Forum Discussion
tw1nhzemw989 I have no idea whether EA could ever be convinced to make this kind of product. It's not just a question of how large the market is; Maxis (the studio) has a limited number of developers who are already fully occupied with their current workload. Hiring more devs isn't really feasible because of how large and sometimes obtuse the game is on the inside—it would take even a very smart software engineer a while to figure out how to work with the code base.
That isn't to say this is not a worthy project, only that the barriers to getting started are significant. And as far as I know, EA has never licensed any other commercial entity to make a Sims computer game, other than ports for macOS. Again, that doesn't mean it couldn't happen, only that it feels unlikely.
As for modders, there are plenty out there who might be interested, but finding one with the skills and interest and free time is a tall order. And asking someone to create a mod for a specific purpose is generally frowned upon. That doesn't mean no one would listen—you might find a modder who understands because they have a relative with similar challenges, or who's on the mild end of the spectrum themself—but I don't think the chances are all that high.
Still, you could ask around in forums, not making a request of anyone in particular but looking for partners in the project overall. I believe there's a Discord server called Creator Musings or similar where content creators gather to exchange ideas. But I'm not a member and have no idea how you'd be received if you did show up looking for collaborators. This site is not the place to find these people: you might encounter someone else with the same goals, but modders typically only show up to report bugs they found in the code, not to chat or look for new ideas.
On a different note, please don't take this the wrong way, as I would never presume to know what your child's challenges are, let alone tell you how to manage them. But I can imagine that for some kids at least, having negative interactions available with negative consequences might be helpful. Choose a Mean interaction and the relationship drops between your sim and the other; do enough of them and the sims are no longer friends, and your sim feels bad about it (in Sims 3, a red Lost a Friend moodlet right at the top of the list, which lasts 24 hours and has a rather large negative impact on mood). And the conversation tone turns hostile, literally "Sim B thinks Sim A is being unforgivably rude" at one point. Maybe some kids would like that too much, after all plenty of neurotypical players enjoy the drama too. But for others, the negative feedback might be useful data, especially with an accompanying conversation.