Generations Brainstorming Recap + New Theme + Poll
Added 2022-02-04 19:07:19 +0000 UTCHello everyone,
This is Sandrine here to share with you all the summary of the latest community brainstorming session as well as the new theme for the month of February. Here we go!
Generations Brainstorming Recap (For Patrons Only! Please don’t share)
Thank you all for participating in the Generations brainstorming session, we gathered your ideas from the comment section as well as from Discord and Reddit. Here’s a general summary of the ideas that stood out to us. Please keep in mind that if you don’t see your idea there, it doesn’t necessarily mean we won’t be taking it into account when working on this aspect of the game. In the same way, listing the ideas below doesn’t guarantee that we will add it to the game either since we will be focusing on the most important features first in order to be able to release the game. More interactions and features will be added overtime after launch.
- 🌳 Establish extended family relationships when creating a new Parafolk and setting a premade Parafolk as their relative.
- 👥 Being able to set a child, sibling, aunt or uncle as biological, adoptive or honorary.
- 🎚️ Manually set the length of a life or stage of life.
- 👁️ Dominant and recessive genes for physical traits. Some traits cloud skip a generation or more.
- 💇♀️ Set natural hair color under dyed hair so that babies do not inherit the hair dye color.
- 🌟 Family reputation
- 🏠 Multigenerational households and lots
- 💰 Give or loan money to someone in your close or extended family.
- 👨👦 Children would tend to imitate adults from the same household. For example, if an adult Parafolk likes to work out, a child could start doing it on their own when not controlled.
- 👶 When a baby is born, have grandparents, aunts, uncles or close friends come to help out the new parents in the house.
- 🌜 Children could spend a day or weekend with their grandparents, aunt/uncle or other parents.
- 🎓 Older generations would be able to teach younger ones about the family tree, show the photo album, share stories from their younger years, teach them crafts, etc.
- 🤝 Extended family reunions
- 💍 Be able to propose with the grandparents’ or great-grandparents’ wedding rings.
- 🏕️ Have traditions such as a yearly vacation spot, eat a certain meal on a specific day of the week, etc.
- 🩺 Pass down a preference or aptitude for an activity or skill that could create opportunities for a family business or career.
- 🍪 Family recipes that could be passed down to younger generations.
- 👗 Items that could be passed down: Blanket, plush toy, family tree scrapbook, photo album, wedding dress, artwork, jewellry, etc.
Here’s a word cloud to see what has been mentioned the most in the Patreon comment section of the previous brainstorming session:

Next Monthly Brainstorming: Emotions & Mood (For Patrons only! Please don’t share)
Get overjoyed or teary-eyed with this month’s brainstorming session topic: Emotions & Mood! To get started, you can ask yourselves the following questions:
- 😱 What emotions would you like to see in-game?
- 🕑 How long should moods and emotions last?
- 📺 What types of action or interactions could affect your mood? How?
- 😡 Should moods and emotions be influenced by the current life stage of the Parafolk? If yes, how?
- 🏫 How do you want your mood or emotions to affect your daily activities (work, school, etc.)?
- 👫 How could the mood of a Parafolk influence or affect others around them?
We’d love to read all your ideas in the comment section of this post. It is very inspiring! As usual, we will open this brainstorming session to the public next week on Discord in the #emotions-and-mood channel and on Reddit.
Happy brainstorming!
Poll: Emotions & Mood (For Patrons only! Please don’t share)
Now that the new topic has been revealed, I wanted to ask you a question: should the mood of your Para impact which interactions are possible? For instance, you would not be able to make a very sad Para clean the dishes or ask them to tell a joke to another Para until they feel better. The upside is that it would be more realistic and the downside might be that it gives less control to the players because some interactions would not always be possible.
You can answer in the poll below. If you can think of something in between that is not in the options, don’t hesitate to share it in the comments.
Have a good day everyone!
Sandrine
Comments
I think they should be able to do it, but they might hesitate or take breaks. (and have a different animation)
Cute Ghost
2023-04-19 23:34:35 +0000 UTCI hope that they will be more options for relationships like grandmother/grandfather, uncle/auntie, etc.
Jordyou23
2023-01-03 19:51:43 +0000 UTCUgh this is something I hate about the Sims "your sim is too uncomfortable to sleep" like what??? What If I don't care?? Please inplement something that doesn't make it this annoying.
Loftie F
2022-08-13 03:51:31 +0000 UTCI love this, like it doesn't make sense for a depressed person to serve a gourmet meal - or if they try they won't be able to do it well. Or someone feeling shy or nervous might not be able to pull off a successful joke.
All-Natural Fig Jam
2022-03-13 03:29:27 +0000 UTCYes, the current mood of a Para should impact the list of possible interactions BUT it should not make it impossible to carry out certain interactions, only make them more difficult or perhaps carried out in a different manner. For example, if your Para is depressed but still wants to cook a meal, the depression would allow them to cook but only certain foods (simple or even comfort foods). Or if a Para is angry but they still need to do a bit of gardening, instead of "gardening", the interaction could be "viciously uproot weeds."
jrrt1459
2022-03-09 01:11:09 +0000 UTCI just seen this comment on discord and wanted to add it here before the emotions brainstorm forum ends:” paras who can’t sleep because of said mood maybe it can be because of grief a loved one, nervous about a new job or starting a new school, angry because of something that happened the night before, or happy because they’re getting married tomorrow‘“ also the quality of sleep being effected by this regardless of the excitment, say a para has to start a new school and they’re really happy about it they couldn’t sleep no matter how tired they really are from the whole day they’d wake up and “distract themselves”
S&M Gonzalez
2022-03-07 18:49:19 +0000 UTC- I would really like the paras to detect emotions of others paras through the facial expressions, gestures, through looks, intonations of voice, and react or not to the moods of others. (e.g. parents with their children, between friends...). - I would really like the paras not to live their emotions all alone and all time in an isolated way and, that they pass in front of the others paras without interacting with the emotions of the other paras and without feeling anything for and with others . - Maybe the developers could code and categorize facial expressions, gestures, voice intonations by classifying them into the 6 main groups of primary emotions * (joy, sadness, disgust, fear, anger, surprise ), and each group of emotions would have its facial expressions, looks, gestures and intonations of voice which could also give rise to different interactions, and the paras could recognize the emotions of other paras and interact with in autonmous way (or not). I think that perceiving the emotional states of others is an important component of social interactions. * The 6 groups of primary emotions are also composed of secondary emotions (example: confident, relieved, rough, irritated)
Han
2022-03-02 17:36:38 +0000 UTCToutes les interactions resteraient possibles, mais pourraient être jouées différemment selon l'influence de l'humeur
Cécile
2022-03-02 10:46:16 +0000 UTC1. I'm confident you will apply the emotions you see fit and it will be fun regardless, but I do have one thought. I hate the mood flirty. Usually you feel confident, nervous, flattered and/or intrigued when talking to a love interest, and if you're in love I feel you aren't flirty. The relationships you build romantically should depend on attraction not feelings. You can feel sad but still bond with a love interest. But of course, negative emotions might get your love interest /spouse to care or not. Might get them less attracted. But that's not because of the emotions it's because of what they think is attractive and how much they care for you. 2. Depends on how deeply rooted the emotions/moods are. If a close friend just died the Paras might be sad for a long time and learn how to cope with the grief, but if your Para lose a game of Yatzy they might be sad for a couple of minutes until they disregard it and continue having fun with friends/family (but a sore loser might be angry/sad for longer?) 3. Maybe the Paras friends are passive aggressive and make your Para sad/annoyed. Maybe doing certain stuff calms them down. Playing video games might make them feel intruiged/nervous. 4. YES! Toddler tantrums, puberty, pregnancy mood swings, mid-life crisis, menopause etc. I want these to be more realistic than they are in ts4. They should last for a realistic period of time and affect your Para in a way that matches their personality traits. Toddlers tantrums might last for 1-2 hours and are strong in emotion but they might get comforted by their parents, or get yelled at which makes it worse. This could in turn follow them as they grow up how they cope with emotions. 5. Cleaning the house can be boring/annoying/energizing depending on your Paras personality traits. Maybe emotions/moods can become more of an underlying feeling, we can still control Parafolks but if we don't take care of their emotions it gets worse and they explode if you ignore them? And at that point it might not be so easy to control them. There should be activities you can do to calm down depending on their likes/traits. Yoga, meditation, sleeping, video games, crafting, ventilate. 6. This should all depend on your Paras and the townies traits. There are several situations but for an example, your Para is a drama queen, the best friend is understanding but their parent doesn't care. Someone is mean to your Para, he/she complains and cries getting sad/angry/annoyed. The best friend listens, tries to help but eventually become annoyed with the mean Para too, both now dislike them. The parent tells your Para to be quiet and only gets annoyed with your Para being so dramatic going about their life otherwise unchanged.
Amanda Hannu Näckros
2022-02-28 12:32:05 +0000 UTCFirst of all, I have comment for the poll. Yes, I would love the mood/emotions to impact the interactions your Para can make. However, since it limits our control of the Para I'd like a way for us to tell the Para how to deal with it. Perhaps reading a book will help them calm down. But I also think the emotions should be handled automatically by our Para the way they see fit depending on their personality traits. If you have an optimistic Para they might handle negative emotions faster but if they are optimistic simply because they choose to ignore their problems maybe they stack their problems and have a meltdown after a while. I'm all for the realistic gameplay but it would feel richer and more fun for me if we could choose realistic personality traits. And if this made it to the game all traits should have an upside and a downside. Parafolks could learn from mistakes, go courses or read books to change perspective and cope better. Long story short, I'm thinking moods/emotions should impact our Paras interactions but based on the personality traits and/or event/happenings/issues they've lived through. There could always be an on/off button to customize your experience.
