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7 years ago
"TS1299;c-16728611" wrote:
a overhauled personality system where the main priority of sims decision autonoumusly are based first on the Traits rather than emotion, An Aspiration system where the goals are not specific, A proper memories system that affects a sims behavior, and an emotion system that dosen't overpower traits. I"ll also go to the fact that a sim has many interest in their life, such as skills, and while this might sound like sims 2, Wants and Fears. Its the deepest system they ever introduced in the franchise. It needs a big debut if they want depth for sims in The Sims 4
Thanks for sharing your thread buddy! You have some really great ideas. I'll also add @gothprincess4ever because I think you guys are on to something, so I'll throw in my 2 cents as well.
I would completely do away with the current Trait system given how dominating the Emotion system is. So rather than having to choose traits (particularly Emotional Traits), they should actually be acquirable through interactions sims have within the world. In other words, a sim's surroundings will be the driving force of a sim getting certain traits. There should be slots for each sim to hold a trait but they need not be permanent. Based on what you do, the game should prompt if you want to add or exchange a trait.
So how do I see this working?
We are talking about building personalities for sims and traits should be open game similar to Skills. Furthermore, they should be called interests until added to a trait slot. But unlike skills, interests can deteriorate over time as a sim neglects to do things related to that particular interest or adopts new activities.
e.g.: You have a teen who constantly goes out to party on school nights with Candy Behr or you have an adult sim that spends a good portion of their time out in public, they start building the Love Outdoors and Party Animal interests. When the meter is high enough, the game will ask if you want to place an interested in one of the Trait slots, giving your sim an added boost to their happiness if they continue to do things related to said interest. Club hopping, Partying, Going out to eat, Listening to music etc.,
(Notice how one interest could domino to another? Your sims starts to build an interest in music and/or food)
Now lets say your sims decide to settle down and have kids. Spending more time at work and at home interacting with household members ... your sims interests begin to shift and when you aren't as focused on being outside, those interests slowly fade. But now you have family oriented interests building up and the game will prompt if you want to add an interest to a Trait slot or replace one if all your slots are filled.
Trait Slot, Thought bubbles and Emotional state
Here a slot keeps an interest from deteriorating. Which means even if you build other interests, if you keep Party Animal because that's a key trait for your sims personality, then your thoughts will center around partying. If your sim is too focused somewhere else, they will start to feel bored more often, stressed or angry that they haven't been to a party in a while. Which means they could also start building negative interests: Gloomy, Anger, Mean, Evil, etc.. When left alone, a sim would act based on their emotional state with other sims, affecting their relationships.
So keep mamma happy and let her go out with her friends every now and again or she will flip the house! :D
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