After Waiting Over a Decade, I Played The Sims 3

In previous posts I have referenced and used as examples various titles in the Sims series. However, of the four main Sims games to be released, I have only ever played 1, 2 and 4. This was not due to a lack of interest in The Sims 3 on my part, far from it. Prior to its release in 2009, I was an avid Sims 1 and 2 player and studiously followed the media coverage for the then upcoming Sims 3. Being a teenager at the time I did not have adequate funds to purchase it myself, and since my mother had developed the opinion that video games are only for boys and adults who lived in their parents basement (Note: if it was not already obvious this opinion is wrong, I want to clearly state that I have always identified as female and never once in my adult life lived with my parents or in a basement), I was unable to play The Sims 3 upon its initial release. Jump forward over a decade later and I have decided to indulge in my inner teenager and purchase The Sims 3 on Steam.

Beginning my first long awaited play session of The Sims 3 I had high expectations. Considered by many in the Sims fandom to be one of, if not the best Sims game, The Sims 3 boasts extensive object customization, an open world, and a multitude of different life aspirations and attributes. Notably, these are all features that are lacking in The Sims 4, which caused much ire in the community as it was seen as a regression of the series. Yet despite these added features, The Sims 3 did not wow me in the expected way. There are a few reasons for this. One of the more interesting ones has to do with the aforementioned customization, open world, and variety of sim attributes and goals. These are absent not only in The Sims 4, but in The Sims 1 and 2 as well. Seeing as how these games comprise almost all of my experience with the series, I’ve become accustomed to their absence. This is why when I played The Sims 4 I was not overly offended by the lack of these features. Also, I’ve simply learned to play The Sims without them. This is not to say I don’t enjoy The Sims 3. In particular I enjoyed its inclusion and expansion of mechanics from The Sims 1 and 2. For example, being able to edit the world on a large scale was something I dearly missed from The Sims 2 and was overjoyed to be able to do again in The Sims 3. And while it took me awhile to grow accustomed to their presence, I loved exploring the open world, customizing my countertops, and creating nuanced and unique Sims via their attributes.

I was not expecting my experience with The Sims 3 to turn into a reflection of how people who regularly experience an imperfect thing over a long period of time become accustomed to and accepting of it, despite there being room for improvement (looking at you, US Electoral College). Whether it is a video game franchise or an election system, something that is widely used and successful should not be immune to talk of improvement and a critical eye.

Sources

The Sims 3. Electronic Arts, 2009. Video Game.

Goals & Feedback

For this post I chose three games and examined their goals and feedback. I believe the examples I chose show how a game’s goals influence how effective its feedback is.

GameGoalFeedback
Beat SaberCorrectly hit as many incoming blocks for
the entirety of a song
Display system showing when a player
misses or incorrectly hits a block
Civilization VI Become the most dominant civilization in
science, culture, religion, or military
Ranking system, reactions from NPCs
The Sims 4Simulate lifePositive and negative emotional states

In Beat Saber the feedback is more physical than in the other examples. When the player successfully strikes the incoming blocks a satisfying buzzing is felt in the hand controls. The controls also buzz when the player strikes the blocks in an incorrect way, but the sensation is different and not as satisfying. In addition to this physical feedback, there is also a counter that keeps track of combos and misses. At least according to screenshots and gameplay. Truth be told, I was unable to see anything other than the incoming blocks while playing Beat Saber. Granted part of this is due to me being nearsighted (the Oculus Rift can pose challenges to those of us with poor vision), but my unlucky genetics and/or long time screen usage is not totally to blame. The numbers are small and placed near the center of the screen. Considering players are focused on hitting the blocks, which are coming at them from the center of the screen, it is easy to not notice the counters.  And as I learned within my first 10 seconds of playing, it is important to keep track of misses. Should the player miss a certain number of blocks the game will end. If the counters were moved to the corners and enlarged it would be easier to notice them, which would allow them to serve as better feedback.

When you’re beating boxes with sabers there’s not much time to look for numbers.

The main feedback source for Civilization VI, a leaderboard, is standard and effective. However, while it is a minor feedback feature, the player’s relationship with other leaders (which can reflect ranking in the leaderboard) and how it is tracked is interesting. While leaders’ current disposition towards the player is indicated by icons on their portraits, figuring out what their feelings will be as the game progresses is not as clear. There is no visible bar showing where on the ally-enemy spectrum leaders lie. In gameplay, this means that after doing trades or giving gifts to a leader who hates me, there is no way to see how much (if at all) it improved our relationship. Some may see this as a feedback drawback, but I’d argue it adds to gameplay. By not giving too much detail of leaders’ feelings, Civilization VI forces the player to keep track of their previous interactions and rely on what they know about that historical figure in regards to what will please or displease them. For example, Gandhi is easily triggered by a military focused playstyle (fun fact: I once had Gandhi denounce me after I built two warrior units in a row, even though at the time those two units made up my entire armed forces). (Note: there is a DLC that adds an option for a diplomacy victory that I assume relies more on alliances and relationships than the base game, but I have not played it myself and was unable to determine via research if it adds anything to the feedback system).