Amanda Hannu Näckros
2022-02-28 12:07:21 +0000 UTCI totally think that moodlets should affect the activities or interactions a para is willing to do or have. I've played with a mod for TS4 where if something awful happens (like they get fired, someone dies, they get a divorce, etc) the sim will be sad/depressed for days and days. I suppose if there was some kind of slider for how intensely those kinds of events affect a para, that might be neat. like if their lifespan is pretty short, obviously you don't want them feeling depressed for half their adult life. lol
bewwy
2022-02-25 15:14:10 +0000 UTCList of tones of paras voices that change with their mood would sound like: nervous, annoyed, peeved (having some snappy words thrown in), angry, depressed, sad, blissful, excited, neutral/calm (how they'd normally sound), condescending, dazed, frightened,
S&M Gonzalez
2022-02-23 06:21:17 +0000 UTCI was looking on discord earlier and kept thinking about it over and over, someone saying not needing to have a moodlet for everything they're experiencing when they're layered emotions happening at once. Another person commented about having paras voices/and sound change based on their mood and the duration of their said mood/emotion. I have to agree with this (not having so many moodlets) especially if its multiple moods/emotions happening at once and its not visually represented,but als I love the idea of paras having changing tones of voices based on their mood. I think what would be cool instead of lots of moodlets in a UI is keeping their moods and emotions visible (facial expression & body language) as much as possible using combination of multiple expressions (referring to the current patreon animation post) and autonomous actions to other paras or objects. Including having paras voices change in tone which would let us players know even if they're looking 'neutral' they may still be in a bad mood. But thoughts contributing to the moods and memories on the other hand would act like moodlets instead, letting us know specifically what they're thinking about.
S&M Gonzalez
2022-02-23 06:13:00 +0000 UTCLove the generations recap! Although the only thing I would add in that I’ve never seen it but always found it was missing is inheritance when a family member dies. If they had kids it splits evenly, if they had no kids it could go to nephews/ nieces, if they had neither it would go to siblings and if they don’t have any family left it could go to a charity of their choice.
Nazly Sabet
2022-02-22 15:31:50 +0000 UTCThis is good because it would be entertaining to see how the paras differences effect the outcome of different situations.
Sherri Small
2022-02-22 03:30:41 +0000 UTCSo, worry after losing a job would be turning the heat down, turning off the air con, putting food back in the fridge. The idea is they're worried about the bill getting paid. Worry about the kids would be alot of looking outside to see them. Car repair worry would be looking at the tires alot or opening the hood.
Sherri Small
2022-02-22 03:24:43 +0000 UTCJust make sure there's a cheat incase them not doing something will ruin the story.
Sherri Small
2022-02-22 02:40:46 +0000 UTCYes, worry needs to be one of there emotions.
Sherri Small
2022-02-22 02:37:23 +0000 UTCYes!!
Sherri Small
2022-02-22 02:35:03 +0000 UTCMaybe accidentally or on purpose break a dish or glass cause your angry or in a bad mood.
Sherri Small
2022-02-22 02:33:03 +0000 UTCIf a para get's fired from a job they should feel worried until they find a new job. When I've been fired from a job I was worried.
Sherri Small
2022-02-22 02:26:46 +0000 UTCThis is good for actions that are a matter of life or death. Not feeding a baby cause your sad would kill the baby. However if a para is too sad to vacuum its not really the end of the world. They can vacuum tomorrow. But at least take care of the baby and put the garbage out.
Sherri Small
2022-02-22 02:23:21 +0000 UTCSo I was thinking and I think you could do quirks that are tied to emotions. This would be similar to inclusion of mental disabilities - instead of the diagnosis itself (like in case of emotions bipolar disorder), we would pick quirks to simulate the real life symptoms. You could also give some of them intensity bar to distinguish them. Some of these quirks could be parathymia, apathy, something related to bipolarity, etc
Wondrous_Mickey
2022-02-21 10:36:31 +0000 UTCI think personality should work with emotions. For example an average per might not want to do the dishes when sad, but a neat freak para might do it to relieve stress.
IdrilPuck
2022-02-19 03:27:47 +0000 UTCMoods should impact recommended, but personality/traits should determine if they are locked out or not, maybe?
Ifechi Onubogu
2022-02-19 02:01:15 +0000 UTCImpact the recommended interactions perhaps but not completely lock you out from other ones… or maybe? It just totally depends on how well you manage to design a complex personality system. In situations of grief for example, one might just sit and cry and another might want to get angry and want to kick trash cans, you know? If all the paras do the same things then it feels like they lack individuality and that’s super important!
LightDeficient
2022-02-19 00:26:29 +0000 UTCI love the idea of coping mechanisms. Different paras could have different ones like eating, meditating, exercising, talking to a friend, distracting themselves with entertainment, partying, being alone etc. Some of these are healthier and could have good outcomes which either help with the emotion or just help the para to perform their tasks better, and some could make them feel better for a while but worse later (what my therapist calls "firefighting" techniques). They could even learn coping mechanisms over time by doing those activities or have inbuilt (random or genetic) coping mechanisms that would work better for them that the player discovers have slightly stronger effects for them (e.g. maybe Maggie finds meditation really helpful when she's emotional but exercise only works a little bit to calm her emotions). Maybe if the coping mechanisms are discovered or learned by the paras then they become wants every time they're emotional. So now because Maggie always meditated in the past, when she has been sad for a while she always gets the idea to meditate. Coping mechanisms or "firefighting" techniques could be influenced by personality too. So if Maggie had an "introverted" personality trait, maybe spending alone time is really effective compared to an extroverted para who needs to talk to lots of people to process their emotions. (incidentally I'd love to have the option to set every paras introvert/extrovert level independently from their personality - could just be a toggle for 2 sets of behaviour and a multiplier for behaviour strength). I guess that's that's key word here - "processing" emotions. I don't think it feels right that they just fade over time smoothly without a little work so I'd like the game to incentivise me to find good ways to help my paras or give me a chance to really mess up their lives
Kate mate
2022-02-17 03:44:47 +0000 UTCWhat if we could have the ability to assign moods to certain homes or community lots, to give an overall vibe to a lot if we have a theme for it, so when paras go there they'd all experience that same mood maybe not on the same scale for as long as other paras. Like a spa for example when paras first walk in they'd experience a feeling of relief and all the elements in that place say a fountain and incense makes them feel relaxed even though they aren't or wouldn't be paying attention to these singular objects. Or a night lounge with low lighting could have a mood set for feeling sexy, sophisticated, relaxing to make paras feel this way when they enter this lounge. But if they're in a bad mood then obviously these set moods wont really help them enjoy themselves compared to if they were in a better mood. Another idea of Paras being effected by others is, paras being able to react to situations around them even if they aren’t directly or indirectly effected by them. But if its say a situation of two people arguing in town and my paras is just a regular bystander, my could be curious about what is happening between the two people arguing or even be worried if they see another para is crying and hope they’re okay. Which could give the opportunity for my para to go up to the other para and ask if they’re okay, but the reaction can be negative resulting in “mind your own business” or positive such as the stranger venting, but this would be dependant on each paras personality. With that being said will paras can have the mood of being annoyed if a para is too nosey or prying too much by asking too many questions either it be too soon or just thats their personality, either way it could be off putting to some paras and make them suspicious or even distrustful of the para(s)
S&M Gonzalez
2022-02-16 09:14:09 +0000 UTCI don’t like being unable to perform certain actions based on mood. If someone is sad irl, they can still force themselves to do unpleasant tasks. Given how this is a life sim, I’d want it to be as realistic as possible
TheCivie
2022-02-13 14:41:21 +0000 UTCI think all interactions should still be possible, but maybe doing some while in the wrong, or right, mood will affect a para differently. Like, feeding an infant while stressed will add to stress but feeding an infant while happy will escalate to joy, or something along those lines. Hope this helps somehow! :)
Suni85
2022-02-12 21:19:55 +0000 UTCThis topic of emotions and mood makes me think a bit ahead of it as well...what happens after major emotions (sadness, anger, anxiety, fear...)? Maybe if they are tackled (if needed, like anger), they could get a moddlet as "calm after a crisis", or "not alone", "maybe I matter after all"! Or after crying because of spending too much time sad and/or went through a breakdown/loss, they could feel relieved or warm-hearted if someone helped. If not tackled, they could feel afterwards easily annoyed and stressed.
Lyyo_
2022-02-12 15:51:58 +0000 UTCVery interesting points ! I agree with you about the "evil" thing, I don't like that the Sims 4 has a very "binary" vision of emotions and personalities
Leopoldine
2022-02-12 12:35:55 +0000 UTCI think it would also be nice if it was possible for emotions to affect other paras than the one feeling it. Like if your spouse is going through a period where they are sad often then that could affect you too. Or if your child is having a lot of angry outbursts you might worry about them. I also hope emotions like sadness and anger are not just bad. We feel them for a reason so instead of making them just 'evil' I think it would be more fun if they also served a purpose. It can sometimes feel nice to cry everything out. Or if you have been angry maybe you feel less stressed afterwards because you finally let out your feelings.
To blå
2022-02-11 19:07:13 +0000 UTCIf I compare to the sims I'd want emotions to not be like they are in that game. Like for example, anger just comes and goes and makes no sense. Like it'd be cool to have sims affected by life events like oh I lost my job so there'd be a period of loss. And grief is too short in the sims and makes no sense, it ends after a few hours and isn't realistic. Or like for example, if I'm having a bit of a good day I'll do something more enthusiastically? Or if I'm angry I may make choices that are destructive or thoughtless? I guess that's a lot to ask.
Ann-Marie Bowdler
2022-02-11 17:53:32 +0000 UTCCould be cool if there was a trait (or whatever you're going to have) that makes paras do certain actions despite their current emotions. Like "strong-willed" or "level-headed" that makes them clean dishes etc no matter how sad they are
jaaama
2022-02-11 16:15:51 +0000 UTCWould still want to be able to use the same interactions whatever the mood is - but in return, it could lead to failed outcomes, longer time to complete, or less productive attempts. Since you can be sad, but still try to make yourself feel better
Adrian K
2022-02-10 22:54:26 +0000 UTCI agree with Wondrous_Mickey. Moreover, the emotion should not limit what para could do during the mood. Doing things against mood will cause increasing/ decreasing mood time or add additional emotion(s). This is a very detailed emotion system. It is wonderful if this could be applied to the game.
Anatasia
2022-02-10 22:48:19 +0000 UTCI think mood should impact what social interactions are available for the paras but not other actions. For other actions, it would be cool to see the animation vary depending on emotion. But different people have different coping mechanisms, and so should our paras. Chores are desirable for me when I'm angry or tired, but probably not for others.
Bethy Grace
2022-02-10 02:38:28 +0000 UTCAgreed. I think probably all actions should still be available, just altered. Like if in a bad mood “angrily do the dishes” instead of normally.
