"GalacticGal;c-18033923" wrote:
"ModerateOsprey;c-18033111" wrote:
"GracieO312;c-18033088" wrote:
"cyncie;c-18033063" wrote:
I guess I just don’t get the obsession with needing cars in the game. And this comes from someone who appreciates and owns some classic vehicles. The aesthetic of some worlds would be completely ruined by cars, which are pretty useless from a functional gameplay standpoint, anyway. I would be disappointed to suddenly see cars in Sulani, Forgotten Hollow, or HOB.
Um can I just say that as a Brit who happens to live in the countryside cars are absolutely essential to getting anywhere so they make complete sense in HOB - probably the most sense out of all the worlds tbf!
Indeed. As another Brit in the countryside, it would make sense for the outskirts. The same can be said for the countryside outside Windenburg town.
That said, I also don't see the need for functional cars in the game. The 'NPC' cars that drive by is enough for me. I suggested above transport themed loading screens as a level of abstraction that would fit the bill, IMO.
I tend to see the structure of the game in terms of each neighbourhood acting like a theater set. Transitions between the different sets are sort of a 'Meanwhile...' while playing rotationaly or a cut to new scene when controlling a single household. I could, possibly, see a set where cars were a feature of the set as an object that could be interacted with, but as a functional mode of transport in the game - I'm not seeing it.
My main save the Sims are living in the 23rd century. They transport to their destination. Hense I'm not at all bothered by the loading screens. We had those in Sims2, even though we also had cars. They would simply drive down the street and disappear like our Sims do now.
Oh. I hadn’t thought about people who like to play alternate time periods, fantasy worlds or historical games. My game is a fantasy game, but set in the current sim world. But, for some games current technology is already somewhat immersion breaking as it is.