"M13Vulpecula;c-15808465" wrote:
The biggest mistakes in the franchise happened with TS3 imo: the replacement of the personality point system with the trait system, the replacement of the saved-game-per-household with the saved-game-per-world system, the reduce on failure states, and e change of focus on the Sims to focus on the world and it's activities.
I believe that the lack of scaled personality points is the cause that Sims tend to behave identical and less distinct from eachother, which is a fairly common complaint in the recent generations. Traits could work very well as an addition to personality points, but on their own everything not touched by the traits will cause Sims to behave standardly in that aspect.
Maybe. But the whole problem is that EA wants to give us more and more options but at the same time let them matter less and less. I find different personalities or different traits very uninteresting if the sims behave almost identically no matter what personality or traits we give them.
The save-per-world system (a saved game contains of a whole world) is making rotational play very hard to pull off, which causes players to be less involved into the lives of neighbors their Sims aren't involved with. The save-per-household (a saved game is just one house) way was very important for making the TS2 basegame storylines work. In a save-per-world system a player starting with the Dreamers for a day would miss out on the Pleasants family issues, the Goth weddings or Brandi Broke's wedding setups.
The reduce of failure states is simple: needs are much easier to keep up, fears have been removed, accidental deaths have to be set up by the player on purpose... It's making the game too easy, too happy-go-lucky. While life, of which The Sims is a simulator, also has it's share of adversity. The game's in my opinion become too easy in recent generations, so I'd say a bit more of a challenge wouldn't hurt.
The focus on the world builds upon the save-per-world vs save-per-household part. Especially in The Sims 3 the focus has been on the worlds of the Sims, often at the cost of the personalities of it's inhabitants, who in later worlds even may classify as filler, all males and females sharing the same biographies. What's making this worse is how some beloved Sims 2 families return in 3, but completely out of their original context. (The Monty's are supposed to be feuding with the Capps, it's in their namesake even! Why would someone make them just another happy family in Monte Vista? Except for marketing that is?) TS4 might have a bit of a return on this one (not sure though, only have the demo ;)) but there's still work to do overall.
This is about control. Alas gamers are allowed to control less and less in new games and more and more things happen automatically without our interference. We are just meant to be spectators to those things. But personally I want to be in control which also is the main reason that I don't like most new PC games. I just can't admire characters in a game for acting on their own and I can't stand the autonomous multitasking in TS4 either. I also agree with you that the story progression in TS3 which was meant to let the sims move around at random and even sometimes leave the world was awful.
So, in my opinion TS1 and 2 have the formula which made The Sims a success. The Sims 2 is the most advanced of the two on most parts, so I'd declare THE SIMS 2 as the best.
It was the best for me too. But EA is much more interested in opinions from young teens and maybe they like the easiness and to just watch sims do more things on their own?