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5 years ago
"drake_mccarty;c-17615737" wrote:"Ivyeyed;c-17614771" wrote:"gnelso1239;c-17614671" wrote:
Apparently the OP has never played in a GTAV public lobby.
And apparently many people in this thread have never played Minecraft, Stardew Valley, or Animal Crossing with a close friend.
I have, and I can say I would hate if Sims were reduced to Animal Crossing level functionality to play co-op. AC is the most complex of the three you listed, and it’s still a much simpler game than The Sims EVER has been. Think about that for a minute. AC is built around having a daily routine, once you’ve done that there is not much to do to keep yourself occupied in game. The “play with a friend” aspect doesn’t give you anything else to do either, and at most I see people using it for imaginative role playing. That’s NOT how I play Sims, and is in fact my biggest problem with Sims 4. SV and Minecraft come nowhere close to being simulation games so I’m not sure what their multiplayer experiences have in common with The Sims or what a multiplayer Sims game. To be honest they aren’t comparable game’s at all.
First: it sounds like maybe you’ve only played the new AC, which makes huge leaps in terms of control and customization, but actually has much shallower gameplay in many other ways compared to old games, and literally all of the games have always had some version of multiplayer while remaining a singleplayer experience.
And what Minecraft has in common is that the multiplayer is small and optional.
I’m going to describe what I have in mind.
First: imagine your ideal Sims game. The sim AI and personality, the build tools, the gameplay, the customization.
Now imagine you’re playing and you click a box in the corner for the settings. You click “open to friends”. It generates an invite code or you invite specific people from a list.
The game looks and works the same. Except now in live mode you can see a diluted plumbob above the head of one of the sims you aren’t actively controlling. When you hover over it, it shows your friend’s name. Sometimes it jumps from sim to sim as your friend switches who they are controlling.
Sometimes the game asks if you’re willing to pause for your friend to go into CAS to make a new sim, or you just keep playing while your friend is in CAS and a new sim pops up in your save.
If they’re allowed to access build mode, sometimes while you are playing you see the the arrows and bulldozer icons of build modes or a little cursor that represents your friend, again with their name over the top.
You talk to each other about what you’re doing while you do it, and play together.
If they control a sim and tell that sim to interact with a sim you are controlling, it works just like it does now if an NPC sim had autonomously interacted with your sim - your sim will autonomously react or you can intervene to cancel the interaction from the queue.
No minors or adults interacting. No strangers. No loot boxes.
Just the sims. It plays exactly the same as when one person is playing the save, except now two people are. The UI doesn’t change, the gameplay doesn’t change, no strangers are ruining your builds. It’s a singleplayer experience, just now the game is responding to interactions/inputs from two source instead of one.
There is NO REASON such functionality should require worse AI or a less complex game.
Now please answer me this question: if your ideal Sims game in every other way came out and had this option
Would you be so opposed to its inclusion that you wouldn’t buy the game?
Not: would you use it? Not: would you want it?
Would you be opposed to it being there as an option for others that you could ignore entirely, presuming it was a good game on other fronts?
DO NOT CHANGE THE TERMS OF THIS QUESTION: ANSWER IT AS PRESENTED.
If your ideal Sims game came out and had optional unintrusive multiplayer as a minor tertiary feature, would you still refuse to buy it?
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