![]() With an added colour wheel, life aspirations and many more exciting additions, The Sims 2 brought with it all the customisation that the first game lacked. Apart from the obvious improvement in graphics, the story and mechanics were also much better. When EA published the second game in 2004, people were instantly drawing comparisons. Though limited in graphics and story, for its time it was a phenomenon. It brought with it a surprising amount of success, and arguably gave rise to the simulation genre. ![]() I just felt it was an opportunity to share a concept I really would’ve want to see in what has a potential to be a really brilliant game.The Sims burst onto the gaming scene in early 2000. Also I’m aware that developers have a vision for what they want this game to be and I totally respect that. I acknowledge that maybe many of the ideas mentioned there didn’t work throughout development. This is merely a suggestion or ideas and not a way to tell the developers how to make their game. Players homes do not not actually need to be on the map but there can be a go to player … place in a menu somewhere. I think even the most basic gameplay can get really complicated in multiplayer mode if implemented well. The player can also choose among a set of emotions to indicate his moods, like if another player made him uncomfortable then he can choose the angry mood. (Clicking on a character in a toolbar to speak directly to him or simply post to speak to everybody in a group). Speaking with another character can be done by text. Create a set of interactions depending on the place and context for example. The gameplay mechanics could be centered on maybe what player can do(interactions) and what possibility do they have in a particular context, like what can a player 1 do when he is a at player 2 place: If player 2 locked some doors at home, then player one cannot open them for example, or if player 1 cooked poor quality or poisoned food to player 2, then player 2 can inspect food made by another player before eating (Too far fetched but here to illustrate) and leave most of the social mechanics to the player(talking with others etc. I watched a video from swoozie on the sims online and it seems good and feasible. I tried to investigate on some reasons why multiplayer isn’t implemented but looking at Sims Multiplayer history it’s just a series of flops for obvious reasons( not implemented in the base game or insane lack of support). ![]() ![]() You can basically have everything from any npc in the game because it is so easy to predict what is the the outcome of any interactions in the game, and even produce the desired one: I want to make a party I just call them, They all come, I just embarrassed one of the npcs he still comes he doenst even try to sabotage me. Sims 4 npcs are flat like dolls and most of the time, if not all the time the player is in it great term with all the npcs in the game because no actions have real consequences, you just fought with an npc next minute you’re best friends, you just cheated on one, next minute you’re soulmates. I Hardly imagine npcs reacting a complicated manner to some situations, I’m talking about negative reactions for example, anger, jealousy, envy, disgust and so on. I really do think that no matter how complex in-game mechanics can be, it is never going to be as rich and diverse as having real paralives characters roaming around in the game. I couldn’t even believe this game didn’t implement such a feature when I first got it. I think if there’s something that could’ve made the sims 4 the best game of all time and the most addictive one too, it’s Multiplayer.
0 Comments
Leave a Reply. |