PixelPerfect
2022-02-10 01:46:56 +0000 UTCI think the current mood should affect the interactions, but not completely decide of which interactions are possible. For example, when you're tired, there are some things that you don't WANT to do, but that you will still do. Either because you have to, or because somebody else wants you to, so you force yourself. I think your mood should greatly affect the outcomes of the interactions, without disabling interaction choices. Let's say if you're down on your mood, you could still make a joke. It would just probably be ... not a success. Which could impact the mood of others around ? A tired parent should still be able to try and play with their kids, even if they are exhausted or not in the mood - and based on a high percentage chance, the playtime will not really be enjoyable, and the kid will realize the parent is tired. And depending on the type of personality, it would affect the kid's mood : Empathetic : kid will be sad to see a loved one not okay. Narcissistic : kid will be angry that someone is not giving 100% of themselves to entertain him/her. etc... An artist who is depressed, or does not have any kind of inspiration, but still has a deadline on making a new artwork, will still have to try and do it... It might just end up being a flop. A couple fighting, could still try to make jokes. It just might not be a total success, but again, depending on the personalities : Para 1 - sense of humour : will try and make a joke, to dissipate the tension. Para 2 - sense of humour : will laugh. (the action is a success) Para 2 - calm temper : will appreciate the try. (the action is not successful, but the tension is reduced) Para 2 - serious : will get angry, as they don't think it is the place nor the moment (action is a flop, and mood decreased).
Kyll
2022-02-09 21:40:36 +0000 UTCVery good idea. I love that.
Ace of Hearts
2022-02-09 18:11:49 +0000 UTCThat's such a good compromise Kristen... I love it. Like the reality is even when I'm really sad I sometimes still need to do the dishes, or tell a joke to ease tension. If anything this would be the more "realistic" approach
Alexia Nizhny
2022-02-09 07:14:54 +0000 UTCI like the idea of *autonomous* interactions being limited by mood, but player-directed actions being unrestricted. Maybe the efficacy of the action could vary based on mood (like making a sad Para tell a joke is possible, but it will likely fall flat).
Kristen Eldridge
2022-02-09 00:07:42 +0000 UTCBumping off of what you said, I think emotions should effect every para differently depending on their traits-- for example, a para who is family oriented would be affected by a family member's death for longer, and much more deeply than other paras.
Grouch
2022-02-08 20:11:43 +0000 UTCChildren should have stronger emotions, but at the same time shorter and easily changeable. And they should be more happy by default, easily impressed (like, when my son is unhappy, we just watch a cuckoo clock and it always makes him smile ;) What could influence the mood - writing, reading, playing video games, exercising, woohoo, for extroverts socialization, (well, for introverts too, but maybe it would drained their energy a little faster?), work, school, friends, family, pets...
Marta Čisáriková
2022-02-08 16:29:29 +0000 UTCI think the type and length of emotion should depend on the para's personality, on their relationship to the task/para which made them feel that emotion (like classic - if a random mailman I've never met dies in front of me, maybe I'll be sad or uncomfortable a little bit, but it will be much less than if my mum or my husband dies).
Marta Čisáriková
2022-02-08 16:23:34 +0000 UTCI agree! I think a neutral "everything is fine" and bored feelings could be good additions. I myself feel those emotions the most, lol.
Anna-Maria Kuru
2022-02-08 09:10:29 +0000 UTCfeel touched: the parafolk could fall like this when he sees something beautiful in life like his children playing, seeing his children being proposed, remembering when he got married etc. feel afraid: fear of jumping from a high place fear of losing someone you love fear of falling in love again fear of making changes etc, feeling lonely: feeling alone for losing someone or feeling that no one understands you in adolescence, etc., feeling disgusted with garbage, smelling bad, etc. feeling nostalgic: remembering things they liked to do, seeing childhood photos, etc.
Cinderelabaiana
2022-02-07 22:29:58 +0000 UTCWhat emotions would you like to see in-game? I would like to see a complex system of emotions. There could be main 5 emotions (inspired by Inside Out) - joy, anger, sadness, disgust and fear. And then there would be sub-emotions (or possibly moods) that would be either between two emotions (like between fear and disgust) or different level of one emotion (like in case of anger, it could be rage).I personally like this emotion wheel. https://www.avanmuijen.com/watercolor-emotion-wheel I also think that "emotions" like passionate, inspired, brave, proud, creative etc. could be done as moods your parafolk would have together with emotions (I can have emotion on disgust level, but still feel inspired). How long should moods and emotions last? This should depend on the cause of the emotion and other factors. Emotions related to really important events like wedding, birthday, funeral.. could last a few days while fear related to something in the moment would last as long as the parafolk is in the situation. Traits and other factors could also affect the time; maybe parafolk who are scared of something or has related trait could feel fear even after the situation ended. Or parafolk with brave mood wouldn't feel fear at all. What is important is to tweak emotions; The Sims 4 has problem with their emotions system, because the emotions are unbalanced and all sims experience it most of the times same. What types of action or interactions could affect your mood? How? Social interactions, success (and loss), win, hobbies, disliked things, surroundings... Should moods and emotions be influenced by the current life stage of the Parafolk? If yes, how? Definitely. Kids and could have more intense emotions than adults, especially in puberty. Or elders could value emotions like joy more than adults. Or age could be a factor for emotions; teens would be bored by the work, but adults might enjoy it. Kids could find a joy in a rain and mud, while teens wouldn't bother and elders could be a quite sad by rain.
Wondrous_Mickey
2022-02-07 15:20:38 +0000 UTCVery well said, I agree.
TnT_Terry
2022-02-07 14:48:10 +0000 UTCAgree with you !
Han
2022-02-07 05:18:20 +0000 UTCI think that depending on the type of para there could be different ways to calm them down. A creative person could write or paint to express their emotions while an athletic para could go for a run or a hike to clear their heads. This means age makes a difference too because a nine year old should just be taking off on a mountain hike alone lol
Ashley Ailshire
2022-02-07 00:58:56 +0000 UTCMood should impact possible reactions, as well as having items or actions that would counter the moods. A sad para may have hours or days of not wanting to do favorite activities and may spend hours in bed or "stress eating" but perhaps a friend or family member talks with them or takes them somewhere or gives a gift to put them in a better mood. A para in a "party" mood may drink too much or eat too much and the next day suffer the consequences of those actions.
JimmyTheGeekXL
2022-02-06 21:47:53 +0000 UTCIn terms of how long moods and emotions should last, I think it'd be interesting if it were able to be dynamic based on the Para's personality. For instance, I know that I tend to stay angry longer than my parter because of my nature, while he will be mad in the moment but will quickly let go and become content almost immediately after a situation. I think it would be cool to see the dynamism of Paras who can easily brush off things that upset them, while others will maybe dwell and hold onto their emotions for longer.
tahirah
2022-02-06 21:27:58 +0000 UTCHow long should moods and emotions last? i would love to see some Bia and small emotions like, some emotions should last very little and some should influence on many days maybe weeks/months like having a baby, getting married and someone you love passing... 🏫 How do you want your mood or emotions to affect your daily activities (work, school, etc.)? i think everyone can agree that emotions have a Bia part on your das, so maybe if a parafolk is gym rap and they worked so hard, the next das is gonu be a lil hard for him because he is gonu be sore. *sorry for any wrong word haha english is not my first language
jacqueline koraicho
2022-02-06 21:26:14 +0000 UTCHopefully we can code/or mod in more of these types of moods though per personality or maybe if they can’t do it all we would get updates too for new moods,emotions,and interactions
S&M Gonzalez
2022-02-06 21:10:52 +0000 UTCYes! I agree! I strongly dislike the sims 4's way of doing emotion. The Sims 2 and 3 did much better
Halley Gearhart
2022-02-06 18:53:44 +0000 UTC(I'm only using The Sims as a reference. I'm not trying to compare the two game) Does anyone else find this game play to be frustrating? I find this type of emotion system to be very frustrating and glitchy. My sim is sad, so it takes even longer for them to build skills, cook food, have social interactions. (Which all negatively effects my gameplay) Then all I have to do to make them stop is make the sim cry in bed 2 times. Then "magically" The Sims is no longer sad bc their mother just died anymore. I still want my para to be upset that their mother died, but I don't want the emotion to magically go away, or effects my game play in the most annoying and frustrating ways. I think there are better ways of achieving this without this specific emotion system thats used in the sims 4. You could look at previous games like sims 3 and 2
Halley Gearhart
2022-02-06 18:41:52 +0000 UTCConsider: The para is able to attempt to do something like the dishes or a joke, but the action is much more likely to fail, and may result in their mood worsening (or getting better, in the off chance that they are successful).
Aixel
2022-02-06 17:05:36 +0000 UTCOh! I love this idea thank you for sharing
Halley Gearhart
2022-02-06 15:56:34 +0000 UTCOh no, I genuinely hate the way the sims team decided to go with the emotions systems. The emotions change way too quickly. My husband could cheat on me but I would still be happy bc of the room is nicely decorated. It's very annoying. I hope the Para Dev team doesn't go in this direction. i think it would be nicer if they went with the way the sims 2 or 3 worked. Where you had a list of good and bad memories that happened to you. And your upset for 3 days at your spouse that cheated on you and you constantly try to fight them lol. (I know we're not supposed to say the sims. But im using them as examples so that should be okay) :)
Halley Gearhart
2022-02-06 15:47:42 +0000 UTCI like what others have said that each emotion would be different depending on the para but I think that it would be impossible to code each personality with each emotion. I do think that certain interactions could be performed “worse or better” depending on their mood. Like if a para is really sad and they try to tell a joke, maybe the joke fails and then they feel even sadder. Or if a para is angry and they try to play the piano the songs will be angry songs versus romantic and gentle. I do think it would be cool if other paras noticed the interactions and could tell someone’s mood based on these things. Like if a teen is sad and playing sad songs in their room, the parents would notice they’re sad from hearing the music versus one-on-one interaction. I also feel, as some others have said, that the mood shouldn’t last for a set amount of time and then disappear… maybe the mood/reaction can be remembered once it’s over. Like in the sims they get embarrassed over something, get the moodlet for 4 hours, and then it goes away and they’re fine. I would love if they for example: get embarrassed in front of another para, have the moodlet for a while, but then the next day if they see that para, they’d try to avoid them or would feel the embarrassment again on a smaller scale when they see that person.
