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7 years ago
"Sk8rblaze;c-16988243" wrote:
I agree with pretty much every point.
I prefer The Sims (main series) to remain as a sandbox life simulator with no linear story mode whatsoever. The only stories should be the backstories of premade Sims, which I can adjust and/or delete said Sims altogether. Single player RPGs, and even the spin-off Sims games handled story modes far better.
I'm not at all opposed to a scenarios/improved TS3 opportunities system, where there are quest-like elements, player control/interaction/input (the game not literally spoonfeeding me directions for one, singular route to take the story in), and meaningful rewards. But TS4: Strangerville is an entirely different genre from what The Sims has always been, and just not fun to me, as a long-time player of the series.
Right now, the game needs new systems that promote replayability. I want to have so many directions to take my Sim's life in that it would take dozens upon dozens of generations to do everything, and even still, no two Sim's lives would be entirely the same. That's the kind of feeling I got in The Sims 2 and especially The Sims 3, with so much content in that game (but too much unstability on my end to explore it all). A linear story that holds your hand, gives you no creativity or interaction, and has the lore and predictability of Mickey Mouse Club House is simply not it.
I agree The Sims (main games) should focus on the sandbox aspect and letting us tell our own stories. I don't mind background stories like in The Sims 2 or mysteries like TS3's Don's appearance in Riverview or who is Lolita Goth. But a step-a-step MMO-esque story mode doesn't belong in a main Sims game.
I think scenarios like in TS2 and opportunities in TS3 worked really well. I really opportunities because I can ignore them if I want. They are just icing on the sandbox cake, not the cake itself. StrangerVille is definitely a first for a main Sims game. My problem isn't necesarily the fact that it exist (though it worries me for the future of the series), but the fact that it was so lazily executed, both in terms of plot/narrative and gameplay.
TS2/3 were definitely the peak when it comes to complex sandbox systems, especially memories/aspirations in TS2 and story progression/traits in TS3. TS4 added emotions, which is VERY poorly designed system in my opinion. All Sims end up being happy 50% of the time, moodlets are pointless (might as well be colored squares), and traits don't do anything other than change default emotions and add bonuses to skill building. TS4 still lacks most complex systems previous games had.
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