"RIP-Troika-Games;c-17129637" wrote:
"Karon;c-17128868" wrote:
"RIP-Troika-Games;c-17128057" wrote:
They can always add a toggle in the options for these things (Story progression, burglars etc), for those people who doesn't want them.
The devs will always use the excuse that they lose time and money developing toggle buttons instead of adding new content to the game. Well, guess what simgurus?! You guess should always add that to the Base game. We always have ghosts in the base game (not in sims 4, but you get what i mean) so they can be used as guinea pigs for future occult toggle options. Robbers can be used as toggle options for future bad sim-related disasters. You can choose a basic disaster (like earthquake) as the guinea pig/base for future natural disasters like the volcanic activity. You can cut corners if you planned EVERY single aspect of futre DLCs before releasing the base game. Also, if they added swimmable oceans from the base game we would have more space in the Island Living pack for them to expand the actual ocean instead of adding it to the game. Now we have a world with a buggy swimmable ocean and a bunch of other worlds that we are not even able to swim. DLC should be made to expand the game, not add stuff thats lacking.
@NoWayJose527 Sims 3 didn't add better toggle options for players that like rotational gameplay, because they didn't knew how much we loved to do that, but in Sims 4 they did the opposite to players that liked story progressive gameplay. They are lazy to add advanced settings/options for some reason. If they studied some mods from Sims 3 like the MCCC they would have some ideas of how we like to set out games, but they didn't.
As teenagers said back in the day: Word.
"drake_mccarty;c-17128223" wrote:
They took out the randomness because they felt it was counter-active to players playing out their perfectly envisioned fantasy lives in this game. They have removed or watered down many of the “gamey” features making this game feel more like an interactive story book/doll house, where you must imagine most of what’s happening because the Sims certainly don’t offer much in that regard and nothing unexpected or bad ever happens without you forcing it to happen.
Indeed. Which is very counter-active towards other sections of their playerbase. The ones who liked these things.
"NoWayJose527;c-17128245" wrote:
"RIP-Troika-Games;c-17128057" wrote:
They can always add a toggle in the options for these things (Story progression, burglars etc), for those people who doesn't want them.
the
Story progression made it impossible for me to play Sims 3 as it wasn't compatible with my playing style. There was a toggle to turn it off. It didn't work.
Obviously I'd want a toggle that actually work, if it was to be implemented.
Why is it so common that whenever someone brings up the want for story progression and almost always a toggle to go with it for the people who doesn't want it. They usually go "No, I don't want it.". No desire for a toggle or anything. It shall simply not be added for the ones that want it. Doesn't feel very nice for the ones who do. (And this was not aimed to you NoWayJose, just a general observation on my part over the years.)
I understand the frustration all around regarding story progression and other features. Some things -- like occults -- can basically be ignored (most of the time, at least), but the way story progression was implemented in Sims 3 made the game unplayable for a lot of rotational players like me. I do like the idea of story progression, but only if #1 it works, and #2 I have some degree of control over it, i.e. deciding which families are affected and which aren't. In my game, I create my own story progression for townies, which can be a bit of work, but I'd rather do that than be unable to play because of EA's ideas on what the feature should do and how it should do it.
To me, the most critical issue regarding any aspect of the game is whether or not I have enough control over it to adapt it to my playing style. Sometimes that means using mods. For instance, neither the 7-day nor 14-day season length works for me and my playing style. I needed a 21-day season length. Fortunately I was able to find a mod that lets me do that. Similarly, I need a pregnancy length of 42 days. Again, I was able to find a mod that works for me.
I love simming. It's not a game to me; it's an enjoyable hobby. As a hobbyist, I want as much control over the gameplay mechanics as possible. Story progression scares me because it's a bit of a blanket option, either it affects all the sims or none of the sims. The story progression and open world format of Sims 3 meant that once I left a household, what happened to those sims was out of my control.
I started a storyline about a dirt poor young boy from the swamp who had a dream of becoming an astronaut someday. I played his house once, rotated through other families, and came back to find him at the top of the astronaut career with hundreds of thousands of simoleons.
I started a storyline about a single young woman who hated children. I played once, rotated through other families, and came back to find two babies on her living room floor -- and no husband/father in sight.
It was a nightmare for me, so whenever anyone talks about story progression and an open world concept, I immediately fear the worst. With a toggle or other controls that allow players to make their own choices, it could be a welcome addition. But my previous bad experience with Sims 3... well, that's not an experience I want to ever repeat. I tell myself I shouldn't get upset over a game, but like I said, it's not a game to me. It is a hobby, and I was truly depressed for weeks after Sims 3 came out and I realized I couldn't play it. So, for the next few years, all I could do was create sims to put in the gallery and do a bit of "sim modeling". I did go back to Sims 2 temporarily, but mentally and emotionally, I'd already moved on, so I couldn't fully enjoy it.
I guess I've rambled on long enough here. I do understand the frustrations. I guess I just find it hard to trust that EA will find ways to make future games compatible with all playing styles.