Forum Discussion
EgonVM
4 years agoSeasoned Ace
Yes, indeed. I agree. Each game adds something new and removes something that was in the previous game.
Here are some examples that were removed:
The Sims 2 doesn't have budget screen, house rating, taxi fees, residential lot descriptions, and babycare by children, The Sims 1 had these.
The Sims 3 doesn't have fears, aspiration bar, comfort and environment needs (replaced with moodlets) etc, which The Sims 2 had.
The Sims 4 doesn't have TS3-style open worlds, create a style, opportunities, mood bars, sim bios etc, which The Sims 3 had.
Here are some examples that were added:
The Sims 2 added the aging system, wants and fears, aspirations, weekdays, rewards from careers and aspirations etc.
The Sims 3 added open worlds, opportunities, moodlets, personality traits, revamped skill and career system etc.
The Sims 4 added emotions, multi-tasking, and many more different systems through add-ons.
Thus each game has its own unique challenges.
For example, the needs system has gone more lenient to players over games. So The Sims 1 has the hardest needs system, requiring you to keep a strict routine. If you deviate from the routine, you are going to have unhappy sims and too many needs low at once. The time isn't on your side. It goes fast and there are no weekdays, thus your sim has to go to work/school every single day. If your sim goes to work unhappy, it is more difficult to get promoted and your sim may even get demoted (never fired though).
The Sims 2 adds a time limit with its aging system. One day your sim grows old and one day your sim dies. Thus you not only have to keep a less strict routine, you also have to plan how your sim's life is going to go and what the main goal to them is. Aspirations help to guide the players towards that goal and rewards players with things that help your sims out.
The Sims 3 adds open worlds, which means that it actually takes time to get from point A to B. As some opportunities can be only done on certain times, you have to take that in mind. And these have time limits. And moodlet system adds another challenge. Unhappy sims perform poorly while very happy sim slowly gain more lifetime happiness points. The trait system is made so that sims start their life out with 2 traits and gain traits as they age up. What traits they gain depend on their toddler skills/school grades. When everything is good, you get to choose a trait. When everything is bad, your sim gets a negative trait. Each trait adds more benefits and disadvantages.
The Sims 4 still does have some challenges. For example, positive emotions adds some benefits, but negative emotions adds some disadvantages like disabling some interactions and increasing the chance of failure.
Well, that is something I wanted to add. Might sound like rambling... But still, the main post stays the most important things here...
Here are some examples that were removed:
The Sims 2 doesn't have budget screen, house rating, taxi fees, residential lot descriptions, and babycare by children, The Sims 1 had these.
The Sims 3 doesn't have fears, aspiration bar, comfort and environment needs (replaced with moodlets) etc, which The Sims 2 had.
The Sims 4 doesn't have TS3-style open worlds, create a style, opportunities, mood bars, sim bios etc, which The Sims 3 had.
Here are some examples that were added:
The Sims 2 added the aging system, wants and fears, aspirations, weekdays, rewards from careers and aspirations etc.
The Sims 3 added open worlds, opportunities, moodlets, personality traits, revamped skill and career system etc.
The Sims 4 added emotions, multi-tasking, and many more different systems through add-ons.
Thus each game has its own unique challenges.
For example, the needs system has gone more lenient to players over games. So The Sims 1 has the hardest needs system, requiring you to keep a strict routine. If you deviate from the routine, you are going to have unhappy sims and too many needs low at once. The time isn't on your side. It goes fast and there are no weekdays, thus your sim has to go to work/school every single day. If your sim goes to work unhappy, it is more difficult to get promoted and your sim may even get demoted (never fired though).
The Sims 2 adds a time limit with its aging system. One day your sim grows old and one day your sim dies. Thus you not only have to keep a less strict routine, you also have to plan how your sim's life is going to go and what the main goal to them is. Aspirations help to guide the players towards that goal and rewards players with things that help your sims out.
The Sims 3 adds open worlds, which means that it actually takes time to get from point A to B. As some opportunities can be only done on certain times, you have to take that in mind. And these have time limits. And moodlet system adds another challenge. Unhappy sims perform poorly while very happy sim slowly gain more lifetime happiness points. The trait system is made so that sims start their life out with 2 traits and gain traits as they age up. What traits they gain depend on their toddler skills/school grades. When everything is good, you get to choose a trait. When everything is bad, your sim gets a negative trait. Each trait adds more benefits and disadvantages.
The Sims 4 still does have some challenges. For example, positive emotions adds some benefits, but negative emotions adds some disadvantages like disabling some interactions and increasing the chance of failure.
Well, that is something I wanted to add. Might sound like rambling... But still, the main post stays the most important things here...
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