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On The Nature Of The Sims

🕑 Added 2025-11-14 23:33:42 +0000 UTC

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Aster Lea

I'm curious what exactly you feel is lacking from the gameplay loop in Paralives? Honest question, because from what I've seen, it seems like there is quite a lot there already, even if it's unfinished and unpolished. Leveling up in careers looks much more compelling, and you're even incentivized to start at smaller companies with worse benefits, and then switch later once you have more specific skills and experience. It's not just enroll in a generic career track and grind your way straight to the top, there seems to be more strategy and specific goal setting involved. Like, in the gameplay trailer Anisa got a job at a cafe, but she chose to pick a perk to increase her music knowledge rather than her job rank or customer service skill, as her goal wasn't really to work in retail, it's just what she started with because she had bills to pay and that's what she was qualified for. Skills too have more layers, where, for example, you level up your music knowledge skill at the same time as your guitar skill, so that if you later decide to learn the piano skill your music knowledge will mean you improve faster. The Paras' personalities evolve over time as well, getting specific aspects at certain ages (they get their vibe at preteen for example), but then also leveling up and differentiating more over time (serious vibe can be upgraded to improve either skill gain or career advancement). This leveling up is done by completing wants, which gives a real incentive to pay attention to those, rather than just focusing on the skill/career grind. In Sims 4, although it's been improved, there was originally not a whole lot of motivation to pay attention to what a sim wanted, to the point that you could just turn that whole system off and the game loop would be unaffected. Personalities for sims also tended to be mostly static outside of gaining new traits while aging, and until recently, the main way to gain any outside of that was to purchase reward store traits, but many of those tend to just remove certain parts of the game loop, like needing to pee or sleep. Relationships in Paralives are another area where Paras can evolve, as they can unlock different relationship labels and level them up over time. Certain interactions are more or less likely to fail depending on relationship type and level, and personalities, emotions and context can affect what options are available. Having limited options means that you need to make strategic choices, and not just spam interactions until you get the result you want. Social interactions can affect other aspects of the game as well, such as skills or careers (like being offered a new job). Relationship labels are also much more diverse than in other games, which means that you might not just want to add a certain number of "friends" to your relationship count, but you might be interesting in building up specific kinds of relationships, as each might have their own benefits. I realize that this is all a work in progress at this point, and we don't know yet how well everything will actually work in practice, but it seems like the core loop is not only there, but expanded well beyond the basics, at least on paper. The idea that they haven't thought about it at all doesn't seem to reflect what they've shown, and I'm not sure exactly which part you would say needs more focus?

Sabrina Angelina

This is way The Sims is as popular as it is today. So many go Paralives will take over, no it won't. Don't get me wrong, I will try it out but I already know i'm going back to TS4. The Sims has such a solid foundation now on and they make it work. There is a reason it has so many players. I'm also laughing my ass off because as an autistic person myself I 100% love these rants about The sims and would love more in the future!


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