Background and Table of ContentsTo start, a little about myself so you know who you are reading. I consider myself a disaffected lifelong Sims player. I no longer desire to buy any Sims 4 packs or play that game (I primarily play the Sims 2 but revisit the Sims 1 and 3). By EA Marketing’s definition, I do not fit the mold of what a “typical” Sims player is: female, teenager or early-twenties, and interested in “storytelling.” My favorite Sims content creators are
LGR,
PleasantSims,
Carl’s Sims 4 Guide,
SimmerErin,
EnglishSimmer, and
Plumbella. I am active on Twitter in what can only be called a protest movement to improve the game. We've been advocating improvements to the Sims 4 for the last 7 years including skin tones, playable character lore fix, and gameplay. I care deeply about this franchise.
I want to bucket my observations and suggestions into the following:
1) Sims 4 is sandboxy to a fault; it is devoid of conflict and challengeI have to control the story of every aspect of the Sims. It’s a dollhouse to the extreme. If my Sims’s social need is low I can invite literally anyone over. I can marry anyone in a day…and Sims can cheat with little consequence. Sims personality or current mood almost never prevents or encourages certain behavior in the AI or actions players can perform.2) Design choices for personality are flawed and Sims feel too similarTraits alone do not suffice for personality as it is difficult to use them as the basis for programming different animation styles, idle actions, actions queued by the AI, etc... Sims 2-style slider traits forming core personality and Sims 3-style traits layered on top are necessary to make Sims feel different and add challenge to gameplay.3) “If it ain’t broke, don’t fix it”: beloved systems such as Wants and Fears, Aspiration Meter, Chemistry, and Memory Tokens have been ignored or partially reimplementedImportant systems, primarily from the Sims 2 base game, add challenge and depth to gameplay. Here I will discuss why they are needed and how they impact the player experience.4) Design choices in the Sims 4 UI and information pop-ups dumb down the game and discourage explorationProducers went for an overly-minimalist user interface for the HUD that removes core details, such as numerical scores (e.g., 73 out of 100) for relationships and stripped the interface of necessary gauges and status monitors that are essential to the simulation genre. We are burdened with tutorial pop-ups and information that break immersion.Finally, I have included
Sims content creator reference videos.
1) Sims 4 is sandboxy to a fault; it is devoid of conflict and challengeIn the months leading up to the Sims 4 base game launch, we learned about a revolutionary emotions system that would add depth and make our Sims feel more alive than ever. Now, in retrospect, the majority of the Sims community can confidently say that emotions were a flawed experiment, and many of us want to be able to disable them.
Why don’t they work? Well, like many features in the game, there is no consequence. We might get a change in the HUD UI and our Sims expression will change...but no consequence. What is consequence and what am I defining it as? Consequence includes actions that can or CAN NOT happen due to state changes in the game. If your sim is depressed due to their spouse dying, I want them to reject actions by the player to throw a party or make out with someone. If someone wants to do random storytelling….LET THEM USE CHEATS! But we can’t back out of the default right now which is basically almost pure sandbox. The players can’t add these hindrances, but they can generally be removed via cheats.
Gameplay is boring as a result. Sims can matchmake with everyone. Anyone can get along with anyone. Emotions are purely cosmetic - they appear in the UI, the animations might change for a bit, and you might get some new interactions which are basically recycled actions with a new text string (“Take a Brisk Shower”) and a color associated with it (green) so you know it’s because of the emotion. I want sims to stomp on the ground and reject my actions because they are in a bad mood. I want almost all of their social interactions to get double red negative signs because they are stressed. Add the challenge.
2) Design choices for personality are flawed and Sims feel too similarWe need the diametric personality sliders (Sims 2 style) e.g. active-lazy, outgoing-shy, neat-messy. This is the CORE Personality. Sims AI (what actions they choose by default), as well as the animation styles that are used (such as how they react or talk with other sims), are DETERMINED first by the core personality. EA threw this amazing personality system away in favor of Sims 3 traits.
HOWEVER, traits still have their place. Traits ON TOP of personality adds additional flavor.
A good question: why can't traits alone suffice? Answer: the act of forcing the core personality into a diametric slider of extremes (e.g., strong active, neutral, or strong lazy) as well as over a fixed number of dimensions that is consistent for ALL SIMS no matter the future expansion packs make the personality ACTUALLY PROGRAMMABLE AND LOGICAL.
It's reasonable to make animations and AI decisions by saying....okay, if your Sim has at least 7 out of 10 in the direction of active, we're going to give them the quick get-out-of-bed animation instead of the slow get-out-of-bed. They are going to lose energy need faster. They will be naturally interested in working out and will queue actions to use objects classified as workout equipment. When idle, they might do jumping jacks. Basically, every Sim can be understood for every personality aspect.
With traits...there is an effectively infinite number of them, and they range in type. A "vegan" trait is different from a "neurotic" trait which is different from an "ambitious" trait. Sure, you can program specific quirks or abilities for each trait, but they range in type and not every Sim has a degree of strength in every single trait. This makes programming animations and AI difficult for every single trait. The problem expands when you add additional traits.
