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ChampandGirlie
5 years agoSeasoned Ace
I'll just add a few suggestions:
1. If there's something that you want to change in the game and you have the ability to do so, go ahead and do so.
2. Is there a weird townie walking by? Edit them either right then or plan for a time when you are editing or culling townies that you don't want.
3. Is something a bit wrong with a community lot? Either renovate it or download a replacement. Make it a space that you want to send sims to.
4. Do you think sims should spend more of their lives in a certain life stage? Turn aging off as long as you want during that stage.
5. Try rotating between different characters if you haven't. Either try a legacy or a more extended story with one generation with different characters.
6. If the game is working for you, keep doing what you want to do but if not, change it up and try something new.
Aside from that, I also tend to have at least one sim in the household learn to cook. In households that stay in a household long-term, I usually have someone develop handiness skills and start upgrading around the house to cut down on time fixing broken objects and cleaning.
I like playing sims through their whole lifespans, then the game changes a bit as the generations change.
I turn aging off during university and sometimes when sims are in a casually dating phase or some more involved character development.
I randomize the toddler traits but sometimes I have sims inherit traits from one or both of their parents. Families tend to all be a bit different from each other and children tend to be influenced by their parents or background even if that means by rebelling.
Every so often, I add totally new characters with new back stories so that things can be a bit less predictable. Sims have more back stories and influences than just come from the game itself, I tend to develop underlying motivations and thought patterns that influence how they behave. When it comes to the "plot" though, I go with the flow. I change the outcomes based on how they interact with each other and the worlds that they live in.
1. If there's something that you want to change in the game and you have the ability to do so, go ahead and do so.
2. Is there a weird townie walking by? Edit them either right then or plan for a time when you are editing or culling townies that you don't want.
3. Is something a bit wrong with a community lot? Either renovate it or download a replacement. Make it a space that you want to send sims to.
4. Do you think sims should spend more of their lives in a certain life stage? Turn aging off as long as you want during that stage.
5. Try rotating between different characters if you haven't. Either try a legacy or a more extended story with one generation with different characters.
6. If the game is working for you, keep doing what you want to do but if not, change it up and try something new.
Aside from that, I also tend to have at least one sim in the household learn to cook. In households that stay in a household long-term, I usually have someone develop handiness skills and start upgrading around the house to cut down on time fixing broken objects and cleaning.
I like playing sims through their whole lifespans, then the game changes a bit as the generations change.
I turn aging off during university and sometimes when sims are in a casually dating phase or some more involved character development.
I randomize the toddler traits but sometimes I have sims inherit traits from one or both of their parents. Families tend to all be a bit different from each other and children tend to be influenced by their parents or background even if that means by rebelling.
Every so often, I add totally new characters with new back stories so that things can be a bit less predictable. Sims have more back stories and influences than just come from the game itself, I tend to develop underlying motivations and thought patterns that influence how they behave. When it comes to the "plot" though, I go with the flow. I change the outcomes based on how they interact with each other and the worlds that they live in.
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