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What makes a personality? Emphasis on individuality IDEA  XML
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Relliumachine42


Joined: 05/11/12 03:41 PM
Messages: 8
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I've a bone to pick with the trait system. It seems to treat traits that are game changing the same as traits that are simply minor quirks. Genius is a game changing trait because it changes the way you use the sim; that sim builds skills faster. Brave is game changing; that sim can wrestle burglars and have better luck exploring risky rabbit holes. Good Sense of Humor is game changing; it opens a whole slew of conversation options and makes it easier to build relationships. Vegetarianism is a minor quirk. Although I like having traits that add spice to character, when you can only choose just 5, I find that for a primary sim, I am never inclined to waste a major trait on a less important trait. All my sims would be vegetarians if it meant they didn't have to sacrifice being green thumbed or artistic. There needs to be a separation between the minor traits (clumsy, absent minded, great kisser) and the major traits. There may be a bit of a fine line in a couple cases, but it needs to be drawn.

As of now, I still feel that every sim in the game is exactly the same, despite the early Sims 3 advertisements that built up hype for the trait system. We customize their appearances and invent identities, but without the player constantly pretending that the sim thinks for himself and sees life his own way, the illusion drops, and it's apparent that they're all just dressed up copies of the same algorithm. What we need are visual cues. Little animations when the sim is idle that tell us the sim is living a unique point of view. Stuff some, but not all sims would do, like idly solving the rubik's cube: cracking fingers, humming, muttering under breath, drinking a water bottle, biting nails, checking self out in hand mirror, farting, so on. Also different versions of the same action like sloppy sims chowing down. This is already done, but not nearly enough. Some sims should slouch when they walk. Some sims should avoid eye contact in conversations. When a sim walks into a room, all sims should run a differentiated greeting animation. Reserved sims give a minute wave and a respectful "Dag, dag." Outgoing sims shout, wink, and point at the person. I need little visual reminders that the sims are all different.

Additionally, there aren't enough social interactions between sims. They could all be living together but never say a word to each other because they're doing specific tasks. This isn't realistic at all. A real family talks to each other even while cooking or on the computer or watching TV or cleaning. This would be simple enough. When two sims are in the same room, they should carry on an automatic conversation even while doing whatever else they're doing. And it should also boost the social need and the relationship. If two sims who dislike each other are in the same room, it should be like it is now; they ignore each other.

Is any of this unreasonable? What else would you suggest to differentiate individuals?
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Cinebar


Joined: 09/17/09 12:58 PM
Messages: 2436
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I agree, well said.
We had all those things in TS2 if you remember...I loved my outgoing Sims pointing in that flaboyant manner at others when they were entering or exiting a room.

Even Uni students talked while they were in their muldane 'study groups' and gained social relationship points. In this game two Sims reading on the same couch never speak.

Alas...I digress.
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Relliumachine42


Joined: 05/11/12 03:41 PM
Messages: 8
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Exactly. That's why I feel like all that stuff is actually feasible: because we've seen glimpses of it implemented in the past. I think if more people expressed interest in this, it could be done.
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tashie_baby11


Joined: 05/22/10 09:43 PM
Messages: 2235
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I think it would be great to implement that Like you said, I rely on my imagination to make Sims different.
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BlankSoda


Joined: 09/07/09 08:06 PM
Messages: 35
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I'm in complete and utter agreement.
I grow tried of the cookie cutter Sims the trait system produces and would love if they actually had personalities.

This would be neat to see expressed in pets too, it would be much more fun to watch them run around on high free-will I suppose.
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ltd2mp87


Joined: 11/17/09 04:53 PM
Messages: 729
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I think the traits and likes system that exists currently in the game nowhere nearly creates a personality as it should. Maybe its because Im a psychology student, but this really bugs me when I play. All created Sims are bland- 5 traits and a few likes are not enough to create a unique sim. I think they should expand the likes and dislikes system, and include likes/dislikes for calculating attraction to other sims. And the trait system should be turned into sliders to represent a continuum from low to high, for example for intelligence, cleanliness, introversion/extroversion, etc. Other traits that could simply be selected could be personal quirks such as things like phobias, clumsiness, or vegetarianism.

But I doubt they'll do any major changes in S3. Hopefully some major changes will come in S4, but thats still a long way away.
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atomic_rose


Joined: 06/07/09 12:29 AM
Messages: 550
Location:The Tardis
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I completely agree with everything you said. There is nothing more I can add. Awesome post.

