Forum Discussion
6 years ago
Personally, I don't want to go to the movie theatre with my Sims, and I hate active careers. As another poster pointed out, rabbit holes are quite useful when you've got several Sims in the household, especially if you want to control all of them. I also find it rather boring to 'do' things with my Sim - I'm more interested in what my Sim can accomplish. (It's sort of like swimming in the ocean - I have no desire to watch my Sim do this. I would like to swim in the ocean (which is extremely difficult in a land-locked state that thinks puddles are 'lakes'). Watching my Sim do it is about as fulfilling as watching people do it on YouTube.
I'd rather see better AI in the next iteration: Sims who can learn from their experiences and who remember what has happened before (without the bloat that 'memories' often caused). I want Sims who make choices based on more than what their most pressing need is at the time, or what item in the room holds the most attraction. And I want them to behave differently depending on their personalities. We've come to the point at which cars can, in most cases, make better choices than human drivers, so there is no reason our Sims can't be smarter in the next iteration.
That doesn't mean we won't tell them what to do, sometimes, because we might want them to make a 'bad' decision, only that we won't have to cancel the 'play Blicbloc' interaction every two minutes or have to tell them to eat dinner at the dinner table (and then watch them try every chair in the house before finally sitting where they were supposed to sit...after the rest of the family has finished eating).
I'd rather see better AI in the next iteration: Sims who can learn from their experiences and who remember what has happened before (without the bloat that 'memories' often caused). I want Sims who make choices based on more than what their most pressing need is at the time, or what item in the room holds the most attraction. And I want them to behave differently depending on their personalities. We've come to the point at which cars can, in most cases, make better choices than human drivers, so there is no reason our Sims can't be smarter in the next iteration.
That doesn't mean we won't tell them what to do, sometimes, because we might want them to make a 'bad' decision, only that we won't have to cancel the 'play Blicbloc' interaction every two minutes or have to tell them to eat dinner at the dinner table (and then watch them try every chair in the house before finally sitting where they were supposed to sit...after the rest of the family has finished eating).