Hmmm.... I don't want the game tethered to Steam.
I do. There is such a big player base there and it does easily have the best most accesible modding software.
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Hmmm.... I don't want the game tethered to Steam.
Or, to be frank, seeing your later replies - it's because you think The Sims 4 is "vacuous" compared to The Sims 3, which I didn't really find better or worse. The Sims 4 big flaw is that it definitely feel parceled out for EPs and DLC, but I can't really say there's anything about The Sims 3 which is universally better, nor can I say really the same about The Sims 4. Both were honestly vapid, that's sort of the point. The Sims has always been pretty shallow.Paradox Tectonic is being overseen by Rod Humble who also oversaw the development of The Sims 2 and The Sims 3, that's why I'm not too worried about the new game being too complex or too simple if it's going to be a life simulation game. The execs at Paradox hired the right person.
If forced to pick between a "day-dream doll-house" and a "robust life simulator", I'm going to pick the day-dream doll-house every time. Maybe it's because I'm a girl and I don't get your big-brained simulators, or maybe it's because I'm a 30-something engineer who already has a 1:1 life simulator and games are meant to be an escape from that, but I am not compelled by the idea of everything in my life being complicated.
Or, to be frank, seeing your later replies - it's because you think The Sims 4 is "vacuous" compared to The Sims 3, which I didn't really find better or worse. The Sims 4 big flaw is that it definitely feel parceled out for EPs and DLC, but I can't really say there's anything about The Sims 3 which is universally better, nor can I say really the same about The Sims 4. Both were honestly vapid, that's sort of the point. The Sims has always been pretty shallow.
If forced to pick between a "day-dream doll-house" and a "robust life simulator", I'm going to pick the day-dream doll-house every time. Maybe it's because I'm a girl and I don't get your big-brained simulators, or maybe it's because I'm a 30-something engineer who already has a 1:1 life simulator and games are meant to be an escape from that, but I am not compelled by the idea of everything in my life being complicated.
And someone brought up My Time in Portia? Maybe it's because I bounced during early access, but that game was extremely shallow - they just buried it deep under an ever-expanding catalog of stuff to "build" to progress the story. But there was really only one way to fight, one way to build, one way to chat with folks. It was the same issue with Grave Yard keeper. You'd finally "progress" but the status quo was enforced through a new set of materials to build a new ranking of tools that are to the new materials what the old materials were to the old materials.
Compare that to Stardew Valley - since the base cycle of "plant, tend, reap" remains constant, there is an actual reward to upgrading your tools, and you can upgrade your tools in any order, so you can prioritize your own gameplay style. But with games like Portia and Graveyard Keeper, you eventually get the blast furnace to make iron quickly, and also steel - but now everything to advance needs steel and iron is only used to make steel. So now your one-step process is two steps, and is effectively the same length or longer. If you want to speed it up, you need to build the super furnace, which call also smelt stainless steel... and everything now takes stainless steel, which requires steel and iron... so the process is more complicated, takes longer, but is effectively unrewarding, unless there's some players out there who find evermore complicated flow charts with no real end or reward in sight as fun, which, to quote another user, I find to be utterly "crazy".
For me, it's not so much that I want to be able to do my little character's taxes or meal prep their entire lives away. My Sims do have dramatic lives, so I'm not opposed to "soap opera" generator. The fact that TS4 is a "day-dream-doll-house" simulator is only an issue for me because there's no consequences that make the rewards feel earned. This is why usually when I talk about my personal issues with TS4, it's about how Sims don't have genuine life motivators, or wants/fears. It is part of the crux of the argument of why they don't have in-depth personalities (unless imagined by the player) which makes them feel like dolls, hence the "dollhouse" moniker. So when I say I want a challenge, or the game to bite back, I'm just saying I want to feel like....well I don't know how else to explain it except that I just want a higher difficulty than what TS4 offers.
If forced to pick between a "day-dream doll-house" and a "robust life simulator", I'm going to pick the day-dream doll-house every time. Maybe it's because I'm a girl and I don't get your big-brained simulators, or maybe it's because I'm a 30-something engineer who already has a 1:1 life simulator and games are meant to be an escape from that, but I am not compelled by the idea of everything in my life being complicated.
Yeah, I am not actually a fan of story progression. I find 4 easier to play a BACC than in 3, but neither lets me micro-manage to the extent that I want, or that 2 readily allowed. I am a serious control freak in my sims games. (I mean, I loved Vicky 1; I am definitely a control freak!)
Apparently the showrunners of TS4 are interested in it lasting for a total of 10-15 years. That means at least 3-8 more years of TS4; as it turns 7 this fall. I would be so disappointed if it continued to be the only AAA life sim game on the market for this whole time.