Melina Roxanne
2022-02-06 12:58:54 +0000 UTCEmotions & Mood What emotions would you like to see in-game? -Possitive: happy, satisfied, enjoy, amused, excited, proud, surprised, amazed, confident, invigorated, thankful, playful, relaxed/ peaceful, smug, celebratory. -Negative: upset, sad, irritated, angry, embarrassed, ashamed, disapointed, shocked, scared, hateful, disgusted, lonely, insecure, worried, suspicious, paranoid. -Attention: attracted, respectful, craving, inspired, protective, caring, loving, interested, flirty, amorous, aroused, infatuated, envious, nostalgic (some of these descriptions are for "Platonic Moods"). -Uncategorized: dreamer, unfoccused, irratic, goofy/ disoriented, confused, exhausted, intoxicated, competitive, rowdy senile, shy.
Vicarious Human
2022-02-06 02:48:00 +0000 UTCI think having 4 levels of emotions and moods in the paras would be interesting First would be ‘In the moment’ : in the moment, impressions, seeing things around them and reacting, short lived (can turn into long term depending on personality), Second Daily moods: going to work, upcoming events chores etc. Third Long-term: future events, milstones, birthdays, etc. Fourth ‘Life as we know it’: would be things like goals they’ve had for many life stages and it’s not changed, how they feel after death of loved one, being married, having kids, things that have effected them drastically. These are where reoccuring moments and memories would resurface it can be triggered randomly or depend on what’s currently happening or events they’re celebrating. This is how they feel about life as a whole and how they feel about their life as a whole and where it’s at. I’d like to see paras effected by others moods and it be as realistic as possible having lots of dynamic to their entire characters that’d make them well rounded. A good example like say a para planned a party and their sibling/spouse/partner is in a really bad mood that could effect them in not having a good time because of that. Also how paras respond to each other and interact should be effected by their mood and can be perceived as good or bad by the recipient. Like say a para has suspected their spouse is cheating and their bestfriend is sharing good news about their new job over coffee, your para could be day dreaming thinking about it and their friend can get the vibe something is either wrong or get mad they’re not paying attention to them. Paras taking on the attitudes of other paras would be really interesting to see. Daily activities if paras arent in a good mood they can have poor results, cause more mistakes, get injured, cause annoyance to others around them, make poor decisions.
S&M Gonzalez
2022-02-06 02:47:42 +0000 UTCI would definitely want the options available regardless, but have a para carry them out differently depending on mood. Tell your very sad para to wash the dishes, and they'll maybe refuse, or maybe feel better (if 'cleaning' is a thing they like in general). Tell a shy para to kiss a stranger and they may be too shy to do it, or force themselves and be in a worse mood for it. We don't always act based on how we feel, sometimes we're obligated or self-discipline plays a role. I'd like to see this reflected.
PinkLyon
2022-02-06 00:40:00 +0000 UTCI think the limitation may make gameplay too limited in a way. Unless there's a way to have the paras do something as a result of the mood (a coping mechanism like reading as a distraction or something) or allow the player to have that feature be shut off so it doesn't drive those of us that don't want that limitation insane
Samara Stanleigh
2022-02-05 23:39:26 +0000 UTCEmotions switch faster when Paras are younger and last for longer periods of time as they get older, especially teenagers are more likely to get short bursts of anger or sadness due to their hormones
Lucas
2022-02-05 22:08:43 +0000 UTCITA, this approach would make the paras (and gameplay) so unique and interesting! No other game has done this that I know of.
Slippers
2022-02-05 20:54:13 +0000 UTCI like the idea of Paras’ moods affecting their interactions, but I feel like limiting the available interactions during certain moods might not work for everyone and every Para. For example, a very sad Para might still do the dishes or other chores as a distraction or to make themself feel better, and they might tell a joke to cover up their sadness. I like what someone else said about maybe instead of limiting the list of interactions, the interactions are all still available but they play out differently depending on the Para’s mood.
Holly
2022-02-05 18:38:17 +0000 UTCWhen talking about families I feel like we also forget families that may be divorced or broken from another members actions. I’d definitely want child support & favorite parents 🤞🏾
Chloe-oe-o
2022-02-05 16:50:57 +0000 UTCI would love to see moods be dependent on personality rather than having a standard pre-coded formula that follows something like [negative interaction --> bad mood for (x amount of time) --> mood returns to neutral]. Basically, each Parafolk should experience emotions in their own way, for different amounts of time. It would probably be very time-consuming to have custom emotions for each Parafolk, but if it can be pulled off well, each character would feel so unique and real. For example, two Parafolks are expressing anger at each other over something non-detrimental, like a broken window. Parafolk A is reserved and polite while Parafolk B is outgoing and boorish. Parafolk A would argue in a confined way, such as little gesticulation, less movement, etc. while Parafolk B would be much louder, gesticulate wildly, and pace around. But because Parafolk A is also unhinged or insane, he/she would hold a grudge much longer than Parafolk B, who is level-headed. Emotions should also depend on the intensity of the activity or behavior that causes the emotion. A break-up or nasty divorce, for example, should cause most Parafolks to be upset for several in-game days to weeks--the mood lightening up as time goes on--whereas an insult from a stranger should cause a bad mood for maybe one to a few in-game hours, again, depending on personality.
Bespectacled_Beans
2022-02-05 16:15:05 +0000 UTCHi Parateam, fantastic work and these are my ideas. I think some moods (like lustful, flirty, bashful/shy, embarrassed, shocked, speechless, defensive, fed-up, grumpy, angry, sighing, sad, snivelling, sobbing/crying in sadness, crying in happiness/laughter, happy, excited, laughing till your tummy hurts should be short-lived with either an immediate reaction or for a few Para hours). Whereas, moods/reactions/emotions like being in love/ deeply in love, hate, anger, depression and extremely happy should be experienced longer. Moods like anger, love, happiness/extreme happiness, depression, grumpiness and bashfulness/shy/embarrassed could perhaps regulate the relationship status and compatibility of the Para/ or the activity they are interacting with. E.g.: if someone did something really bad to upset the Para, their relationship status would determine how long and strongly they react. Also dependent on what action/behaviour triggered Para's reaction. So the reaction with strangers will be different to someone known by the Para. This could also have pros and cons, for instance, if the Para was cheated on by their friend, then they might strongly dislike that Para and may take many Para days to forgive them. If the para is a stranger then the reaction might be less intense because they don't know them. But they might be heartbroken and sobbing for a few Para days or a Para week. Additionally, maybe they will react awkwardly/ embarrassed/ bashful/ shy with the Paras the next time they come in contact. Likewise, if they flirt with or ask them to be their partner. or go on a date and the other Para refuses then maybe the next few times they see that Para, they will be embarrassed or bashful. The Paras mood also might affect their close friends when they are with them, or it might affect those they work with, school with, or Para's in their family.
Christina Ozeki
2022-02-05 14:51:01 +0000 UTCI mean, I end up in a bad mood when I get caught in a downpour....although I think that's more due to the fact that my clothes are wet. I think if a para likes a certain type of weather, it could have a slight effect on mood. At least where I live, snow is more of a novelty (it's not like we get big snowfall every year)...the first day or so it's quite nice but after that it kinda starts to grate.
Dizzardy
2022-02-05 14:30:30 +0000 UTCSorry I'm making a billion comments but I want to talk about the emotions I'd like to see! Some that come to mind: Joy, Sad, Angry, Flirty, Scared, Confident, Bored, Fine/OK, Curious/Intrigued, Focused/In the Zone, Uncomfortable, Anxious/Nervous, Playful. I know I listed out a bunch of Sims 4 emotions but most of them aren't bad ideas. It could be interesting if you wanted to go deeper, to have to possibility for mixed emotions. Like two emotions that combine together if they're both strong enough. It could be interesting to have more common emotions and then more rare emotions that can pop up that are combinations of the common emotions. Edit: One final note! I think it would be funny if a para had a trait that made them more aware of their mental state or maybe if they were a more literary kind of para they could get more obscure emotions like schadenfreude.
Dizzardy
2022-02-05 13:51:15 +0000 UTCThinking about my last sentence. A potential option could be to have some kind of "willpower" system. So a para doesn't have to be in the best (or "right") mindset while they still have willpower left but as soon as their willpower is gone that's when their mood comes in and effects their ability to do things. Maybe you could bring in a "discipline" system as well, which is something a para could get better at like a skill and perhaps it would help them work on things even when they're in a bad mood.
Dizzardy
2022-02-05 13:41:24 +0000 UTCI guess what I'm saying is maybe traits could affect the threshold paras have for keeping the ability to use different interactions. Like for example, an athletic para could retain the ability to workout despite being in a bad mood whereas a lazier para it might not take much for them to lose the interaction. I think someone else mentioned it but I think it's important as well to consider sometimes you don't feel like doing something but you do it anyway because you have to or its very important to you.
Dizzardy
2022-02-05 13:37:14 +0000 UTCThe mood of the para should affect the interactions available, but I think it would be nice if there was a toggle to turn it off....it would save someone having to make a mod for it. Maybe traits could play a roll in this somewhat? Like if a para has a certain trait (like say "determined") maybe they'll be more likely to retain an interaction to do something and they need to be in a worse (stronger) mood for them to lose the interaction.
Dizzardy
2022-02-05 13:33:52 +0000 UTCI suspect we probably don't need to worry. I get the impression that this team for Paralives have a much, much better vision for this game than The Sims franchise could possibly contemplate. :-)) And they listen very well... :-))
Fran Smith
2022-02-05 13:11:04 +0000 UTCHaha! You mean Rimworld-ish in some way? This would be fun if done well!
Fran Smith
2022-02-05 12:59:38 +0000 UTCYes, I like this idea. I replied separately with my ideas, but I also wondered whether a kind of long term measurement/bar and a short term measurement/bar might not work well. Long term would change very, very slowly over time, influenced by the short term bar. Perhaps the long term bar might include death of a loved one and other very significant long term effects like strong life-time goals that aren't met perhaps. The short term bar would be in the moment, watching a movie, doing an activity, sudden angers of the "someone broke my favourite cup" variety or "Who didn't flush the toilet!!" etc. We could think of them as the difference between long term contentedness, perhaps over a year or so, and short term happiness - today, now... Is this similar to what you were also thinking?
Fran Smith
2022-02-05 12:54:51 +0000 UTCI like your ideas! Paras should process their emotions depending on their personalities. Different people react differently to feeling sad or happy. And you're right, the main driving force should be Para's personality, not emotions. People aren't impulsive like that.
