Friday 17 November, 2006
I now have control of Tutorial Jane. I have directed her to argue with Tutorial Joe, her husband. Two red minus signs hover over Jane, one over Joe. I direct her to argue again.
I have just learned about Sims' Wants and Fears, all of which are represented by icons. Tutorial Jane has a Fears icon representing the death of Tutorial Joe. I find this a bit disconcerting.
Now on to the house building tutorial. I have built a single-story home with hundreds of rooms, many inaccessible. Plenty of doors and windows. Random wallpaper and roofing.
On to the game! I select Veronaville. I have entered the Capps manor or something. I like how there is a scenario of sorts here, the apparent aim being to reconcile the two families.
Your Sims Are Smarter!
"But don't forget your Sims' basic Needs! They're smarter than ever, but they still need your help staying on top of things."
Interesting to contrast this to a comment Will Wright made about The Sims 1:
"One problem we had for a while was that our characters were too smart. They knew exactly what was best for them, and anything the user would do would lead to a negative impact. It took us a while to make the characters a bit dumber, but in a way that would be fun."
Interesting how the Wants items are randomly selected, slot-machine style. Fulfilling one prompts a new random selection. This enhances the sense of 'gameness' while decreasing the sense of 'simulatorness'.
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