Motive bars outdated and restrictive?

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Jelenedra:
I do not feel like playing my Sims the way you raise babies.

"You're upset. Why? Are you hungry? Tired? Dirty? Lonely? TELL MEH!111"

I prefer to look at the bars and go, "Oh, you need a booty call. Coming right up."

MasterDinadan:
Quote from: Angelo on 2009 June 08, 16:40:54

I agree that it's satisfying watching all the bars green at the same time, proving that you are a time management expert, or the feeling of accomplishment you get when after upgrading an item, a bed let's say, you watch the bar fill up faster than before. That was until Sims3. Now, there are moments where my needs are far from satisfied, yet my mood bar is ready to burst in green joy from all those positive situational moodlets like cozy fire, comfy, clean, amazing meal, amazing vista, decorations, etc. So I feel like filling the bars has no point any more. Are you satisfied with how this system turned out? Do you have other ideas for improvement? I'm interested to hear.


Every single one of the needs bars has an associated moodlet when it gets too low.  "Filling the bars" is not at all pointless, as it will take them longer to drop into negative moodlet status.  It's completely intentional that your needs have no direct effect on your mood whatsoever, because they spawn moodlets that do.

The moodlets system is more interesting because you are rewarded for doing other things.  Instead of just eating, peeing, showering, and sleeping before work, you can now be rewarded for doing things like gussying up, brushing your teeth, or fulfilling a wish.  Then there are "memories" like weddings/babies/deaths that give longer lasting moodlets too.  It was kind of stupid that your best friend could die in TS2 and it would have no effect whatsoever on your sims mood (MAYBE on their aspiration, and only if they happened to have the fear.  not likely).  The aspiration system in TS2 was pretty flawed.  Moodlets are a vast improvement.

maxon:
Quote from: Stitches on 2009 June 08, 18:51:58

That said, I guess I never realized that there were so many players out there that SUCK SO BAD at playing the sims. The motives are the easy part and hardly tedious compared to the skill grinding.

I was going to say, it's not exactly that hard to get them in a good mood in the morning with or without the bars.  Make sure they sleep well, pee, wash, feed and off they go.  Not unlike me really. 

Quote from: Sigmund on 2009 June 08, 19:01:08

I use a combination of ignoring the needs bars and cheating.  Maybe I'm just averse to change, but the moodlets seem pretty "meh" to me. I like the wants/fears set up in TS2, it seems truer to life. Plus, it makes it easier to have Sims sink into a deep depression.

This - if we really want to persuade Pescado to do anything it's surely to give us the means to make the little gits more miserable.  I would find it hard to keep a Jack Thompson sim in the new game - in Sims 2 it was/is easy.

EsotericPolarBear:
Quote from: Angelo on 2009 June 08, 16:40:54

Sure, it's easier to plan ahead using the bars. But perhaps it would be interesting to having to figure out ourselves what to do before work - one way would be by looking which moodlets are missing - instead of having it all dictated by the bars: "HAVE BATH!" "EAT!" "SHIT!". Don't moodlets have a "grace period" between their positive and negative version anyway? Except those like the coffee moodlet expiring while on red energy, of course.


Considering that I'm a highly evolved human being capable of bathing, eating and shitting all in the hour or so before going to work in the morning and after getting a full night's rest of 6-8 hours, I'm not really sure that making a choice between the three in a game is all that compelling.

Quote from: Sigmund on 2009 June 08, 19:01:08

I use a combination of ignoring the needs bars and cheating.  Maybe I'm just averse to change, but the moodlets seem pretty "meh" to me. I like the wants/fears set up in TS2, it seems truer to life. Plus, it makes it easier to have Sims sink into a deep depression.


Actually, short of micromanaging the action bar, is pretty impossible to have sims sink into a deep depression in TS3.  Even with free will off, they take care of all their needs which pretty much results in a neutral mood state.

Marq:
I think that the game play would be fresh but I don't think it would benefit anyone.  Yea, it'd be something new but it's not something most sim players want.  The big thing about the Sims is managing their needs, personal life, work life, family life, and social life.  Now, while I find the use of moodlets to be interesting I wish there were more negative ones.  Heck, I wish there was a way to truly make your sim angry at you enough to  curse you and wish a pox upon your family.  TS3, IMO, is too easy with the moodlets.  And while taking away the needs bars so that you don't know exactly what's wrong with your sim would make the game more challenging it would make you want to punch a baby every few minutes.  Have you ever taken care of a baby/toddler IRL?  That's what playing TS without need bars would be like.  You'll be constantly wondering if they're going to remain happy all the time.  Are they going to eat at work or should you make them eat now?  Are you going to over feed them if you feed them now?  But if you don't feed them what if they die on the job?  GAH!!!111!!one!

Yes, I must say I am happy to have the needs bars, slightly to have the moodlets, and unhappy with how long it takes to kill sims in TS3.

One thing that I wish EAxis had done was make the needs play into the mood bar and then have the moodlets be boosts to that.  Why the heck should my sim be insanely happy when they're starving, just pissed themselves from seeing a ghost, and in the red for fun?  Why?  I'll tell you why!  Because the day before they went to the movies, took a tour of a military base, had a great kiss, and I just so happened to fulfill a stupid "buy something worth $500" wish.  Yea... ::)

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