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TriplisTrip's avatar
7 years ago

The Struggle of Impermanence or: I Will Probably Forget I Wrote This Within a Week

This game is fascinating to me for a number of reasons and one of them is the sheer weight and depth of criticism it receives, some of which I can relate to personally. Despite that, I have a great love for it on multiple levels and I find myself in this place where I want to understand why some aspects of it so deeply don't work for some people. Solutions to its issues are proposed and discussed on a regular basis, and some of those discussions I've taken part in or started over the years.

One of those topics that comes up repeatedly is impermanence. Or to put it in less academic-sounding words, the "nothing matters" problem. Wiping the slate clean is not only easy, it's got a sort of life of its own, with features like culling, to the point that the game can feel like you're playing a world that is the embodiment of short-term memory loss.

As a sandbox, this is arguably a merit. Sand is easily moved, easily shifted, and easily falls apart. Why is it then that the game can feel like the shifting of the sand is a detriment? I don't think it's just preference. I think it if was just preference, many people would simply adapt to the game as it is or go elsewhere and I don't think that happens in quite the way you'd think it would. Despite having played the game off and on over the course of multiple years, as well as doing in-depth modding of it, I still don't quite feel like I understand it. The opaque nature of it is as mystifying as the game itself. Typically, the nature of a video game is relatively easy for me to grasp. In this case, it feels at times like I'm endlessly chasing an explanation and thinking I have it cornered, only to turn round and see it sprinting off in a shape I hadn't seen before.

This could sound like a compliment, like the game is so complex and deep that it's hard to understand, but I don't think it's that. I think the game is complex and deep in its diversity of playstyles it interfaces with, but I don't think the design itself is particularly deep. This leads me to the idea that the driving contributor to the feeling of being opaque and hard to understand is that the game is an amalgamation of characteristics that are at odds with each other and don't quite fit in the same space. Like pieces of many jigsaw puzzles rammed together into a single shape.

And in this strange space is where it so passionately succeeds with some and fails with others. Some encounter one edge of the puzzle and see it one way. Others encounter another edge of the puzzle and see something completely different. Because the people are approaching it from different angles in a way that lends an entirely different perspective on the game.

So what does this have to do with the "nothing matters" problem and short-term memory loss? Like the literal sandbox, the sandbox of this game is often just sand. It is shaped as you shape it. It is perceived as you have shaped it and from the angle you're peering at it from. Despite its ineptitudes, it's still a functional Lump of Clay, providing an object that you can shape and play with, provided you are willing to do some imagining and molding.

It is, perhaps, opaque because it is more sand than it is game. There is no underlying game to perceive because there isn't one.

This is a lot of vague words, so let's look at some specifics. Some people talk of things like the shallowness of emotions or the lack of memories, but I think these are surface-level explanations of discontent. At the heart of it is a game that won't quite commit to anything and I don't mean things like being able to resurrect a dead sim rather than them staying dead, I mean more in the sense of it's trying to do too many things and they can't all fit in the same space. I did a weird sort of experiment at one point for the sheer curiosity of it, where I made all moodlets hidden for a time. Some players would probably have missed them dearly, but for whatever reason with the way I play, I found I hardly noticed their absence. And I have also almost never noticed the absence of whims, since the patch that turned them off by default. This is not meant to be a commentary on emotions or whims as features in and of themselves, but on the way the game can overwhelm you.

The brain can only process so many things at a time and the game can throw many of them at you in a small space. Emotions, whims, achievements, aspirations, satisfaction points, reward traits and potions, skills, ranked skills, quirks, perks, reward traits, cas traits, character values, weight and muscle change, aging, interaction queues, needs, object quality, environmental hazards (ex: fire), environmental changes (ex: dirty dishes, weather), careers, career goals, career rewards/unlocks, weather-aware outfits, temperature changes, thermostats for addressing temperature changes, audiovisual changes (ex: sim turning on music autonomously), things that require persistent attention to what a sim is doing to make them do it (ex: queuing up an interaction and it failing).

There is probably more I'm not thinking of, but I think I've made the point. These, of course, do not happen all at once most of the time, but I can't help wondering if many of these are unnecessary or unwieldy in their implementation and the game would feel much smoother without them (or at least with them less unwieldy). I can't help wondering if that's at the core of some of the discontent and why some people wax on about how older versions are so much better; not because of the common complaint that the older games have more, but because they have less. And not in the literal sense of less content, but in the sense of less things to focus on at once. Less systems that are in your face that are competing for your attention at any given moment. Some proponents of older iterations might at first think I'm crazy for saying this, but I think of an old video of someone playing Sims 1 that was brought up to me (or in some conversation about this game in general) a couple years ago and what I remember about the video was how focused and straightforward the gameplay was. At the time, I thought it was about how challenging it was to manage the sim's needs, or at least that was how its value was conveyed to me by the person sharing it, in my recollection. But right now, I wonder if the value in it wasn't the challenge at all, but rather the straightforward nature of its operations as conveyed to the player.