Check out my blog- Fictitious Sims- http://candylandreject.blogspot.com/

RIP Auntie Laura- 12/18/60-1/31/13. I love you.
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Relliumachine42


Joined: 05/11/12 03:41 PM
Messages: 8
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ltd2mp87 wrote:I think the traits and likes system that exists currently in the game nowhere nearly creates a personality as it should. Maybe its because Im a psychology student, but this really bugs me when I play. All created Sims are bland- 5 traits and a few likes are not enough to create a unique sim. I think they should expand the likes and dislikes system, and include likes/dislikes for calculating attraction to other sims. And the trait system should be turned into sliders to represent a continuum from low to high, for example for intelligence, cleanliness, introversion/extroversion, etc. Other traits that could simply be selected could be personal quirks such as things like phobias, clumsiness, or vegetarianism.

But I doubt they'll do any major changes in S3. Hopefully some major changes will come in S4, but thats still a long way away.


Wow! Sliders for traits, I would have fun with that. Alas, we all know too well that EA will be stubbornly timid about innovation, and we might be waiting 'til S5 for that.

But customizing attraction for other sims sounds very… attractive! It also sounds feasible. There used to be "chemistry" in S2, but I think it was based off of random chance. Do the zodiac signs do anything at all? I think being able to customize who my sim falls for would be really neat! We'd actually be able to create that match made in heaven (literally, since we're playing God).

Other thoughts?
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Susiechan


Joined: 07/08/09 09:05 AM
Messages: 1360
Location:Moonlight Falls

I like your ideas but I hope EA didn’t bring back the attraction system/ Chemistry like the one in TS2.

Somehow I always find this one a big flaw in the TS2 (more than loading screen). I remembered how mad I was when my SIMs attracted to other SIMs that wasn’t meant for her/him, just because that person turned her/him on or because the zodiac matched.
I was very particular to whom my sims should fall for. I customized my sims attraction very complex to avoid him/her to fall to other sims, but somehow there were always other sims that turned my sims on. And most of the time I ended killing my sims because I was mad at them… (yeah, childish, I know).
I was a bit scared when they bought back zodiac, but then I am glad because it didn’t make any different to whom my sims attracted to.
Anyway, I am happy with the current trait system in the TS3. But yes, there is always room for improvement .

Fenris,the broody Elf
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kethrydrake


Joined: 08/20/11 06:13 PM
Messages: 1227
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Here is the text from two seperate posts I've made about personality and how it should be used to determine how a sim acts in certain situations.

Personality – This should be changed. I think the baseline should be using the Sims 2 system with the zodiac signs. Players could either change the values manually or pick one of the zodiac symbols to determine how the sim will react in general to particular situations. They also get to pick five different traits. Two of the traits will be related to skills. Each skill will have two traits related to that particular skill, one positive and one negative. A positive skill will mean the sim gains levels in that skill at a faster rate than normal while the negative one will mean that that sim gains levels in that skill at a slower rate than normal. It will also determine whether or not a sim will autonomously engage in skill building that particular skill. These to two traits will also affect which LTW are available. The other three traits will affect a sim’s interests or anything not covered by the previous sections. As well as determine which LTW are available. Players could also choose likes and dislikes. These would include food, music, color, and TV/book genres.

My idea for new toddler interactions has to do with the traits. I think all traits should be available at all ages. They should also have more impact on how the sims react. For skill related traits, toddlers should have specific actions.
Green thumb - "help" in the garden
Angler - play in toilet
Handy - "fix" TV, computer, stereo, etc., plays with blocks
Artistic - draw on walls, play on child easel
Athletic/adventurous/brave/daredevil - never stays still, climbs on bookcases, stairs, counter tops
Natural cook - makes mudpies in the sandbox
Ambitious - learns to walk, use potty without parent's help
Animal/Dog/Cat lover - loves to play with pets, hugs them, sleeps in pet bed, eats out of food bowl
Bookworm - loves being read to, begs parents/siblings to read to them
Charismatic/schmoozer - "talks" all the time, learns to talk quicker, builds relationships easier
Clumsy - learns to walk slower, falls over more when learning
Couch potato - likes to sit still
Coward/Neurotic/over-emotional - doesn't like being left alone in a room, needs parent to check under bed for monsters
Dramatic - likes to create a scenes, cries often for no reason
Easily impressed - everything new gives them a moodlet, fascinated by everything
Evil/rebellious/mean spirited - causes mischief, cries for no reason
Family oriented - loves spending time with family
Genius - loves playing with logic building toy (pegbox?)
Good - doesn't get into trouble
Kleptomaniac - randomly acquires jewelry, car keys, etc in inventory
Mooch - steals toys, food from other toddlers
Neat - puts toys away
Nuturing - prefers to play with dolls, imaginary
Savvy Sculptor - prefers to play with clay
Virtuoso - prefers to play on xylophone or toy piano
Vehicle enthusiast - prefers to play with trucks or robots
Snob - prefers the most expensive crib or toy
Frugal - prefers the cheapest crib or toy
Hydrophobic - hates bathing, won't play in toilet ever

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