Forum Discussion
9 years ago
The game's features are more superficial and less deep.
Emotions:
Superficial - Sim's emotion pose in bottom-left screen. Shiny, with colorful colors, and with dynamic poses. Nice little whim objectives.
Depth - More/less skill gain and more/less socializing chances, yet the differences are very small, and this feature is too simple and not interesting. Whim objective rewards are, again, stats gain (more money from selling, more skill at morning/night (also very hard to notice a differene), better plants...) and nothing interesting such as a huge trampoline, a "slave maker" machine, an automatic watering system, a triple bed... the list of creativity can go on and on - oh.. so that's what's missing. NOTHING EXTREME!
We don't need to use our imagination to make the game interesting. The game ITSELF has to be interesting, with very interesting objects, objectives and socializing. Make the game feel like a world of chaos, both in happiness and total destruction (really, it's almost impossible to kill sims in this game)!
Emotions:
Superficial - Sim's emotion pose in bottom-left screen. Shiny, with colorful colors, and with dynamic poses. Nice little whim objectives.
Depth - More/less skill gain and more/less socializing chances, yet the differences are very small, and this feature is too simple and not interesting. Whim objective rewards are, again, stats gain (more money from selling, more skill at morning/night (also very hard to notice a differene), better plants...) and nothing interesting such as a huge trampoline, a "slave maker" machine, an automatic watering system, a triple bed... the list of creativity can go on and on - oh.. so that's what's missing. NOTHING EXTREME!
We don't need to use our imagination to make the game interesting. The game ITSELF has to be interesting, with very interesting objects, objectives and socializing. Make the game feel like a world of chaos, both in happiness and total destruction (really, it's almost impossible to kill sims in this game)!