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They refer to Sims 2 as a "den" in that you're only playing one
house at a time, and everything in the rest of the neighborhood stays
static. "... in The Sims 3, the den becomes a warren, and 'everything
you would expect to be happening is happening, whatever the time of
day.... All of the characters in the town are changing together. You
can zoom in on your Sims. You can go next door to visit your neighbors.
You can knock on the door or peek in the window. You can go downtown,
and the people you meet are people in your Sims' lives. What would
happen if you ran into your boss on the weekend in town? Would you ruin
your Sim's life by doing something embarrassing?' That time-lost little
boy next door from The Sims 2 now ages and changes alongside your own
child. 'They can become high school sweethearts....they can grown up
together, get married, have a family of their own -- and those
characters will advance along with your family."
-- "The number of attribute bars has been reduced from eight to
three, with one -- a "stress versus fun" meter -- standing out as the
most essential. Sims still need to bathe, sleep, and eat, but the gauge
presenting liters of urine versus free bladder space is hidden behind
the curtain.
'We've added one-off mechanics like the buffs in World of Warcraft...
In our case, if [your Sim's] out in the rain, he would have a debuff --
we call them moodlets -- that would just say that he's soaked now and
he's miserable. Or if his mom dies, he'll get a moodlet that makes him
miserable. It'll go away after a certain amount of time, or you can get
rid of it. IF there's a way to get rid of it.'
Moodlets range from simple things like "I'm thirsty!" with immediate
psychological effects to "I just got a promotion!" that can grant a
boost that carries for days."
-- you can "tidy up the hamster cage." Basically, you have a
Hand of God now, so if your sim leaves trash around, you can clean it
up, or if they leave a book out, you can put it back on the bookshelf
instead of directing them to do it.
-- your sims can actually be fat now (and they actually look
fat instead of not-quite-skinny). "In The Sims 3, you'll now be able to
use a slider to adjust your Sims' body weight over a much broader
spectrum, from relatively obese to skeletally thin and everywhere in
between. You'll also be able to use a separate slider to adjust
musculature -- separate from body weight -- allowing for a huge amount
of variation: fat dude with spaghetti arms, skinny dude with big guns
-- basically, any body type you can think of. And that body type won't
remain static depending on how you play the game."
--"'... one Sim might go to the beach, come home, and paint one
version of a sunset. And if you bring another Sim to the beach, he'll
paint a different version of that exact same sunset.' So while the base
images are the same, different Sims might have an Impressionist take,
Dadist, postmodernist, or realist, determined by a set of algorithmic
genes."
-- They're trying to add a lot of random parameters to the game
to make Sims unique. "Each Sim has a favorite coffee drink... but every
Sim in the world has a different drink.....It's mostly for flavor, but
the devil is in the details. 'We want the Sim to feel like unique
snowflakes in The Sims 3,' says Humble, 'and less like the only
difference is their clothes and their hair. If you don't want to get to
know him -- if you just want him to pee himself -- well, that's fine,
because you can still do that."
-- No personality sliders, instead there's a system of 80 or so
Traits you use to establish their identity. "You can pick up to five
Traits for each Sim, only some of which are mutually exclusive (for
example, you can't be both "good" and "evil"), to create an almost
endless variety of personalities. Some Traits are behavioral, such as
"inappropriate," which might cause your Sim to interact rudely with
other Sims, while others are more strategic gameplay modifiers, like
"genius," which would let you gain any intellectual skill, like reading
books, faster."
"-- One single, set map of Pleasant Valley is all that ships
with The Sims 3, partially because randomly generated towns simply
wouldn't jell artistically, and partially because even though The Sims
is a single-player game, history's shown that its player base wants to
share." They go on to talk about how everybody had a Goopy in their
neighborhood and there was a sense of community formed from everyone
talking to each other about how he acted/what they did with him in
their game.
-- "...all of the buildings in Pleasant Valley...are places you
can visit and interact with. Exactly what that interaction will be
depends on the situation, but in a nutshell, the designers have broken
locations up into two broad categories. There are 'rabbit holes,' the
informal in-house term for a building your Sim will disappear into
without you actually following inside (for example, you won't follow
your Sim into his office job and watch him space out on the Web for
eight hours), and there are venues, which are locations such as a pool
or park, that will be filled with lots of Sims and accoutrements of all
types to interact with."
-- "... your Sim will now walk out of your home and see and
visit other Sims, other buildings, and other neighborhoods in real
time. The world is changing and evolving around you, characters are
going on with their lives, marrying, aging, and dying, as you proceed
with your own life. And every action you take may have a ripple effect
that spreads across the town and affects the lives of multiple
generations."
-- Dreams and Promises: "Your Sim might walk past a cute Sims
on the street and think, 'I'd like to get to know her better.' And you
can Promise that you're going to make that happen.... Anything can
trigger a Dream at any time, and a new Dream is represented by a
thought balloon over your Sim's portrait. Buy your child a telescope
and he may Dream of being an astronaut after a few nights of
stargazing. Promise to make his Dream come true -- even if you can't
until the day before he dies -- and he'll gain a significant mood
boost. A Dream might also be as simple as wanting to buy a book --
inspired by walking past the bookstore downtown, learning how to cook,
or simply sitting idly on the couch with nothing better to do.....
Unfulfilled Dreams aren't penalized; they're just forgotten until
another one comes along. Broken Promises, however, make for melancholy
Sims -- like a Sims 2 Fear realized, only players get to determine
whether to be afraid in the first place. The philosophy is opt-in
gameplay. The Sims 3's attempt to make itself if not everything to
everyone, then at least as much as possible to as many as it can. The
creative types can forget the Promises entirely and major in
movie-making and fashion design; those in it for the "game" can choose
to challenge themselves as they see fit."
-- "Where in the Sims 2, Sims would vanish to work for a set
amount of time .... Sims 3 allows players to customize what they do
while in the office -- even if the game doesn't go so far as to let you
control them as they chop broccoli or process purchase orders. (Work is
still mainly off-limits, for reasons as simple as it would be a
crushing bore.) .... 'You can decide if you want to leave early or stay
late -- if you want to take it easy or suck up to your boss,'
effectively sleeping your way to the top.... 'of course, if your boss
dies, or gets married to someone else, you're kinda screwed.'"
-- "Careers also form the base for another new Sims 3 system
called Opportunities, the functional equivalent of MMORPG quests --
only instead of fetching 15 landshark fins, you're planting 15 tomatoes
or shacking up with 15 women."
-- Social interactions allow you to change the tone of a
conversation, so being best friends doesn't automatically mean you're
going to be flirting with them "Here, you actually make the conscious
choice of pursuing a romantic relationship..."
-- "We're going to be releasing world-building tools," says
Bell, "advanced tools definitely for the modding community. On
TheSims3.com, there'll be an exchange where you can download towns from
other players.".... Godat hints at how the exchange might operate:
"People put hundreds of thousands of Half-Life maps out on the
internet. The Web has a way of giving them a star rating, and people go
and download the five-star maps-- it's the same kind of thing here. We
know that people are gonna go and build new versions of our buildings.
We can elevate these things through our connection to the
community--find some way to tell a player that, 'Yes, this building
slows your game down.' Find some other way to let them find the content
that they're really excited about and tell that story they want to
tell. That's what keeps it going for so many years.'"
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