Several trade agreements later, Catherine De Medici is still mad at me for conquering Dijon.

The feedback in Sims 4 at first doesn’t seem like it’s that bad, but like many aspects of that game it falls short. While there is a UI element that displays sims goals and wants (referred to in-game as “whims”), there is little indicating what will make sims unhappy besides the obvious (lack of sleep, food, etc.). In previous Sims games the UI featured fears as well as wishes and goals. I would argue this was a better feedback system as it clearly indicated what would make sims unhappy. This is significant because not all players want to make their sims happy. The goal of the game is to simulate life, and life is not always pleasant. Many a time while playing Sims 2 I intentionally made my sims fears come true to create more drama and realism. By foregoing the display of fears, Sims 4 gives less feedback to players making it harder for them to achieve the game’s goal of simulating life, whatever that might mean for the player.

In Sims 2 you can want and be afraid to have a baby. If that’s not an accurate simulation of life, I don’t know what is.

This post is based on Exercise 4.4: Goals and Feedback (“Pick three games and list the types of feedback generated in each. Then describe how the feedback relates to the ultimate goal of each game.”) from Chapter 4 of Game Design Workshop: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton (quote taken from pg. 100).

Sources

Beat Saber. Prague: Beat Games, 2019.

Fullerton, Tracy. “Chapter 4: Working with Dramatic Elements” Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 4th ed., Taylor & Francis Group LLC, 2019. PDF.

Sid Meier’s Civilization VI. New York, NY: 2K Games, 2016. Video Game.

The Sims 4. Redwood City, CA: Electronic Arts, 2014. Video Game.

Images

Beat Saber screenshot – “How To Download And Install New Custom Songs On Beat Saber – Summer 2020 Update.” UploadVr, https://uploadvr.com/download-install-new-custom-songs-beat-saber/.

Civilization VI screenshot – taken by the author.

The Sims 2 screenshot – “When you want to have a baby but it is also your fear” Reddit, https://www.reddit.com/r/thesims/comments/6egcx3/when_you_want_to_have_a_baby_but_it_is_also_your/.

Games & Their Challenges

The Sims 4 – Challenge: Being a Simulation

As the name implies, the objective of The Sims 4 is to simulate life. However, this can become challenging when I’m not able to do everyday things like drive a car, go to a hotel, or go grocery shopping. These are just some of the features that are present in previous Sims titles but are not in Sims 4. What I find interesting is these challenging features of Sims 4 don’t appear to be intentional, but rather a consequence of poor game design. Since players were not expecting to encounter this type of conflict in Sims 4 due to precedents set by previous games, the challenge was not welcome.

Harry Potter Hogwarts Mystery – Challenge: Time Management

Unlike players of The Sims 4, players of Harry Potter Hogwarts Mystery were somewhat aware of the type of challenge the game might contain. Being a mobile game, microtransactions are inevitable. However, upon release players were not happy to learn that most missions were practically impossible unless they purchased energy via microtransactions. The other way to get energy is waiting, and since missions have a time limit this often means they could not be successfully completed. My technique for dealing with this was to set a timer on my phone to notify me when I would have enough energy as well as enough mission time left. The actions performed in the game were not challenging, but I found the added burden of re-organizing my real-life schedule to accommodate the game’s energy system to be challenging and ultimately not worth it.

Assassin’s Creed IV: Black Flag – Challenge: Don’t Get Caught

Multiple times while playing Assassin’s Creed IV: Black Flag I rage quite because I couldn’t get into a fortress undetected, or kept getting caught while tailing an enemy, among other frustrating incidents. However, unlike the previous games discussed, I was OK with this. There are several factors that made the challenges in Black Flag more palatable than those in Harry Potter Hogwarts Mystery or The Sims 4. For me, the biggest factors that made the challenges in Black Flag enjoyable were their expected presence, cause, and solution. Black Flag is not a casual game, and I knew going into it that I would be faced with potentially difficult levels and missions.  When gameplay became challenging, it was due to me not knowing what to do, how to do it, or just fumbling the controls. Finally, with time and effort, I was able to beat the game’s challenges. This last aspect I believe is the most important. Challenges in games are not bad, as long as it’s possible for players to overcome them while remaining immersed in the game’s world.

Reflection

The games that I choose for this entry are ones I enjoy playing, but also find challenging. Upon writing and reflecting, I found the challenges in these games stemmed from different sources. Although not something I consciously had in mind when selecting the games, this diversity ended up offering more insight than if the challenges had been uniform. I believe this diversity better illustrates how challenge can be done right, and how it can go wrong.

This post is based on Exercise 2.6: Challenge (“Name three games that you find particularly challenging and describe why.”) from Chapter 2 of Game Design Workshop: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton (quote taken from pg. 39).

Sources

Assassin’s Creed IV: Black Flag. Montreal, QC: Ubisoft, 2013.

Fullerton, Tracy. “Chapter 2: The Structure of Games.” Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 4th ed., Taylor & Francis Group LLC, 2019. PDF.

Harry Potter: Hogwarts Mystery. Culver City, CA: Jam City Inc., 2018.

The Sims 4. Redwood City, CA: Electronic Arts, 2014.

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