ChienAboyeur
SasqWatch
- Joined
- March 29, 2011
- Messages
- 6,265
When looking for letting Sims express themselves (instead of being media for the player's own desires), and wishing that Sims accomplish things by themselves, it is important to understand that the environment is key to any Sim's progression.
The environment is two: the objects and the other Sims.
A Sim's personality is not fixed and will evolve during lifetime based on the interactions with the environment.
The first steps are usually dedicated to determine what personality the Sim associated to the player possesses.
The creation of a Sim determines only that few traits (the main traits). All these other traits are determined randomly (secondary traits) but matter maybe most than the other traits as they are so many.
The interactions with the environment give out the Sim's personality. This usually happens by letting a Sim act on its own in a specific environment while being on a high mood and witness the various behaviours it displays.
For example: dropping a Sim in a gym reveals the behaviour of a Sim in an environment that favours physical tendencies.
If the Sim goes directly to a work out machine, then it is a good indication the Sim leans toward physical.
If the Sim goes directly to play to a computer to play video games, it is a strong indication the Sim leans toward couch potato.
If the Sim goes directly to talk to people, he is on the socialite side.
If the Sim goes directly to dance, she is on the party goer side.
Fun measures how much a Sim is likely to get into an activity by itself (without the player ordering it to go)
Sims, depending on their personality, more or less enjoy certain activities, and seek to go toward activities they enjoy the most.
It allows to influence Sims: if a Sim is interested in physical activities, then the player must determine which one a Sim likes the most, which ones are useful to allow a Sim to achieve his lifetime wish and then furnish the house in relation and lead the Sim to go to places that favour that activity.
The relation to other Sims comes also a big factor for any player who want to play without many order inputs.
Sims get along based on their proximity of personality: Sims that satisfy themselves the same might go well together.
The personality of a Sim is not fixed and evolves relatively to the fun it gets from an activity. Fun is also related to the level of performance a Sim is able to get.
As a consequence, when two Sims get well together, they tend to influence each other in their personality.
For example: if a Sim is childish and likes physical activities, the Sim will choose (if given the necessary items) activities that satisfy those leanings. When paired with a less childish Sim, it might influence one in the other's way.
If the other Sim responds by joining the childish activity, that Sim will grow more and more childish as this Sim learns to get more and more fun from the activity.
Helping a Sim to choose their friend helps the Sim to achieve his life time dream.
The basic idea is to try to shape the personality of a Sim that is the best to go in the decided direction.
When letting the AI do most of the job, it matters to get the Sim to apply itself because it enjoys what it is doing.
Depending on their personality, when paired(or more), Sims get more or less fun.
For example, getting two Sims to dance together: if one Sim enjoys much more dancing than the other (who might not like dancing), one of the Sim will not get fun or even will lose fun. Because one Sim acts against its will.
It is not a lost case though as the other Sim might learn to enjoy dancing (evolution of personality) and then dancing together will be beneficial to both.
The material environment is usually easy to deploy: provide the items that help a Sim to further their leaning while removing the items that would divert a Sim from their goals.
Relations to other Sims are more delicate. Sims usually do not come with personalities that fits particularly another Sim.
But Sims might learn to know each other.
Sims might turn unsure the other is able to help providing the needed fun. When that point comes, then it is time for the player to push the proper input to move the Sims to an activity that suit them both.
When achieved, the Sims will slowly move by themselves to enjoy that activity together (the player no longer needs to indicate to the Sims what they need to do, they will do it by themselves)
To be applied to the utmost when a player looks to build a couple. Since in fewer order inputs as possible approach, sims are let to do most of it by themselves, pairing two Sims that cant go together only leads to Sims does not lead to a couple of Sims that in the end want to get children.
As an indication of success/failure, keeping an eye on the wish a sim makes allows to measure the progression of the relationship between a Sim.
It is usually a good idea to answer to the wishes that go in the proper directions when dismissing the others. It helps a Sim to determine what they want in their life.
The regular process of building a couple might go as following:
-find the proper candidate that might get along with your Sim. See that the Sims turn each other in romantic interest.
-arrange a few dates on proper locations, guiding them through awkward moments, help them to know each other better, ensuring dates are successful.
-Move to the girlfriend/boy friend stage that comes with extended priviledges and exhibit behaviours in many more life situations.
-then engagment, allows to determine if the sims are ready to get committed one to another
-then marriage that should lead to desire of children.