Edyta Kowalewska
2022-02-05 12:48:14 +0000 UTCThis was a hard one to answer. I wanted to say both cause for certain paras that could be true. You might not be in the mood to do an activity but you force yourself to do it anyway
Alexi
2022-02-05 12:45:20 +0000 UTCI like this idea! If a Para is very sad, their energy should come down faster. If they're angry, they could have more energy and would be more likely to workout on their own.
Edyta Kowalewska
2022-02-05 12:43:00 +0000 UTCThis sounds really good! AND I think how long the mood lasts should depend on what kind of para it is. For example, me with adhd. I can have a very big swift in emotions BUT they don't last that long. And others might have harder to change mood but in return, theirs last longer
Kiiiwiii
2022-02-05 12:28:43 +0000 UTCWhether mood impacts certain interactions or not can depend on para’s personality. Or mb they can start certain interactions but not able to complete them because of a burst of emotions (tears or laughter).
Olga Lokoshchenko
2022-02-05 10:48:53 +0000 UTCI feel like emotions could relate to the spoon theory, as some are more draining than others and can even carry on to the next day.
Auntyleti
2022-02-05 09:35:38 +0000 UTCI feel like the mood should not influence which interactions are available, but if possible it would be cool, for example, that if para is sad and tells a joke, his joke won't be very successful. Or on the other side, it goes well and his mood improves. Even for washing the dishes, it is possible and it might improve the paras mood because it feels productive. However, I feel like that might complicate the program a bit too much. Great work like always guys!!!
Theoprd
2022-02-05 09:04:58 +0000 UTCI just wanted to say this is a wonderfully detailed response that I hope gets serious consideration. The personality/age of the paras affecting how they deal with their emotions is something I'd love to see in the game since it introduces a real layer of individuality to each para.
Jacklin
2022-02-05 07:35:44 +0000 UTCI'm happier when it rains/snows, so I think weather can definitely affect the mood. :)
Elizabeth Gonzales
2022-02-05 06:47:22 +0000 UTCTo piggyback off from this, it would be nice if maybe they can see something that might remind them of that loved one, and they're sad for a time in that reminder.
Elizabeth Gonzales
2022-02-05 06:46:53 +0000 UTCI like the idea of mood impacting social interactions (such as a happy/angry/sad para being able to express their mood to others) however, I feel being barred from completing certain actions (like basic housekeeping) would bother me over time as I try to keep a handle on managing their lives.
Aleah Merriwether
2022-02-05 06:39:08 +0000 UTCThis could be a setting as they're different styles of gameplay. And the mood? Would effect the success/manner of the interactions. I would rather have the option to make a joke and have it fail and fall flat because the para is sad or bored or distracted rather than only have the option to tell a successful joke.
Kyrie
2022-02-05 06:28:38 +0000 UTCHmm, you do make a great point Fran. ☝
JRofHel
2022-02-05 05:32:49 +0000 UTCI want to see sadness, for sad events, happiness for happy events emotions of love between paras and children/family, kids get excited around holidays or when they are playing with toys, scared about the monster hiding under their bed or when they are going to get checkups. Romance between teenagers in love or even adult paras.
kesionna
2022-02-05 04:07:31 +0000 UTCThere are also age-related moods and emotions. For example: Teenager and the development of personality and identity building. The crisis of the quarantine, mid-life crisis. Old age : emotions and moods related with the end of life. Moods related to hormones. For women : the onset of menstruation, the pregnancies, menopause, etc.
Han
2022-02-05 04:05:47 +0000 UTCOk all I really have to say is that I don't like Sims 4's emotion system but please look at Roburky's Meaningful Stories mod. It doesn't fix all the problems but I absolutely would never play without it (not that I play Sims 4 at all anymore 😖). Sims 3 has a much better mood system imo, even though it doesn't have "emotions". I didn't play Sims 2 long enough to remember properly but from what I've seen online it's probably the best of the series for both realism and fun.
Sabine B
2022-02-05 04:02:21 +0000 UTCApparently the weather can influence moods. But is it true? Maybe for some people, for other people the weather doesn't influence moods.
Han
2022-02-05 04:00:40 +0000 UTCWell for starters I really want to see more and long lasting grief over the lost of a love one, and that the para recognizes that it's their mother father cousin sibling aunt uncle grandparent or great aunt or whoever in their family that died and not just 2 days grieving over the lost of a friend who was actually a relative. Maybe they can grieve a little longer and still have memories. Also when new and exciting events happened like weddings, first time love making you know all of that should be effected longer. Kids first checkups should effect their moods for longer times, and every time they remember their moods should be affected, first day of school first crush, prom graduations. And even if the paras get divorced and remarried, the para should still have a memory and emotion of the first time.
kesionna
2022-02-05 04:00:25 +0000 UTCFunerals, weddings, births are life events where emotions can be intense. I would like these types of events not to be experienced in a futile way by our paras.
Han
2022-02-05 03:50:29 +0000 UTCThis was a really hard vote, because I think I'd rather a middle ground where you have different interactions having different chances of success based on a Para's current mood. Sure a Para feeling sad or ill might be less inclined to clean the dishes, but still having a small chances of powering through them. Having personality affect the success rate could also be cool. A messy Para almost never cleaning in a bad mood, but a neat Para power cleaning when angry or stressed. So chance based interaction, with success rates being based on moods and further variables based on personality
Bailey Harris
2022-02-05 03:00:57 +0000 UTCShow, don’t tell. Yes
Michael
2022-02-05 02:51:15 +0000 UTCI agree Fran
Michael
2022-02-05 02:45:19 +0000 UTCI agree, not because I'm super sad I won't be able to do stuff, instead I might do them wrong or fail at something because I'm not focused. But I wouldn't like a system like Sims 4, those emotions are just wrong.
pekeniax
2022-02-05 02:42:14 +0000 UTCTo be honest, for emotions sims2 has done a great job
Iris Duan
2022-02-05 02:33:49 +0000 UTCMaybe they could enforce an option in the setup.. a switch that turns it on or off switch from allow or disable additional emotional enforcement
ResembleMedia_UK
2022-02-05 02:29:30 +0000 UTCIf its going to be somewhat realistic then of course how a para feels effects what they do, being down or depressed effects millions of people across the world . Understanding how it effects people in their day to day life should be para..mount
ResembleMedia_UK
2022-02-05 02:26:02 +0000 UTCI don't know it's it's reasonable, but I think a mood system with at least two "layers" would be nice. Daily ups and downs paired with a longer-term underlying mood. For instance, if a Para has been really going hard at their job or whatever and overworking themselves, they might have a persistent underlying mood of "tired". They might not be in the mood to do some things because of it, or might find their energy need going down faster. Even with that in the background, though, they might still be happy if they watch a good movie, but not as happy as when they watch it in a good overall mood. Emotional highs would be a little lower, and for instance, irritation or anger might be triggered more easily. That's just one example, but you get the idea.
Canary
2022-02-05 02:07:20 +0000 UTCThe Sims 4 is a train-wreck because emotions have no impact. The Sims 2 and 3 were better because emotions DID have impact.
Fran Smith
2022-02-05 01:46:16 +0000 UTCI think some good base emotions/states would be Fine, Happy, Sad, Angry/Irritated, Uncomfortable/Disgusted, Anxious/Afraid, Flirty (to keep the terminology G, but if you call it DTF I will lose my shit every time PLEASE), Confident, and Tired. Uncomfortable at an extreme would be Ill and showing physical signs like vomiting. Anxious at an extreme would be Paranoid or Overwhelmed and constantly looking over their shoulder (for example the para is lacking sleep and intrusive thoughts of danger are tormenting them) or even having an anxiety attack
RysingSun
2022-02-05 01:41:39 +0000 UTCA couple people here have mentioned it, but I think the most important thing has largely be overlooked! Emotions should be closed tied to personality!! Everyone reacts to adversity very differently, depending upon personality factors. I want to see Paras all reacting DIFFERENTLY to what happens! Not just a blanket one-size-fits-all approach. Not a "my boyfriend dumped me, so I can't do x, will behave like x" because that's how EVERY Para reacts. Please no! Please factor personality into it! Everyone reacting differently will add massively to gameplay and replay value. For example, in real life, my mother's reaction to adversity is housework and gardening and DOING stuff. She does these things, and very grumpily too - heaven help anyone who gets in her way. MY reaction is to do...very little - housework be buggered - my house is a mess when I'm emotional. Extroverts need friends when adversity hits - they go out with friends, get drunk, behave stupidly. Introverts need solo time by themselves - they do quite things - read, draw, watch movies in their room, sit and do nothing, and gradually recover. For example: I have a friend whose reaction was to never want to be alone when her husband died - we, her friends, had to form a kind of schedule to make sure she wasn't alone for a few months. It was a severe reaction, but personality based. An introvert might want the opposite of that, and get agitated by people dropping by. Many people escape into hobbies. Paras could do the same. Hobbies might be one of the few things that relieve those emotions positively. So an extrovert who loves sport would naturally play sport with other people for a faster recovery. An introvert who loves reading would naturally recover faster in their room reading. But an introvert who enjoys sport might spend a lot of time on the treadmill on their own. Paras might not be able to do some things at all depending upon their personality (eg. housework for Paras that dislike cleaning/computer activities for technophobes/sport and exercise for lazy and couch potatoes. And other personality traits should play a major part. Grumpy Paras could be grumpy at the slightest thing, but friendly Paras might appreciate friendly gestures like asking how they are feeling etc. Empathetic Paras might react by doing more stuff for other people, while selfish Paras will care less about whether they play loud music and bother others. Likes and dislikes should play a part: Animal lovers might be helped by patting and playing with pets, while animal haters might dislike even having them in the room. Similarly indoor/outdoor lovers, music lovers etc. Last but definitely not least, I'd also like to see age filtered into it - perhaps as a FIRST consideration before personality, actually. Toddlers have one basic reaction to adversity - they throw tantrums - I loved The Sims 2 toddlers for this (and many other) reason. Children cry and get angry - they refuse to do stuff. Teenagers have much more extreme and faster reactions, and ridiculous over-reactions to things, although they often recover faster too - they're likely to disobey and do stupid things they would never normally do, or refuse to do anything point blank - even things they usually love. Adults might do most things, but slower, much less efficiently, their actions might even have negative effects for strong emotions. Seniors might have the least reactions of all - emotions might have less impact than on adults - Seniors are more accepting of life's adversity - perhaps they might spend more time reminiscing, or walk slower, or just do things slower. There seems to be a fair number of people who don't seem to want emotions at all, or want minimal doll-house impact, similar to The Sims 4. Fine. Please just give them toggle options, but please don't take away from the fact that most of us DO want these emotions to impact gameplay, most of us DO want emotions to provide variation and even limit gameplay suitably and challenge us in some ways.