Perhaps I'm just chasing a shadow down a hall again and it will change shape once more on reflection; perhaps I'm just someone who is extra sensitive to stimuli (and I probably am) and that's why I think this is an issue. But even if I am extra sensitive to stimuli, I'm not convinced it isn't still an issue here. Especially considering that the official team for this game decided to disable whims by default. That wasn't something I thought up, that was an official decision long before I ever thought up anything like this. And normally I would think it incredibly strange to wholesale disable a feature in a game by default years into its life, but maybe the team saw then what I'm describing now; a system overwhelmed by too much, in need of some trimming.

And yet, this game is so many things to so many people. If you start smoothing the edges of the puzzle so that it turns into a cohesive whole, maybe you are fundamentally shrinking the game. Or maybe it can't come into its own until the jagged edges are addressed. Or maybe the pieces are fine, they just need better relationships with each other.

But anyway, for now I will continue to mod and sometimes muse about it all. And muse if I'm not just writing pretentious nonsense that doesn't mean anything.

24 Replies

  • "Noree_Doree;c-17044985" wrote:
    How is a tide washing anything away when this is a sandbox? If we want to see things literally here, This isn't the beach where the sand is open and the tide can come in and wash what you build away. Were talking about a sandbox game, the idea of an isolated area. A place where the person within the sandbox can manipulate the sand how they'd like without worry of something or someone coming in and destroying it and if you look at previous games that's how it was. Now as I see it, with the sims 4, we are give a semi open Sandbox with prebuilt sandcastles and Eaxis is standing over us watching every move able to come and go freely whilst dropping off extra, sand buckets and shovels we didn't ask for as we try to manipulate our sandbox the way we want. And if something isn't the way that it was prebuilt its stomped on and were back to square one of a never ending cycle. So unless they come out and say this isn't a sandbox game in fact they want it to be more of an open sand filled area (Like a beach) a lot would make sense to why the game functions the way it does.


    "simgirl1010;c-17042577" wrote:


    ETA: Have completed reading the other comments and I think one of the reasons I don't experience the 'all sims feel the same syndrome' is because I focus on one household and their related sims so its not as evident in my gameplay. I do see how playing lots of households would result in a feeling of less individuality.


    I do not rotate play either. I only stick with one household, however when any of my sims are interacting with sims outside of the household, whether it be at the park, restaurant, bar, etc. I notice that a lot of sims do the same things and act the same ways. I mean you're lucky that you dont experience it. But its an eye sore to me. I've even delete all premades and filled my homes with sims with so many different trait combinations and still I get the same thing.

    This.
  • texxx78's avatar
    texxx78
    Seasoned Ace
    7 years ago
    "sawdust;c-17041185" wrote:
    "Triplis;d-958512" wrote:
    So what does this have to do with the "nothing matters" problem and short-term memory loss? Like the literal sandbox, the sandbox of this game is often just sand. It is shaped as you shape it. It is perceived as you have shaped it and from the angle you're peering at it from. Despite its ineptitudes, it's still a functional Lump of Clay, providing an object that you can shape and play with, provided you are willing to do some imagining and molding.


    It is at this point I disagree and why I don't like this game. You can't shape the game the way you want because of the many "EA overrides" that are out of the players hands. Things like set neighbourhood styles with no ability to edit. NPC spawnings whether you want them in your game or not. (don't go to the bar on alien or ghost night if you don't want them in your game). Vampires, you'd think it be enough to delete the pre-made ones but no, EA continue to insist on creating vampires in your hood. I spent over a year building every lot in 3 worlds, my friend created the Sims for me and I downloaded Sims I wanted from the Gallery as NPC's. I tweaked each and every one giving them the skills needed to do the NPC jobs like gardener, mixologist etc. Within 24 Sim hours, 50% of my NPC's had been eliminated and EA had created theirs and put them in game, the majority of which were single elders or adults. Within another 24 Sim hours, Sims I had in houses were seen serving at bars or spas and when asked, were unemployed. So you can imagine and mold as much as you like but EA will stomp on your sand castle the minute your back is turned. :(

    The Sims themselves? They all behave the same. I can't even remember who's who half the time. They don't distinguish themselves. In Sims 2 and 3 there were always those Sims you loved or hated. It doesn't matter what traits you give them in Sims 4 as your "good" Sims are just as liable to give a "rude intro" or "troll teh forums" as your "evil" Sims. And when you ticked someone off in Sims 3, they stayed ticked off and you had to work to repair the relationship. Sims 4? Insult someone one minute and give them a friendly hug the next. Eazy peazy, lemon squeezy! Your actions mattered in Sims 2 and 3!

    I don't play now except to test my builds or test certain bits of game play. My stomach ties in knots when I finish a build knowing I will have to deal with dumb and dumber Sims. I have had to turn off free will in order to maintain some form of sanity. (something I thought I would never, ever do!)

