Creating a Prison System to explore Sim Inequality!

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stescouse:
Quote from: witch on 2009 July 30, 05:48:35

Quote from: stescouse on 2009 July 29, 16:10:35

I have heard that the IndieStone Story Progression Mod has a town slut which I haven't seen yet but if I do she's headed straight for prostitution and a women's prison.


So you see prostitutes as criminals in this scenario of yours?


I don't make any judgements it's how the sims see them, the code in Awesomemod arrests the sims that have sex with teens, I am aiming for those behviours that don't conform to the base game.  I decided in setting up crime & punishement system that any behaviour that didn't fit in with the cutsey values of the Maxis base game could be regarded as criminal.  In real life I don't regard prostitutes or rent boys as criminals, but more rather the ones exploiting them.

 

stescouse:
Quote from: Verbed Noun on 2009 July 30, 06:43:57

Fascinating.

Another question all this brings up is how perpetrators and victims are to be defined.  For example, there seems to be no distinction made between the brothel owner and the brothel boys.  You have three normal prisons counting the potential women's prison, but no rehabilitation centres.


When the brothel owner gets caught he will go to an adults prision whereas the boy or boys will go to  the detention centre.  In relation to rehabilitation I will leave it to the sim's wants and desires to tell me if any positive actions are possible say if they want to join the military then I will follow it, I've found if they are in prision too long they get stressed and bitter and get into fights so they go the punishement block, if they go too many times or become good friends with a criminal I give them the Klepto trait that off course leads to criminal wishes.

CheritaChen:
I hate to burst your bubble, stescouse, but what you describe is not an experiment in Sim behavior. It's an entertaining scenario devised by you to explore your values and judgments, with Sims as the actors. Sims being made klepto by you, for example, are being manipulated according to some personal concept of human (or Sim) behavior.

Quote from: stescouse on 2009 July 29, 16:10:35

It was fascinating observing the effect of incarceration on his mood, first of all I shaved his head, put him in orange prison clothes, and then had his rich wife  cut him off totally both financially and demand a divorce.

Manipulated, not Sim-autonomous behavior. You made the assumption that a human wife would do this, so you did it for the Sim.

Quote

In exploring the possibilities of crime with ultimate consequences I explored the nature of crime's effect on the victims.  As in the real world the boys  exploited by the pedo are from poor backgrounds and are in the care system

Are you saying this is how your pedobear autonomously selected victims, or did you select them for him, too?

Quote

Now I have a sim society where the implications of poverty, homelessness have a direct consequence on the lives of the rich and middle class sims (all with the Snob trait) as they get robbed, murdered, and have their teenagers get into drugs (pending new mods) and be seduced by perves.

More judgment, morality and presumption imposed by you. Not all rich humans are snobs. Not all offspring of the rich (nor of snobs, nor even of rich snobs) are drug users, and not all drug users are victims.

Please understand, I'm not saying that what you've chosen to do here isn't a fun and interesting scenario, and I'm not judging your choices for these Sims. I'm trying to point out that your description implies this is a social experiment, but it is nothing of the sort. It's a style of gameplay, like a challenge.

stescouse:
Thanks for your insight, I agree with your judgement.  What I am trying to experiment with is setting up the system, then seeing if wishes and wants that occur in the sims progress them into the system.  At the moment your right I am pushing certain sims such as pedo's into situations as I haven't figured out yet from observing them if they will exert flirt behaviour with their victims.  I also haven't figured out how pedobait will exhibit itself in without adding flirty trait and such.  Now I've added an orphanage with really nasty matrons and I want to observe what effect it will have on the children in it's care.  With a prison system set up I am now going to try to replicate the homeless lot that was on sims3 exchange where the two homeless characters reacted to living in the open with now showers and no proper sleep and the effects on school and relationships.  Also the criminal career and klepto traits that manifest stealing initiate an arrest more easily with Awesomemod. 

I want to explore how the town will change with poverty and crime and punishment added.  I only added snob trait to the rich as a way of imprinting values on to exhibit behaviours.  Of course you will have some sims with the good trait that should balance it out.  The one thing i will say is the stress behaviours in prison are quite interesting to observe as the sims try to cope with being locked up and can vary depending on the warder who can keep them locked up all day with meals in their cells to those who are allowed out to exercise all day. 

This has led me to think about say extending the different prisons to say maybe a open farm prison in Riverview, and see how a more enlightened environment can progress rehabilitation.  At the moment in the max security prison the range of prisoners with Evil and Insane trait seem to promote fights and the generation of enemies especially when they are all stressed out by the Stir Crazy moodlet that all prisoners get. 

I suppose I will in the end have to set up legacy type challenges with say a set of rules that dictate what type of job a sim can get after leaving school that can depend on final grades, traits, family background etc because at the moment sims just get any job they want though they can get fired.  On committing crimes at the moment that is limited to the criminal career and I think the political career when they steal campaign funds.   Which should result in a prison sentence.    I think I may have to come up with a points system for sims in prison about what happens to them in terms of sentence when they get involved in fights  repeat reoffending So that their sentences reflect their previous offences. 

I don't really like the legacy challenge setup but in a game like this I suppose it's needed where you want as much autonomy as possible.   Where it will come in useful is in devising a system for sims traits changing when in prison such as acquiring the Klepto trait through association with other criminals and other things like mean spirited trait.  I can see that something like say adding mean spirited trait after say their stress levels fall into the stark red after 5 times.  Maybe linking traits to certain behaviours like how many fights they win or how many times they humiliate someone else to how many enemies they acquire during their prison term.

Thanks for the feedback it's made me ponder on a more random points system to add so that I don't direct sim behaviour in order to develop a more observational game play. 

 

hidethe_cutlery:
Is this reminding anyone else of The Pit of Despair?

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