Forum Discussion
21 Replies
- paradiseplanet277 years agoSeasoned AceGood question...
- I would like to assume not, as that will be far too glitchy for many players. Not everyone will do the story immedietly, and with mods like MCCC that can age sims, etc, there's a risk of crucial sims dying, which if this affected the story... would get very messy. Remade save worlds would then also have limitations regarding set sims that have to be in the game.
I assume the conspiracy-theory-stall spawns a random vender like food stalls, and if they have any desire to add in random sims that suffer from whatever happened in the trailer and transform into a creepy-smile-sim, I hope they have found a way to spawn in randomly generated NPCs that are in the game for the sole purpose of being transformed- so that it doesn't rely on specific sims, as that could get messy.. - SimGuruAHouts7 years ago
EA Staff (Retired)
It was an interesting challenge designing the story for StrangerVille. As you're pointing out, players can change who lives there and even what the lot types are, so we can't rely on those being the same as what we ship.
We did include a few things specific to some of the pre-made households and their houses, but it won't break the story if you get rid of them or bulldoze their lots. First and foremost, The Sims is about letting you do what you want; forgetting that would be going against the strengths of the game.
Same thing with the venues: there are two standard venues that we placed in the world which have some special functionality. That functionality is tied to the venue type rather than the specific lots we built out, so if you want to customize your venues, the special stuff should still work as long as you keep the venue type the same (it doesn't have to be on the same lot or anything, just as long as that venue type exists somewhere in StrangerVille). If you choose to get rid of those venues completely, you might miss some of the stuff that happens there, but it doesn't break the story/investigation.
Our aim was/is to create a story that embraces the open-ended sandbox nature of The Sims rather than trying to ram some highly scripted linear experience through. Ideally, you'll be able to tell your Sim's story within the situations we serve up while staying true to the stories and personas you've created. It's not perfect (it's our first time trying something like this), but I'm proud of it and hoping it's something we can develop further in future releases. "SimGuruHouts;c-16966054" wrote:
Our aim was/is to create a story that embraces the open-ended sandbox nature of The Sims rather than trying to ram some highly scripted linear experience through. Ideally, you'll be able to tell your Sim's story within the situations we serve up while staying true to the stories and personas you've created. It's not perfect (it's our first time trying something like this), but I'm proud of it and hoping it's something we can develop further in future releases.
@SimGuruHouts I really hope you will create more packs with a story (or side-story). For example a Time Travel expansion with a story or an interesting "coverup" side-story in a Farming expansion, such as farmers using (radioactive) fertilizer that makes them grow GIANT harvestables, which bring you more money.
StrangerVille is a perfect pack for storytellers! :)- Beardedgeek727 years agoSeasoned AceWell one thing is for sure: I am downloading the Pleasants and put them in Strangerville immediately after the expansion hits.
- elizabethjane8187 years agoSeasoned AceI'm wondering if I should put all the pre-made sims from the neigborhood in one house. The game might not have replay abilities and that way they can all solve the mystery together.
- AaronRulz787 years agoSeasoned Ace
"SimGuruHouts;c-16966054" wrote:
It was an interesting challenge designing the story for StrangerVille. As you're pointing out, players can change who lives there and even what the lot types are, so we can't rely on those being the same as what we ship.
We did include a few things specific to some of the pre-made households and their houses, but it won't break the story if you get rid of them or bulldoze their lots. First and foremost, The Sims is about letting you do what you want; forgetting that would be going against the strengths of the game.
Same thing with the venues: there are two standard venues that we placed in the world which have some special functionality. That functionality is tied to the venue type rather than the specific lots we built out, so if you want to customize your venues, the special stuff should still work as long as you keep the venue type the same (it doesn't have to be on the same lot or anything, just as long as that venue type exists somewhere in StrangerVille). If you choose to get rid of those venues completely, you might miss some of the stuff that happens there, but it doesn't break the story/investigation.
Our aim was/is to create a story that embraces the open-ended sandbox nature of The Sims rather than trying to ram some highly scripted linear experience through. Ideally, you'll be able to tell your Sim's story within the situations we serve up while staying true to the stories and personas you've created. It's not perfect (it's our first time trying something like this), but I'm proud of it and hoping it's something we can develop further in future releases.
Piggybacking off this response @SimGuruHouts now that I'm reading more information about the pack, if I delete all the pre-mades including military personnel and conspiracy theorists, will new sims be generated by the game or can I make my own townie sims military personnel and conspiracy theorists (think I read scientists too)? My questions refers to not only the pre-mades already placed in houses but also homeless sims that were created for the pack (Like the Bric-a-Brac shack vendors?). I really like using my own sims but I just want to make sure I don't mess anything up!
Also, I read that bulldozing the plane crash lot could affect the story/game? Please confirm or deny.
I'm ready to play this thaaang!! :smiley: - logionX7 years agoLegendIt will be interesting to see how it works, my guess is that it works the same as any job role that is hidden in the game, like the vendors. If the sim who usually have the job role gets removed (or simply grows old and dies), then the game will create a new sim, or use an existing sim and give the sim that job role.
I hope that I can still edit the existing sims because that is what I prefer to do. Like editing the sims in the world so they look exactly the same as in the trailer. That's why I like when the sims that have the specific job roles are available in manage households, like father winter, so you can edit them.
I also hope that the townie generation will be improved, so that we will not have so many city sims that we seem to get lately. I want sims that fit the world but lately the game only seems to generate townie sims from San Myshuno. - Sean_Theriault7 years agoSeasoned VeteranI don’t believe so. I heard one of the gurus say though, to make sure to keep the community lots as a library and bar, in order to get the most out of the story. Maybe keep that in mind.
- I honestly love the feel of this world and from what some Game Changers have shown it looks very detailed and made with love
About The Sims 4 General Discussion
Join lively discussions, share tips, and exchange experiences on Sims 4 Expansion Packs, Game Packs, Stuff Packs & Kits.33,805 PostsLatest Activity: 50 minutes ago
Community Highlights
Recent Discussions
- 2 hours ago
- 7 hours ago