> @Sk8rblaze said:
> It’s because it lacks design as an actual game.
>
> Additionally, the systems in the game, such as collecting and gardening, feel useless because the designers seemingly don’t know how to make them interesting, fun, and relevant.
>
> In another life simulation game, called Animal Crossing, collecting is one of the core parts of its gameplay. You donate whatever you collect to the museum or you can sell it for money, however, a completed section of the museum grants a very special golden version of the tool you used for collection (e.g golden net for bugs). In Stardew Valley, crafting is a core element of the game. And unlike The Sims 4, crafting in Stardew Valley actually has a purpose; crafting better gardening tools for instance makes gardening faster.
>
> This is what happens when you hire a base game producer that primarily designed Facebook games and not PC simulation or RPG games.
I've not played those other games but as another example of what you are talking about -- take woodworking. I pretty much exclusively do Legacy challenges when I play Sims, so I have 10 generations on a starting huge, empty lot. I had not done woodworking before (I got Sims 4 back when it launched, hated it because of all the things it lacked, and put it down until last month). I thought hey, this would be perfect for a Founder Sim -- she could use woodworking to build all the furniture in the initial house. Naturally I assumed after getting end tables, bar stools, dining chairs, dining tables... I would progress to things like coffee tables, sofas, desks, dressers, maybe even beds. Nope. Instead they had me crafting -- wooden toilets?? Wooden bath tubs? I mean -- what??
I can't tell you how disappointed I was in this. Had I known how limited this was, I would never have chosen it for the founder. It made her a lot of good money (tubs often sell for a couple thou each), but what a shame. I mean, there are hundreds of pieces of wooden furniture in the game. Why not let me craft more of them? There is no good programming reason for this, since you just do the builder animation and then pop the item into the inventory. And in terms of it being "cheating" they could easily make it cost as much to make as to buy, and then it's just a matter of preference. I don't even care about selling products and making money - that was not my goal. I just wanted to make stuff to put into the house for 10 generations and the great-great-great grandkids could be living in a house furnished by the first gen founder. It'd be like me living in a house with furniture made by George Washington. But... nope.
And this is just one feature but I think it is symptomatic of a great deal of Sims 4 gameplay -- much of it feels thrown together and half-baked. Babies are just furniture with needs. Toddlers didn't even exist originally. We have fishing but we can't have fish tanks (?) and keep our fish as pets. Heck there even *is* a fish tank (My First Pet Stuff Pack) but you can't stock it with your caught fish. Gardening was dumbed down (IMO) compared to Sims 3, in which it took real work to get that perfect Legacy garden.
That said, I have not been bored -- I think doing Legacy challenges skews my perspective, since that thing requires a massive spreadsheet, adherence to some very strict rules, and starting from nothing, so I can't just "do whatever I want" with my Sims. Heck when I play Legacies once the Founder is married and has a kid, my Sims almost never leave the lot because of all the goals I am working like crazy to accomplish with each generation. (I thought I was alone with this but watching Mystic's playthrough of her current Legacy on YouTube, she's worse than I am, LOL.) The Legacy playstyle, I think, papers over some of the more repetitive aspects of the game, buffering me from them. If I played in rotation I'd probably be much more unhappy.