Of course, in a less as possible order input approach, most must come from the Sims themselves. In each stage, they indicate it fits them by either taking things in their hands the right way or by listing both of them the desire of a certain outcome.
The environment is two: the objects and the other Sims.
A Sim's personality is not fixed and will evolve during lifetime based on the interactions with the environment.
The first steps are usually dedicated to determine what personality the Sim associated to the player possesses.
The creation of a Sim determines only that few traits (the main traits). All these other traits are determined randomly (secondary traits) but matter maybe most than the other traits as they are so many.
The interactions with the environment give out the Sim's personality. This usually happens by letting a Sim act on its own in a specific environment while being on a high mood and witness the various behaviours it displays.
For example: dropping a Sim in a gym reveals the behaviour of a Sim in an environment that favours physical tendencies.
If the Sim goes directly to a work out machine, then it is a good indication the Sim leans toward physical.
If the Sim goes directly to play to a computer to play video games, it is a strong indication the Sim leans toward couch potato.
If the Sim goes directly to talk to people, he is on the socialite side.
If the Sim goes directly to dance, she is on the party goer side.
Fun measures how much a Sim is likely to get into an activity by itself (without the player ordering it to go)
Sims, depending on their personality, more or less enjoy certain activities, and seek to go toward activities they enjoy the most.
It allows to influence Sims: if a Sim is interested in physical activities, then the player must determine which one a Sim likes the most, which ones are useful to allow a Sim to achieve his lifetime wish and then furnish the house in relation and lead the Sim to go to places that favour that activity.
The relation to other Sims comes also a big factor for any player who want to play without many order inputs.
Sims get along based on their proximity of personality: Sims that satisfy themselves the same might go well together.
The personality of a Sim is not fixed and evolves relatively to the fun it gets from an activity. Fun is also related to the level of performance a Sim is able to get.
As a consequence, when two Sims get well together, they tend to influence each other in their personality.
For example: if a Sim is childish and likes physical activities, the Sim will choose (if given the necessary items) activities that satisfy those leanings. When paired with a less childish Sim, it might influence one in the other's way.
If the other Sim responds by joining the childish activity, that Sim will grow more and more childish as this Sim learns to get more and more fun from the activity.
Helping a Sim to choose their friend helps the Sim to achieve his life time dream.
The basic idea is to try to shape the personality of a Sim that is the best to go in the decided direction.
When letting the AI do most of the job, it matters to get the Sim to apply itself because it enjoys what it is doing.
Depending on their personality, when paired(or more), Sims get more or less fun.
For example, getting two Sims to dance together: if one Sim enjoys much more dancing than the other (who might not like dancing), one of the Sim will not get fun or even will lose fun. Because one Sim acts against its will.
It is not a lost case though as the other Sim might learn to enjoy dancing (evolution of personality) and then dancing together will be beneficial to both.
The material environment is usually easy to deploy: provide the items that help a Sim to further their leaning while removing the items that would divert a Sim from their goals.
Relations to other Sims are more delicate. Sims usually do not come with personalities that fits particularly another Sim.
But Sims might learn to know each other.
Sims might turn unsure the other is able to help providing the needed fun. When that point comes, then it is time for the player to push the proper input to move the Sims to an activity that suit them both.
When achieved, the Sims will slowly move by themselves to enjoy that activity together (the player no longer needs to indicate to the Sims what they need to do, they will do it by themselves)
To be applied to the utmost when a player looks to build a couple. Since in fewer order inputs as possible approach, sims are let to do most of it by themselves, pairing two Sims that cant go together only leads to Sims does not lead to a couple of Sims that in the end want to get children.
As an indication of success/failure, keeping an eye on the wish a sim makes allows to measure the progression of the relationship between a Sim.
It is usually a good idea to answer to the wishes that go in the proper directions when dismissing the others. It helps a Sim to determine what they want in their life.
The regular process of building a couple might go as following:
-find the proper candidate that might get along with your Sim. See that the Sims turn each other in romantic interest.
-arrange a few dates on proper locations, guiding them through awkward moments, help them to know each other better, ensuring dates are successful.
-Move to the girlfriend/boy friend stage that comes with extended priviledges and exhibit behaviours in many more life situations.
-then engagment, allows to determine if the sims are ready to get committed one to another
-then marriage that should lead to desire of children.
Of course, in a less as possible order input approach, most must come from the Sims themselves. In each stage, they indicate it fits them by either taking things in their hands the right way or by listing both of them the desire of a certain outcome.
- Joined
- Mar 29, 2011
- Messages
- 6,265