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filipomel
3 years agoNew Spectator
I think the Sims team means very well, and I respect them for making the efforts they are making. I think you can definitely tell that there has been a learning curve on the teams part throughout the years, and they continue to learn as they continue this journey of representation. Of course they haven't done everything perfectly, and they will likely miss the mark in the future sometimes when expanding in-game representation, but I think it's important to remember that Sims 4 is the first game ever really to make real world diversity a part of its core experience, while also being a game made predominantly by American people who work for a very greedy American corporation whose workforce is also primarily American people. We have seen a shift in recent years when it comes to expanding diversity in-game and in the work force, but of course a lot of work still needs to be done, and it's going to take a while, and plenty of missed marks, before the Sims franchise has achieved true diversity, and I think it's unrealistic to expect the team to deliver expanded diversity perfectly every single time.
As for where I think they fail at diversity; they simply don't offer a broad, diverse and versatile enough selection of clothes, build/buy assets, locations/worlds, gameplay features and creative tools in the base game to represent or reflect a broad range of real world cultures, people and experiences. The game fails the most with just how restricted the base game is when it comes to the ability to manipulate the worlds and gameplay experiences. There are no features like clubs where we can create custom social groups, very limited selection of lot traits and challenges that alter the at home living or community lot experience, no holidays or events to reflect real world celebrations beyond typical American themed events, nothing that makes the worlds unique or distinct beyond their appearance and the lots/sims they have, no ability to create our own worlds, a limited selection of careers and hobbies that again are very American centric, etc. Basically, the basic routine and flow of gameplay, as well what's generally available in the base game are very American centric with very little opportunity for players to customize, change, or tweak what the game does have to fit their personal lived experiences. Some of the packs address these areas, but paid DLC shouldn't be required for any person to be truly represented.
All this being said, I am a white American myself, so my point of view or comments may need correction.
As for where I think they fail at diversity; they simply don't offer a broad, diverse and versatile enough selection of clothes, build/buy assets, locations/worlds, gameplay features and creative tools in the base game to represent or reflect a broad range of real world cultures, people and experiences. The game fails the most with just how restricted the base game is when it comes to the ability to manipulate the worlds and gameplay experiences. There are no features like clubs where we can create custom social groups, very limited selection of lot traits and challenges that alter the at home living or community lot experience, no holidays or events to reflect real world celebrations beyond typical American themed events, nothing that makes the worlds unique or distinct beyond their appearance and the lots/sims they have, no ability to create our own worlds, a limited selection of careers and hobbies that again are very American centric, etc. Basically, the basic routine and flow of gameplay, as well what's generally available in the base game are very American centric with very little opportunity for players to customize, change, or tweak what the game does have to fit their personal lived experiences. Some of the packs address these areas, but paid DLC shouldn't be required for any person to be truly represented.
All this being said, I am a white American myself, so my point of view or comments may need correction.
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