Make writing a novel more worthwhile?
J. M. Pescado:
Quote from: Marvin Kosh on 2005 August 08, 15:18:47
Well, if there was one career which made your Sim fabulously rich, naturally every player would jump on that one and forget about the others, unless there were comparable perks.
Then again, getting to the top of any career in The Sims 2 is ridiculously easy compared to real life.
They didn't really put too much thought into the entire "career" angle and basically recycled, and then abused horribly, the TS1 system. In TS1, you always started at the rock bottom of any career when you switched. Meaning it would take a MINIMUM of 10 days, if not more, even if you managed to get a promotion every day, which was somewhat random even on good moods. In contrast, In TS2, it takes 4 days, and you're pretty much guaranteed a promotion every day if you play the aspirational game in a well-timed manner, and it takes *1* day with Uni. This greatly trivializes the entire achievement process.
What would have been COOL is if they had, instead of making a single career "line", they had a branching career tree where you STARTED at some point(but not too high, even with an accelerated start), and the paths "branched" from there based on "chance card" style decisions, and you could wind up at a very different "top" from another sim. For instance, let's go with the military track, one I have some personal familiarity with: Instead of always becoming a General at the very end, suppose there was a branching path based on chance card decisions and outcomes that could end up with you becoming KIA, being dumped into one of the other career tracks (Criminal, Politics, and Law Enforcement seem particularly likely), or ending up still in a "military" track, but with an entirely different outcome, such as a mercenary commander. (Helpfullly represented by the icon of a gun and a sack of simoleans), all depending on factors like what decision you chose in a chance card, whether or not the decision succeeded, and even where you started in the career track. That would have been cool. As it stands, I kinda see the L10 career as basically an obligatory mark of "Was here", even if I pay little attention to anything else about it.
I don't even care about fabulously rich. Most of my families are already moderately wealthy to fabulously rich, in the sense of "I have more money than I know what to do with". A one-child policy tends to cause estate compaction that results in the fortunes of multiple families being merged ogether as people die off and fuse entirely into a single family as a result.
Oddysey:
In sims 2, it's either recycled from Sims 1 or inanely buggy.
That branching career track thing does sound rather awesome. Especially if they actually implemented the "chance cards are affected by skills" thing that seems to have been the original idea. So a higher charisma and logic skill would steer you towards the general/political side of military, while a higher body/mechanical would steer you towards, say, the mercenary or astronaut side. Hmm. Branching tree systems usually work well in RPGs, and are fairly easy to test. If they made the different careers intertwining, more of an interconnected flowchart thing rather than a linear progression, and either get rid of "Max" jobs or just have a handful of "top jobs" that you weren't as likely to get forced out of but could leave of your own volition via chance cards or whatnot . . . Too bad they didn't implement the "switch to another job" chance card thing, or I could actually implement (parts of) that.
Anything with emergent properties is cool.
At this point, my "main" neighborhood has had just one round of elder keelage, and are in the middle of their first round of game-born sims going through college, so most of my families are semi-wealthy. They would actually seem much wealthier if I ever got around to improving their houses, since they're mostly still living in the crappy starting houses that I threw togethor for the original "Two elder parents, three adult children, one spouse, and one teenager" horribly overcrowed original houses, or in the "one couple with less than 20k because I have the no handout hack and their parents haven't keeled over yet, so their families don't have much money to send them" houses.
J. M. Pescado:
Quote from: Oddysey on 2005 August 08, 15:58:38
That branching career track thing does sound rather awesome. Especially if they actually implemented the "chance cards are affected by skills" thing that seems to have been the original idea. So a higher charisma and logic skill would steer you towards the general/political side of military, while a higher body/mechanical would steer you towards, say, the mercenary or astronaut side. Hmm. Branching tree systems usually work well in RPGs, and are fairly easy to test. If they made the different careers intertwining, more of an interconnected flowchart thing rather than a linear progression, and either get rid of "Max" jobs or just have a handful of "top jobs" that you weren't as likely to get forced out of but could leave of your own volition via chance cards or whatnot . . . Too bad they didn't implement the "switch to another job" chance card thing, or I could actually implement (parts of) that.
Well, they had that one in TS1, but you weren't exactly given any choice in the matter and it was basically a cyclical ring that was more annoying than fun: I *LIKE* the idea of a top job....what I don't like is that there's basically no variety or effort on it. It's no longer an achievement. It feels cheapened.
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At this point, my "main" neighborhood has had just one round of elder keelage, and are in the middle of their first round of game-born sims going through college, so most of my families are semi-wealthy. They would actually seem much wealthier if I ever got around to improving their houses, since they're mostly still living in the crappy starting houses that I threw togethor for the original "Two elder parents, three adult children, one spouse, and one teenager" horribly overcrowed original houses, or in the "one couple with less than 20k because I have the no handout hack and their parents haven't keeled over yet, so their families don't have much money to send them" houses.
Yeah, those craptastical houses do have remarkable staying power, if simply by force of habit: Once you've gotten down the lifecycle routine for one, there's a certain force of habit towards staying in it.
Kitiara:
It seems that Maxis/EA never truly mastered the if/then statement. There are an incredible number of possibilities they never explored (maybe they are saving it for Sims3?). I love the branching careers concept. It seems much more realistic, and much more interesting. You would think that Maxis would recognize that anything that varies gameplay increases playability, and therefore sales, and is something worth implementing. The game is supposed to have infinite variety. Seems like they would help this concept along. Anyway, I thought JM's career branch ideas were brilliant, too bad that such a mod (to my knowledge) is not currently possible.
J. M. Pescado:
Quote from: Kitiara on 2005 August 08, 21:45:57
It seems that Maxis/EA never truly mastered the if/then statement. There are an incredible number of possibilities they never explored (maybe they are saving it for Sims3?). I love the branching careers concept. It seems much more realistic, and much more interesting. You would think that Maxis would recognize that anything that varies gameplay increases playability, and therefore sales, and is something worth implementing.
Testing requirements, or, in the absence thereof, bugs also increase geometrically with the number of potential branching options.
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The game is supposed to have infinite variety.
Well, not really. It has a wide, but not infinite, variety of options that are mostly useless and thus never used, which as the side effect of compacting the number of actual options down to about a half-dozen. The problem here is that there's not enough, "Hey, this is cool!" and too much "Bleh, this is so stupid and useless, please make them stop doing it.". I mean, look at the pool table. It undoubtedly took hours, even weeks to make. They showcased it as one of the major centerpieces of Uni. And it is otherwise completely useless: Sims who should be doing something intelligence are irresistably drawn to the pool table, and sims you're trying to get to play pool develop annoying attention deficit disorders and refuse to do it.
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