Fran Smith
2022-02-05 01:40:48 +0000 UTCI really really hope that there won't be any locking of basic interactions because of mood. In my opinion, it'd be limiting for the player and lowkey unrealistic, because different people process their emotions differently. E.g. sometimes cleaning can be therapeutic, so why would a sad Para not be able to wash the dishes if they felt better afterwards because the environment is clean. Or a free spirited Para should still be able to joke around even if sad, because they process sadness in smile through the pain method. Only interactions that should be blocked would be very emotion specific like "Ask for advice" or "Cry in bed", because a happy person wouldn't even think about doing those, but no basic interactions like joking or cleaning should be blocked. I also hope that emotions would derive from personality, rather than be the driving force. I think putting them on the first plan in The Sims 4 contributed to why Sims feel bipolar. Because we as human being don't usually act on (emotional) impulses, but rather from our personalities. So then free-spirited Paras should feel happy and amused more and less stressed, whereas strict Paras could become stressed or angry when dealing with parties and relaxed fun for example. I think that would make emotions more meaningful and would help make Paras feel different as well.
Domon0310
2022-02-05 01:04:02 +0000 UTCYes! To, surprisingly, the only post so far that mentions that emotions should be totally tied to personality. I reckon that's a must! This is part of the essence of personality - how people deal with adversity. And it would make playing each Para unique, which would add much more to replay value.
Fran Smith
2022-02-05 00:38:16 +0000 UTCVeronica - I completely agree.
Jennifer
2022-02-05 00:32:37 +0000 UTCI think it would be nice that if someone close to a para were to pass, or maybe even move away, seeing a hobby or specific interaction that the passed para would do frequently can affect those close to them. This doesn't always need to be a sad/negative reaction, it could even just be an indication that your para is thinking of them.
Narwatee
2022-02-05 00:27:25 +0000 UTCIt seems like there are two distinct kinds of players, doesn't it. Those who want to play like a dolls house, where they can do whatever they want without emotions impacting at all, similar to The Sims 4. And those who want it as part of the gameplay. I'm thinking we definitely need one or multiple toggles for this - the ability to turn emotions off for doll-house players (or storytellers). I've played ever since The Sims (1), and I very much dislike The Sims 4 dolls-house. I want gameplay! I want personalities! Emotional reactions are totally tied in with personalities - Paras should have some reactions to their emotions - not be able to do things or do things so badly that it's not worth doing them (or they have negative consequences), and those reactions, in my opinion should be individual, tied with personality.
Fran Smith
2022-02-05 00:24:50 +0000 UTCI agree with Michael. This is actually what is wrong with The Sims 4 - emotions have almost non-existent impact on gameplay. I think you should be able to turn them off at the settings, for those who wish to play a dolls house like The Sims 4, where you can do anything. But this is meant to be a game, so there should be some challenge to it at least. That's what a game is. That said, I want emotions to tie into personality. Emotions are VERY individual. That should be a major part of how personality is displayed - how each Para reacts to adversity should be different.
Fran Smith
2022-02-05 00:16:22 +0000 UTCI genuinely think emotions will be a big mistake, Emotions ruined sims 4. I HATE Fighting my sims when they are flirty, sad etc. Also i think it achieves the opposite effect, where its not realistic. Even though im sad/ in mourning I will still want to do all the things i did before im just carrying a a sadness. And that can be inviisible and a game WILL NEVER capture that nuance. Im really confused why so many people want emotions. Just look at the trainwreck that is sims 4.
DivaQueenCat
2022-02-05 00:15:19 +0000 UTCI love this idea! To add on, how about learning how to manage emotions? Like as your para goes through more major events, they can either learn to deal with emotions in healthy ways or learn bad things. Like a grump doesn't always have to start a fight...maybe they took karate and learned to manage their anger. But say cheerful Suzy doesn't deal with confrontation well and she lashes out immediately.
BreakingGaia
2022-02-05 00:05:37 +0000 UTCI agree with this. I despise TS4 for it's lack of gameplay. There is no challenge or simulation at all. I want things to be meaningful. If people want a dollhouse, they should just make an option and call it dollhouse mode where nothing happens and you can just control things the way you want. Then there's an actual game for those that want that and no game for those that want that.
BreakingGaia
2022-02-05 00:00:13 +0000 UTCHowever, that's what we already have in The Sims 4 - the main reason emotions have almost zero impact... The only way that this could work is if strong emotions could render doing those things useless, eg cleaning might make more mess, fixing an item make it worse, learning doesn't happen with really strong emotions, or happens at a tiny rate etc. Emotions with no effect is just a boring dolls house. On the other hand, perhaps emotions can be an on/off setting - if you don't want to play with them, turn them off.
Fran Smith
2022-02-04 23:54:53 +0000 UTCHmmm... see that's some of what's wrong with The Sims 4, and what makes their emotions totally flat. I think that if your Para is in a sufficiently bad mood, you SHOULD have to fight to get things done, just like real life.
Fran Smith
2022-02-04 23:45:35 +0000 UTCI think that emotions should not lock actions entirely but should instead change how effective they are. For example a sad para can tell jokes but they'll probably fall flat or an angry para could be worse at actions using the logic skill (if that's in the game). I also think it's important that paras should react to emotions differently based on their personality. A hot-headed para would probably yell at whoever's making them angry but a more patient para might simply walk away. Maybe teens could be more affected by emotions, so an event that gives e.g. +2 sadness to most paras would give +3 sadness to a teen para, to simulate teenage mood swings.
Kieran
2022-02-04 23:41:22 +0000 UTCIf there's going to be emotions, they should above all be LAYERED. Sims 4 messed up really badly by allowing someone to practically only feel 1 emotion at a time - 'my partner I love dearly died, but the paintings, lamps and coffee I just had give me 1 more happy point, so I don't feel grief at all'... No, that's not how people work. People are complex creatures with layers, and that is how Para personalities and feelings should work too. Layers => Depth => a Richer experience for the player.
M13Vulpecula XIII, ruler of Vulpeculand
2022-02-04 23:12:41 +0000 UTCI love the idea of being able to give/lend money to family members and it made me think of another thing—sort of off-topic, maybe I'll reiterate it again in a more appropriate context— but I'd love to have debt in the game. Or at least the ability to mortgage a home. In the Sims it's like cash or nothing, which is so unreflective of reality. I'd at least want the ability to rent a house/land/etc. not just an apartment. And, tying it to this topic, maybe the debt can cause a little stress each time payments are due. If you're low on cash, at least. But yeah, emotions surrounding money would be interesting.
Raffaela Susi
2022-02-04 23:10:01 +0000 UTCI would love to see emotions have levels to them. Like : Happy > Joyful > Overjoyed Angry > Furious > Outraged Sad > Depressed >Crestfallen And some traits would make it easier or harder for Paras to reach a higher level of an emotion like a ‘Always Happy’ trait would make it hard for a Para to become sad or ‘Nonchalant’ trait would make it harder for a para to be angry etc. I would also like to see other emotions like Anxious > Nervous > Panicked for Paras that are starting something new like a career, first date, a big test at school etc. And there should be a way for paras to help alleviate these emotions, like if their anxious about an upcoming test they should study to become more confident or practice kissing in the mirror if their nervous about having their first kiss. A ‘Confident’ trait would help Paras less likely to become anxious/nervous. For the length of emotions, it would depend on the level of the emotional state. Like a para who is just sad should only have that emotion for about half a day or so but it won’t hold as much weight to their overall mood. A Depressed para might have that emotion for a day or 2 and it would limit what they choose to do -especially if nothing is done (or available) to make them happier. A Crestfallen para would be sad for several days in a row. I like the idea of negative emotions, if not treated, growing into the next phase but that could be problematic if sad paras became crestfallen on their own and were virtually unplayable so maybe just negative emotions evolving from level 1 to 2 and saving level 3 emotions for major events like a death of a loved one or divorce? Or make level 3 emotions less annoying for the player? I can imagine us getting tired of paras constantly crying every 5 seconds lol On the flipside, positive emotions degrade over time until the paras are just at their basic level of content as that’s realistic. If Paras are in their more negative extreme emotional state, maybe they’d eat less or won’t autonomously perform fun activities. They should sleep in more and refuse to leave the bed. Outraged paras would do everything angrily and will almost always do a mean interaction- especially to the one that made them angry. Overjoyed paras however, get an extra boost from anything they do. They also give a positive emotional boost to anyone near them. Also if a para dies in their extreme state, that should also influence how they haunt and treat the living.
Michael Green
2022-02-04 22:54:18 +0000 UTCI haven't read through all the comments so other people might have already said this. Yes, I want emotions BUT I want common sense with them. If I have been served by a barman once and chatted with them to get my social up, if they die I do not want to be miserable and crying in bed for 48 hours. I want common sense... if my para is tired then they won't want to go hiking but they might still take the dog for a walk. I hope this makes sense but I would have selected yes as I do want emotions to be in the game but I don't want them to overtake everything else in the game. :/
Stewby
2022-02-04 22:43:39 +0000 UTCI would like that the paras not to live their emotions alone, other paras could be affected by the good or bad emotions of others that they are dear (or not). A child who sees his mother very sad could also be sad and vice versa...etc.
Han
2022-02-04 22:31:10 +0000 UTCAgreed that actions / interactions should, in general, vary based on emotion, but not necessarily be completely disabled. TS2 did emotions really well where you could tell how a Sim was feeling NOT because the game literally told you in words that they were experiencing a specific emotion, but because the animations would vary depending on how they were feeling. Sometimes they would even stop what they were doing to cry or rage if the emotion was strong enough. I don't think I would want a system that outright tells me what a character is feeling; I should be able to infer it based on the way they look and act, without the animations being TOO cartoonishly exaggerated. For example, wiping their eyes while they wash dishes because they're still thinking about the death of a loved one, or chopping vegetables extra hard because they're angry about a cheating partner.
frenchifries
2022-02-04 22:28:12 +0000 UTCMoods should also depend on the reasons for the breakup.