    If I had a dollar for every time I said to my Sims... "why are you doing that?" ... "where are you going now?" ... "will you just sit at the plum table and eat your food!" ... "the kid's asleep, why are you sitting on their bed to eat your dinner?" ... "I told you to go there/do this, why are you just standing there?" (invariably that's because someone has just entered the neighbourhood and decided to speak to my Sim. Wish I could broadcast my intention that far. >:) ) ... "will you please "sit and chat" where I tell you and not get up fifty million times and change chairs." ... "stop looking at the salt and pepper shakers and eat your plum food" ... "I got ready for work in 20 minutes, why cant' you do it within 2 hours?" ... "are you still in the shower?" ... this list does not include all the "Doh!", "Ugh", "Nooooo" and general head slaps because of the stupid and/or childish things that happen in this game.

    "You Rule!" ??? Complete joke. In any other company it would be considered false advertising.

    I'm on my last hoorah with this game. Currently redoing Willow Creek in my favourite medieval/fantasy style of gameplay, have bulldozed every other lot in all the other worlds and I will mod this game to the hilt to stop all the EA overides as much as possible. I want to love this game, I really do but as it is, I find it frustrating, boring and shallow.

    At this stage, if they do have a Sims 5? It will require some major gameplay overhaul and some genius marketing to get me to even look at it. I can't even believe I'm saying this as the Sims has always been my No.1 equal favourite franchise of all the games I have ever played in my 20 years of gaming. Sims 4 has literally reduced me to tears. If we were married? I'd be applying for a divorce and I don't even believe in divorce! So sad. :(


    "Your actions mattered in Sims 2 and 3". This! There are no consequences in the game. Like OP states, too much variables that at the end drive all sims into the same place.
  • I don't think the problem is rooted in cognitive overload. There aren't too many things competing for my attention in this game and I sure wouldn't want devs to think they need to remove even more stuff from the game. Sims 1 was fun when I was a kid, but I can handle more than that. I loved sims 3 and would still play it a lot more if it didn't crash or bug in unacceptable ways so often. It had just as many systems to pay attention to if you had all the expansions, and that never really bothered me. Impermanence... yes.

    I think the problem lies mostly in lack of consequences, as others have said as well as you, in a way, and repetition. Those are tied together. Lack of consequences comes from some systems not interacting enough or some systems (emotions) taking over everything else. Often emotions will override traits in deciding how your sim will act and what they want to do, taking away the weight of some of our choices. They override places and events, making sims go jogging or do push-ups when they are supposed to meet their family or visiting a museum, just because they are energized. Emotions have also sort of replaced memories, so now, if two sims fight, they will be generally angry for a few hours, but they will basically be angry at everyone, and once they have gotten rid of the moodlet or simply overriden it with happy moodlets, it is all forgotten and they can happily joke around with the person they just had an argument with...

    This contributes to repetition : sims often feel very similar despite you making different choices, since most of the time given events or activity will give them all the same emotions and whims, making them act similar in the end despite different traits and experiences and despite your wish to give them varied interests. Repetition also comes from checklists. In events, life-time wishes and careers, your sims have to accomplish the same goals no matter their traits or interests, which means once you've tried doing the career once, it will mostly be the same the next time. You get less choice than in previous iterations. Dates have to go through certain steps, and other choices you make barely matter (you kissed before it was on the list? that doesn't change how your date went). All your entertainer sims will have to learn an instrument and some humor, despite one being mostly a music lover and a loner, and the other being a clumsy oddball, for example. In Sims 3 (just for an example of what I mean), my sims could climb the ranks because they were skilled, but some less skilled sims could achieve it simply by making enough friends with coworkers or doing the tasks their boss gave them. There were many different ways in which you could achieve something. Similarly, with long-term wishes, in Sims 4, all sims will have to go through all the same steps in the same order, for the most part.

    I don't look at moddlets much because I've seen most of them very often, so I just glance at them once in a while and read the new ones that are triggered by new dlc content. That's not a big problem, really, but the thing that does show a problem is the other reason why I don't look at them: in the end, only the strongest emotion matters. That sad moodlet has no effect as long as it is burried under happy moodlets, so I dont really need to pay much attention to it unless I haven't done anything to make my sim happy in quite a while. I didn't go looking for whims much because there are always some whims that come back too often (buying toys because they have a pet, watching the City Living tv channels, meeting new people, despite your sim being a loner or having a ridiculous amount of acquaintances). Meanwhile, sims get fairly few whims truly pertaining to their traits or long-term wishes. That makes it so that, again, sims don't feel distinct enough from one another.
  • @Triplis I agree with what you say and this particularly...…...

    "This could sound like a compliment, like the game is so complex and deep that it's hard to understand, but I don't think it's that. I think the game is complex and deep in its diversity of playstyles it interfaces with, but I don't think the design itself is particularly deep. This leads me to the idea that the driving contributor to the feeling of being opaque and hard to understand is that the game is an amalgamation of characteristics that are at odds with each other and don't quite fit in the same space. Like pieces of many jigsaw puzzles rammed together into a single shape."

    I have always hoped by buying more packs that they would all fit like a jigsaw puzzle but it is as if all the bits are the wrong shape and don't fit properly. You don't get many interactions between packs as they come out so there is no advantage in buying all of them. You might as well just buy one expansion and stuff packs. I feel that it is because they are made by separate teams and there have been too many changes and layoffs of staff too soon.

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