Hmm... what about a "lifetime" Aspiration Meter?

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Soylent Sim:
All sims are very present-centered creatures, and real-life toddlers are very much the same.  Distracting them from the loss of a relative shouldn't be all that hard.  Of course losing a parent means that there are fewer people around to distract the toddler and fill its wants, but that's been worked around before.

Just saying "I want some major change to the game engine that I haven't even fully thought out yet" is BBS behavior and risks leading ot bad gameplay if anyone with power actually picks it up.  What elements that currently are tied up in the basic aspiration levels will apply to daily bar vs. lifetime bar?  What elements will be added to make this worth fleshing out?  At least have the decency to think things through a little before posting.

Really, aside from the "some random relative I've never met died and now my life sucks" factor, STA covers a lot of how people seek to feel better.  The random relative thing is only silly because it's a random relative, and is covered easily in modland.  The only change I'd apply would be to have certain wants/fears modify the decay rate for a set period of time; some fears make it it an uphill struggle to feel cheerful, and some wants are short term and self-destructive.  Otherwise, I have a strong feeling that LTA would just become another way that this game quickly becomes too easy.

Doc Doofus:
I really like the Memory features of Sims 2.  I wish they would have taken it further, though, and maybe they will with Sims 3.

Sims need more individuality, and traumatic memories and streaks of bad luck should stick with the Sim and change his character over time.  In fact, they ought to become downright neurotic over the passage of time to such an extent that you can't ever fix them completely.  For example, Lilith Pleasant should carry the scars of her arrest and fights with her sister to her dying day, making her more combative or less trusting in certain instances, or whatever. 

As the game is, a traumatic memory (relative dying, not going to college, losing a job) will cause them some moments of weeping, but that's all gone in 24 hours.  I think they should never completely go away, and should accumulate like a big snowball of crap, either making them develop more character or making them twisted.

J. M. Pescado:
Quote from: Doc Doofus on 2007 November 27, 03:36:55

Sims need more individuality, and traumatic memories and streaks of bad luck should stick with the Sim and change his character over time.  In fact, they ought to become downright neurotic over the passage of time to such an extent that you can't ever fix them completely.  For example, Lilith Pleasant should carry the scars of her arrest and fights with her sister to her dying day, making her more combative or less trusting in certain instances, or whatever.
Sims don't have trust, and Lilith already *IS* more combative, it's permanently marked on her personality. She is severely nice-point-impaired as a result.

Quote from: Doc Doofus on 2007 November 27, 03:36:55

As the game is, a traumatic memory (relative dying, not going to college, losing a job) will cause them some moments of weeping, but that's all gone in 24 hours.  I think they should never completely go away, and should accumulate like a big snowball of crap, either making them develop more character or making them twisted.
Well, what effects do you propose? Anything you can name, I can name a counterexample for why it doesn't work that way.

seelindarun:
It would be interesting if sims could be as smart as their pets.  I mean, pets can actually learn behaviours!  I'd want to have sims learn behaviours only through experience though, rather than through a skilling object or teacher.

See, this is why I like the fightclub mod so much.  It just makes so much sense that fighting more should make you better at it.  It would be shinier still if the threshold for starting fights could be lowered for those mean sims with lots of fighting skill.  Kinda like the chemistry boost in reverse!  :D  Such sims should seek to resolve all their conflicts with fist fights.  Wouldn't you?

Anyway, the basic model of learned behaviours through experience, combining with personality to produce a greater tendency to exercise that behaviour should lead to some neurotic sims, I should think.

Assmitten:
Quote from: J. M. Pescado on 2007 November 27, 03:47:54

Quote from: Doc Doofus on 2007 November 27, 03:36:55

As the game is, a traumatic memory (relative dying, not going to college, losing a job) will cause them some moments of weeping, but that's all gone in 24 hours.  I think they should never completely go away, and should accumulate like a big snowball of crap, either making them develop more character or making them twisted.
Well, what effects do you propose? Anything you can name, I can name a counterexample for why it doesn't work that way.


Okay, I'll bite. How about robbery? This could push a sim into a lifetime of being more careful, having more nightmares or obsessive needs to buy alarms for every new item?

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