Han
2022-02-04 22:25:18 +0000 UTCsims 2 defined "emotions" as wants and fears. sims 4 did it by shifting between 5-6 basic moods. Paralives should find a 3rd way to define it I think. maybe by motivation, focus, flow - I don't know. But there have to be some kind of accomplishment. I didn't care much about the things you could buy with lifepoints. But it would be nice to see a summary in the end of each para's life and a result how sucsessful or happy their life was.
teszter.bp
2022-02-04 22:17:41 +0000 UTCI don't know if everyone would like the idea, but I'd love if there's the possibility of a mental breakdown, like the para not going to work/school, staying in bed all day, a food binge, breaking something o just plain screaming at other paras, it would be anoying and deny some control, but would add to the feeling of realism for stress to make the para have tauntrums, and would make you consider a hobby for them or any other way to release pressure, anyway, mental breaks.
ManatoZ
2022-02-04 22:17:02 +0000 UTCI think it would be neat if emotions only blocked some actions from happening, whereas it just lowers the chance of a successful action for most actions. Like, I can do house stuff when sad - I am just likely to give up on it early, and failing to clean might just make me feel worse. Instead of blocking it outright, it would be intuitive for the player to go "Huh, I guess that wasn't a good idea" when the extra mood debuff happens. Some actions would be beneficial for the overly mood of the Para, but might be difficult to start doing when the Para is experiencing negative emotions, especially if the action isn't a well-practiced one. Here I am thinking "sad Para" and "exercise"; An athletic Para would have an easier time getting their running shoes on, when sad (because they have knowledge of the activity being beneficial) A couch potato would barely consider going for a run, even when prompted, and lastly; A sad Para that actually manages to start running, might experience their mood lifting with their feet during the run - the natural benefits of running (endorphins) kicking in, making them more likely to succeed with the action at a later date. I generally dislike the full block of some actions that is practiced in the Sims - I get that it is based on Maslow's Hierarchy of Needs, but IRL people work on empty stomachs every day. Having full blocks on certain actions messes with roleplay, and it gets annoying. I would prefer a "chance of success" system, even a hidden one. Give me my hardworking, yet miserable Para! Their success will be all the more glorious for the struggle they've gone through.
Vera Ohlsen
2022-02-04 22:15:24 +0000 UTCI love the idea of a resilience score
Orin
2022-02-04 22:08:16 +0000 UTCI think the problem with Sims 4 is that emotions overpower personality so much. I much preferred the Sims 2 system of wants/fears and an aspiration meter that had actual consequences on their lives and ability to do things if it got too low.
Orin
2022-02-04 22:06:39 +0000 UTCI've taken many a sad times nap in my life. So if a para can't do the same?
Adam Snyder
2022-02-04 22:03:41 +0000 UTCI like the idea of moods impacting a paras day to day life and I agree that it should be customizable with options, but I think maybe the happy medium is have their mood be impacted based on the degree of that mood as well as based on the traits of the paras themselves. I've seen doing dishes being used as an example so I'll use that. So for a para who is all about cleanliness, the idea of doing dishes when mildly or severely depressed could help distract them and in this case build back up their mood. For someone who is slobby or just not that concerned about cleanliness, trying to do dishes when severely depressed could be refused entirely until mood improves, while instead the productively of that task could suffer if the para is only mildly depressed. I think the standard overall would be most chores could be refused when paras are severely depressed, while other things like skill building tasks that paras usually enjoy could just suffer a loss in productivity. I don't know if someone mentioned the idea of mental diversities (also known as mental illness, but I don't like thinking of them as illness), but those do play a BIG part when it comes to emotions, such as some people being more empathic and possibly taking on the emotions of others as well as some people being more apathetic and being very numb to other's emotions. Both tell a very different story. I also don't know how realistic we want this to be (granted I'm sure someone will make a mod for it if it's not in game) but the aspect of therapy and medication could also play a part in which paras who are suffering from severe depression could take some pills to regulate their emotions or talk to friends, family, or a therapist about their problems in order to cope. I also like the idea of different life stages experiencing emotions differently, but I think this could be generalized to a paras emotional intelligence and possibly a skill that could be added to the game. Basically when emotions are felt and not held back as well as dealt with in a healthy manner, the skill increases and with a higher skill level paras learn to regulate their emotions. If paras don't deal with their emotions in a healthy way or always pretend that they're fine the skill doesn't increase and therefore if too low causes them to be very fussy children, very angsty teens, or unruly adults. A low skill level could also negatively effect paras relationships with other paras, while a higher skill level could positively affect paras' relationships as well as not make them as susceptible to other's emotions or random mood swings.
Makayla Boyko
2022-02-04 21:48:36 +0000 UTC1.) I want moods to be affected by personality. (I would love sliders/point system like the 2nd version of a certain game) like carefree/serious, calm/hot headed, introvert/extrovert, leader/follower, lazy/active, neat/messy etc. As an example, if you line up three people and hit them in the back of the head, one might cry and be scared, one might be confused but neutral, and one might be angry and ready to fight. This depends on personality. 2.) Please don't make moods generated by major events last for an unreasonably long time, and don't make them the same "weight" the whole time. As an example, if my parent dies, I'm going to be level 10 sad for a week, then level 8 sad for another few weeks, then level 5 sad for 3 months, etc. Obviously it should also scale with lifespan. In other games, my person is BIG BIG SAD for what equates to like 5 years and that's just not realistic. It flattens all other moods and makes having different interactions/experiences impossible. If I go to a theme park 3 weeks after they died, I'm still going to be like level 5 sad, but because I'm doing a thing that is very fun, I shouldn't be *as* sad for the amount of time the fun/happy emotion would reasonably affect me. It's going to become a background sadness and only be super active when I'm "mentally quiet" like right before I fall asleep, or when I'm doing something that reminds me of them. (another idea)
Kris Studebaker
2022-02-04 21:34:47 +0000 UTCI am a little concerned about emotions in a game. Sims 3 they had personality that made them different from others but when Sims 4 added emotions all my Sims were the same no matter how I messed with their traits.
Kt S
2022-02-04 21:27:01 +0000 UTCPlease make emotions "invisible", without moodlets. They are unnecessary. I mean, we should be able to understand and see them, but more from the behavioral indications (sighs, sobs, laughs). It will make parafolks feel more alive.
etanoluna
2022-02-04 21:27:00 +0000 UTCPlease watch "So...What Happened to The Sims 4? | Part Two: The Downfall" by Asmara on YouTube. The section on Emotions gameplay and why it's problematic starts at 17:38. Thank you
Michael
2022-02-04 21:21:55 +0000 UTCAfter reading comments, I changed my answer on the poll from no to yes...as I realized I was having a knee jerk reaction due to not liking how this was implemented in Sims 4. I'm so excited about Paralives and I'm so thankful for all of you bringing this passion project to life.
Jennifer
2022-02-04 21:19:16 +0000 UTCI think actions shouldn’t be made impossible by moods, but they could significantly be slowed down perhaps. Doing the dishes is a necessary chore even when you’re super down, but it will for sure take ages then
Maxx
2022-02-04 21:17:01 +0000 UTCPlease watch "So...What Happened to The Sims 4? | Part Two: The Downfall" by Asmara on YouTube. The section on Emotions gameplay and why it's problematic starts at 17:38. Thank you
Michael
2022-02-04 21:15:15 +0000 UTCThis kind of reminds me of the sims 3 moodlet system as well, where depending on the impact of the event as well as the traits of your sim, you got a bigger payout for the moodlet and/or it lasted longer. Like the idea of a compliment it would raise happiness a little bit, but it lasted quite a while, or the idea of completing major life events good or bad output a large amount of points, but lasted anywhere between 12-48 in-game hours. Granted I think it could be pushed more towards the sims 1 and 2 idea where paras would straight up refuse to do tasks related to the source of those moodlets such as your job idea, but I could see something like the moodlets being a good starting point.
Makayla Boyko
2022-02-04 21:13:18 +0000 UTCI think they should be able to tell a joke or clean the dishes But not like, normally When para is sad he can try to tell a joke to cheer up other paras so they aren't sad bc of his mood Or he can wash dirty plates while his tears are dropping it to the sink The same can be happening while that para is cleaning house (vacuuming, cleaning toilet, etc) There my be paras that want to compress their feelings Like They are angry at something But they don't want to spoil the mood So they are acting like nothing happens But when they doing house work they rumble under their nose some nasty words or something X'D But, you know, the way that other paras can't hear Sorry for my English I hope that it was clear and understandable And I love u paralives teem I hope u r all good and healthy and full of inspiration and creativness ❤
HATORI
2022-02-04 21:12:46 +0000 UTCI think it would be nice if the amount of things a para can do reduces the more intense a negative moodlet is. If they’re just lightly annoyed at having burnt dinner, they might gain slightly less from enjoyed activities. If it was something that adds more intense negative emotions/multiple negative emotions stacked, maybe they could only do things they enjoy(as related to traits so paras who like cooking or cleaning would start preparing a whole slew of meals, or aggressively cleaning the house).
Allison Burdairon-Hanna
2022-02-04 21:06:57 +0000 UTCTL/DR: it would be nice if time to bounce back and a Para's actions were influenced by multiple factors like personality, hobbies, etc. This would help each Para feel more unique. --- I'd like it if each Para had a resilience score that would shorten/lengthen the length of time to bounce back. This score could be based on things like: health (not sick, well rested, exercised x days ago, etc.), number of close friends, age/experience (1st stressful event vs 20th), personality (e.g, optimist, cheerful), etc. Then the auto-actions would add possible reactions based on the Para's skills/personality/hobbies with the resilience score indicating how helpful or destructive the action may be. High resilience: an introvert para seeks support from 1-2 friends, an outgoing para seeks many friends or a place busy with people. A grumpy para cries it out. A quick to anger para punches a pillow/punching bag. Low resilience: an introvert para avoids friends while the extrovert para goes to a bar and gets drunk. A quick to anger para lashes out at friends or goes to a bar looking for a fight. These are just examples -- the main thing is it would be nice if it was deeper than Para = embarrased -> hide in bed. Para is grieving -> cries a lot. And as each Para would have different interests/hobbies/personalities, a single Para would have multiple possibilities. Also as each Para gained/lost resilience, their reactions to stress/loss would also change over time. In short, I want Paras to feel unique whether through something like this or via other means. Edit: Maybe resilience is the wrong word -- I basically mean the idea of being able to handle stress in healthy ways with self awareness, self control, and the experience to know 'this too shall pass'.