3) “If it ain’t broke, don’t fix it”: beloved systems such as Wants and Fears, Aspiration Meter, Chemistry, and Memory Tokens have been ignored or partially reimplementedLet’s talk first about Aspirations.
I feel like EA made aspirations in The Sims 4 a catch-all for any "gameplay element." Added a new feature? Make an aspiration out of it. Added a new skill? Make an aspiration. Need a tutorial for a new world? New aspiration.
This misses the point entirely and is not great game design. There are legitimate reasons for including tutorials and objectives....but make them something else! Make that a new system entirely....simply call them "Objectives." Objectives can be those checklist items that are currently masquerading as aspirations in TS4. A romance sim can still complete the objective to explore Henford on Bagley just like a family-oriented sim. Hence, a separate system. An Objectives system.
But let's be clear. They're not aspirations. Aspirations are best implemented in The Sims 2. What are they? They are a high-level orientation for the Sims. What do they want to get out of life? What type of experience makes them happy? Knowledge, Romance, Friendships, etc.? The Sims 2 aspirations were a great list, though I can think of a few more to add...an "Exploration" aspiration and a "Creativity" aspiration...the former would focus on quests, travel, and collecting and the latter focused on freelancing, craftables, and creative endeavors.
Aspirations should be semi-permanent and DIRECTLY related to a wants and fears system. Why? Well if the only wants you have are basic actions like talk with a sim or order a drink at a bar, that's NOT impactful. Wants should be stepping stones aligned with the general orientation of that aspiration. You are a fortune sim? Wants you should roll should be related to making money, developing your career, and building businesses. But someone that does not care for money would be unlikely to have those wants. In general, wants should start small but ultimately lead to longer-term wants that require time and work to complete.
This aspiration system should work with wants and fears. It adds challenge and incentivizes the player. Give Sims the ability to have multiple of these aspirations. And there are consequences if your Sim goes into aspiration failure. The whims feature doesn’t cut it.
Now for the other systems.
If you are familiar with the Sims 2, you should know what tokens are. In the programming, tokens are hidden objects that can be modified or passed from one Sim to the other. There is a jealousy token that is created when an event such as cheating is triggered. Tokens like these can decay over time. Memories are also represented via tokens. Gossip can be passed from one sim to the other. We need some sort of consequence and record of our events. Nothing appears to matter in the Sims 4.
Chemistry is another must. Again, Sims 4 feels too sandboxy. We need some ways to hinder the player. There will always be a place for cheats if the player wants to create some story. But for gameplayers...we feel ignored. Give us roadblocks. Make some sims get along better with others.
4) Design choices in the Sims 4 UI and information pop-ups dumb down the game and discourage explorationIt’s clear the Sims team went for an overly-minimalist user interface for the HUD. Core dashboards and details, especially from the Sims 1 and Sims 2, have been ignored. Unfortunately, EA appears to consistently underestimate the intelligence of Sims players and, in a desire to “make the game accessible,” they’ve stripped detail and challenge.
Why not add back both a Daily and Lifetime relationship in the panel. There were obvious design reasons why Will Wright created the Sims 1 and 2 this way. Daily represents the day-to-day fluctuations in a relationship. Lifetime is slower to build and represents cumulative relationships. Let’s see the actual relationship numerical value. That way, the player can discover…”Oh, this social was rejected, maybe I’ll try again when I increase relationship by 20 extra points.”
Separately on this topic, the UI design was poor at anticipating future expansion packs and systems that would be added to the Sims 4. Lifestyles and sentiments and all of the other modules of the UI...now we’re scrolling through pages and pages of modules in a single section to access the information we want.
Finally, notification popups and tutorials are everywhere. The Sims 1 Makin’ Magic is an excellent example of the best way to implement advice. Make it INTERACTIVE. Don’t break the immersion. In this game, Magic Town had specific guides that you could talk to. You could select the “Ask about…” interaction and learn about quests and magicoins and duels.
As a design principle, limit gratuitous popups in the UI as much as possible in favor of interaction. Right now if we order an object, it just appears in your inventory and you get a popup notification. How about if we order something, some time passes (24 hours) and then a cardboard box is delivered on your doorstep so we can interact to open the box and get the item? This example detail is significant because it adds depth and realism as well as some challenge (delayed gratification from waiting for the item). Also, if we need to be explained something, make the user interact for that popup via talking to someone like talking to the garden club member to learn about gardening! Exploration and interaction is rewarding and adds depth.
Sims content creator reference videosPlumbella -
The Sims 2 Is The Best Game Ever MadeEnglishSimmer -
I have too many emotions and so does The Sims 4Carl's Sims Guide -
In Sims 4, I'm God - Must I Always Be in Charge of Drama and Story for EVERY Sim?Carl's Sims Guide -
Sims 4 Gameplay Could Be Better. Here's How!Thank you for reading and for doing this!