with a dynamic neighborhood system, I think the emphasis would be more on creating gameplay drama and aging, whether individual or not, would be just a small component of it.

  • Anonymous's avatar
    Anonymous
    12 months ago
    "crocobaura;c-18359568" wrote:
    "simmerorigin;c-18359541" wrote:
    "crocobaura;c-18359513" wrote:
    "simmerorigin;c-18359477" wrote:
    I totally agree on the importance of rotational gameplay. What's tricky is incorporating it into an open world where the world is simulated all at once. I thought about how this could be done. One of the key issues is age synchronicity, or keeping ages maintained as you play the same period of time with every family.

    My specific solution:

    I propose a Universal Calendar feature where every single save file starts on Sunday, Week 1. And every sim's birthday is represented as a specific day and week in the calendar (for premade sims, their birthday would be in a zero or negative week indicating the past). If you play rotationally, you could play that same Week 1 for all those households. Once that is done, the entire universe timeline moves to Week 2 and unplayed households age up that week. In order to move on to the next week, you would need to reconcile all of the timelines i.e. play each "My Households" household until Sunday, Week 2 in order to restart the rotation. To keep track of age syncing, every sim age is a subtraction of the current day and week number MINUS their birth date. This allows ages to be calculated rather than a simple incrementing of +1 day to their age each day (the latter tends to be prone to over or undercounting in some games).

    https://forums.thesims.com/en_US/discussion/998194/i-beg-you-ea-sims-5-must-support-rotational-gameplay/p1



    This isn't about open world and synchronizing time and the sims' ages but rather about being able to create cause and effect in your neighborhoods, have meaningful interactions between sims and be able to change the storyline at neighbourhood level depending on how you play your characters. It would require a dynamic neighbourhood system, where every sim and their traits, skills, actions really matter and could potentially influence the gameplay in a certain direction.


    Disagree with your assessment. At least in the way that I play. Creating cause and effect among neighbors goes hand in hand with keeping aging in sync. If former classmates become elderly while your sim is still a teenager or your active household ages but the townies around you perpetually stay at the same age, this hinders interactions among households and the NPC pool. Especially in regards to who can marry and reproduce with each other.

    Interactions don't work well if each household is siloed within their own timeline.

    And in regard to open world, well we saw with the Sims 3 how single-household, legacy-focused that game is by design. You play one family and the world around you is simulated by the game. You don't control the cause and effect neighborhood story like in the Sims 2. So that's relevant.




    Being able to have classmates age up same rate as your sim is important, especially if you aren't going to play them, I understand that, but if you want to play them as well in your rotation then you absolutely need the flexible time and aging. In TS4, all sims are on the same timeline, when you switch households, the day of the week and the seasons remain the same. You can enable aging for everyone to age at the same rate, or just your current household. In rotational gameplay you play several households so you take care of them gradually as you go, because all households and sims in them have meaning to your gameplay, they are not just there to provide background decor, so in the end everyone ages up exactly how you want them to, when you want them to, with the relationships, skills, careers, aspirations, etc. you want them to have. In order to do this you need to be able to have flexible time and aging that you can pace it in such a way that you can switch through all the families you want to play. However, with a dynamic neighborhood system, I think the emphasis would be more on creating gameplay drama and aging, whether individual or not, would be just a small component of it.



    I feel like we're saying the same thing. I'm all for having options for aging and progression. I play the PleasantSims way. Not clear if what you're saying is anything different.

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