Jennifer
2022-02-04 21:06:33 +0000 UTCI think it could be cool if emotions did affect the Para's actions but only to some degree, i.e. a sad Para would be able to do homework or do the dishes but it would take them more time and the result would be a bit worse than if they were happy
Karolina
2022-02-04 21:00:05 +0000 UTCSo, as someone who has had my mood impact my ability to do things, while it kind of would be annoying sometimes, I feel it'd make a lot more sense - maybe have it as a toggled option?
Reyn Ruch
2022-02-04 20:42:41 +0000 UTCI like the idea of mood impacting the possible interactions a Para can do, however I think it should be very limited. It makes sense that a sad Para would not be able to joke around with another Para, but they still have to wash the dishes, or do their homework. Depending on the Para, washing dishes might help them feel a little better (for me it's a meditative activity!). Maybe they can still do activities like that but it takes them a little bit longer (it's harder to do work when you're sad!). I wouldn't want a bad mood (stress, sadness, etc) to prevent my Para from doing all skill-based activities. For example, just because playing the piano raises their music skill, a stressed Para might still do it if they enjoy it. Another idea is for Preteen and Teen Paras to be more sensitive to emotions than adults. Something that slightly bothers an adult Para might really upset a younger one, and it might not bother an elder Para at all (unless they're a very grumpy Para by nature). In The Sims, I don't like that Teen sims will have random bad emotions, aka "mood swings." I think it makes more sense that they would be more easily influenced instead. Funny jokes are even funnier to kids and teens, and teens much more quickly fall in love!
Lane Brettschneider
2022-02-04 20:39:27 +0000 UTCEmotion should have degrees of intensity: mild, basic, & intense. I'd like to suggest Robert Plutchik's Wheel of Emotions for an example of emotions and ways multiple emotions can blend into something new. An emotion should not come about from an accounting of which emotion is stronger but rather which emotions are stacked together. I heartily encourage looking at the Wikipedia page on Emotion Classification -- it has several different constructs by different researchers on emotions and the way they can be sorted and blended, and I think you could easily take bits and pieces from there that would work. One thing I noticed is that some emotions are what a person is feeling in general (anger, joy, sadness, embarrassment) and some are how they feel towards something else (affection, loathing, trust). Based on how deeply you plan to delve (now or later), you could create complex emotion chains that change based on intensity and circumstance, or you could go only a little further than Sims 4 did and do some emotion blending when two emotions are happening at the same time by giving certain interactions and events a plus or minus correlation to one emotion (I'd like something a little deeper than that, personally). Para reactions to specific emotions should change based on personality. Anger Sensitive Para: passive aggressive options Thick-Skinned Para: confrontational options Embarrassment Sensitive Para: freak out Thick-Skinned Para: laugh it off Sadness Sensitive Para: crying Thick-Skinned Para: pretending to be fine There are healthy and unhealthy ways to share emotions, and I think there should be both healthy and unhealthy options available. Talking it out vs getting into a fight, for example. Paras could use their mood to ruin or lift another Para's mood on purpose but should not do so autonomously. Teens should definitely have more intense moods overall. Emotions I think would work well but that can obviously be trimmed down to a more manageable list: amused, angry, anxious, apathetic, bored, calm, cheerful, confused, delighted, disappointed, disgusted, dismayed, embarrassed, excited, frustrated, guilty, happy, humiliated, impatient, irritated, jealous, joyful, lonely, overwhelmed (<-that's me right there), paranoid, passionate, proud, sad, smug, vulnerable, worried. Special circumstance emotions: grieving, hungry, cold, overheated, in love.
Beth Anne
2022-02-04 20:26:22 +0000 UTCMake it’s toggle-able in the settings or make a cheat that would allow players complete control over emotions
Trinity Smith
2022-02-04 20:26:15 +0000 UTCI’ve seen a lot of other comments compare this feature to the Sims 4’s emotions and things like “angry shower” etc - I would prefer this feature to be something like how in The Sims 1 a character would refuse to study logic skill because their needs were too low, to give you the player a reason to increase/change their mood (hope this example makes sense)
Lotti
2022-02-04 20:25:11 +0000 UTCI like the idea of Paras interactions being limited to their mood, but perhaps we should be able to switch on/off this in the game’s settings if we want to
Lotti
2022-02-04 20:22:35 +0000 UTCMoods should last however long based on what happened. A death should cause a feeling of sadness for a long time or elation for a shorter time. Getting fired from a job should cause a lot of stress until they can find a new job and I'd really like it if it was more like sims 1 and 2 where they would straight up refuse to find a new job until their mood improved. I'd like for small moods to last short time. It has to be balanced. Don't be afraid to punish the player for bad choices. That's what makes games fun. For those that want a dollhouse, please just give them options to turn the gameplay off. Don't punish players who want a game.
BreakingGaia
2022-02-04 20:21:43 +0000 UTCI agree with people that emotions should not ADD or REMOVE actions. If we go down that road, we lead to meaningless actions like “energized shower” or “angry shower.” That’s a waste of time. Emotions should 100% affect AI i.e. auto queued actions
Michael
2022-02-04 20:18:43 +0000 UTCWow what came out of the generational brainstorming is really cool. Instead, speaking of emotions, I can't help thinking of a Parafolk who gets excited at a concert (maybe rock or metal). Or the emotions he feels in watching a horror movie, fear / anxiety / anger / disgust.
Sabino Mutino
2022-02-04 20:18:33 +0000 UTCI think all good simulation games, whether they are life sims or not, have some sort of resource management element. The whole metaphor of keeping the plates spinning is an important one. If I have a sense that if I left the game without touching and came back, everything would be the same …that’s a red flag to me. It means my intervention is ultimately useless. Rather, I would hope to see some broken plates on the floor.
Michael
2022-02-04 20:14:14 +0000 UTCExacly !
Céline
2022-02-04 20:11:47 +0000 UTCPlease don't go the TS4 route on this. I don't want bipolar Paras. I like seeing the mood, but not being defined by it. I'd like to see my Paras getting annoyed and having their frustration rise. Maybe they start typing harder or talking louder. I'd like to see them be able to unwind based on their traits. Maybe watching a movie relieves stress for some while reading in bed works for others. Maybe they get a little happier around their friends and family. Some can be anxious if they don't like being around people. Paras that like being outside will feel refreshed or content while Paras that hate the outdoors become annoyed or angry over time. I think the key here is over time and not like instantly going from one mood to the next. And please don't make it so the minute someone that doesn't like something gets angry when they do it...like going outdoors. Like if they go camping, then yes, the should have a miserable time. But if they're walking from the house to the car, no. It shouldn't have any effect.
BreakingGaia
2022-02-04 20:11:35 +0000 UTCFor the poll - I voted yes, and I think that some extreme moods should make some interactions entirely impossible. But I also think that the ideal would be to take a bit of the best of those worlds. as for most moods interactions should be possible but with a relevant malus or bonus (visible to the player). I'll comment on the rest of the post later -
Andrea Pandolfo Damiani
2022-02-04 20:11:31 +0000 UTCI do hope that they will create a whole new mecanism for emotions because I really don't like the ones in the Sims. In TS4 they are supposed to have emotions but when we play it's like they don't actually feel anything and that just proves they did it wrong. I hope Paralives will make it different !
Céline
2022-02-04 20:11:01 +0000 UTCIt actually would be interesting to, instead of affecting whether or not a paragraph *can* do an action, have their current state of being affect *how* they are doing the action (like the quality; for example, a para accidentally burning their hand while cooking when really sad or heartbroken)
Stacia Nugent
2022-02-04 20:10:54 +0000 UTCThat’s interesting, I like the mechanic where there are consequences to completely ignoring both your wants and motives of your Sim. It’s important for me that it requires some upkeep by the player
Michael
2022-02-04 20:07:56 +0000 UTCI strongly disagree with you here on the first part. The pure sandbox of the sims 4 is a problem for me and many. There is no challenge; you can do anything with every sim, every time. No roadblocks or hinderances. I want the para to reject player action or for other paras to reject my paras action when it makes sense. If you’re trying to storytell, that is an appropriate place for cheats to bypass these gameplay roadblocks
Michael
2022-02-04 20:04:16 +0000 UTCEmotions kind of scare me and make me nervous; they’ve been a big issue in that other game. I’m not convinced that emotions need to be labeled as a behavior state in the UI for Paralives. I think showing through animations and AI, not telling, is the way to go here
Michael
2022-02-04 20:00:59 +0000 UTCI think it would also be nice if multiple emotions could be felt at once. If a child does something dangerous a parent can both be shocked/scared but also grateful/happy that nothing serious happened
To blå
2022-02-04 19:57:46 +0000 UTCI love this! I do have a question though: for families that have two parents that don’t live together, will there be a way to split custody? Thanks!
river teddy
2022-02-04 19:56:55 +0000 UTCI see that I'm in the minority for choosing the second option, I personally disagree that it's more "realistic", I mean sad and stressed people still wash dishes. I'm a veteran The Sims 2&3 player and honestly I despise this mechanic and the scenarios it creates like "oh this sim has to pee within 2 hours which means he's too physically uncomfortable to make his bed now" or "oh this sim's friend insulted her so now she can't do her homework". I'd much rather see paras' emotions impact their needs, wants or unlock new emotion-specific actions and conversation topics rather than block them from performing mundane tasks :/
Aleksandra
2022-02-04 19:56:51 +0000 UTCI think a negative outcome for trying to do an action outside of the required mood is better than being told "nope, can't do it"
nemo
2022-02-04 19:56:39 +0000 UTCI think if the emotions are done right they could feel very natural, unfortunately the Sims 4 kind of screwed it up when they made a whole bunch of different items that caused positive emotions which always overruled the negative ones. The end result was a very unnatural feeling of everyone is always happy with everything in their lives unless you tried really hard to purposely give them any kind of negative feeling.
Megaira
2022-02-04 19:56:06 +0000 UTCI hope emotions would impact interaction. Humans can feel all sorts of emotions at any given time. For example, two paras are on a date. Maybe an attractive para walks by and the date has a fleeting moment of jealousy. That moment would effect how the interactions go and it might ruin the entire date. Something like that where I can't make it always go well would be nice. If someone is angry, let that reflect in the conversation more pronouncedly. Let that conversation be more difficult.
Danielle Ellis
2022-02-04 19:55:47 +0000 UTCI think I like the idea of a Para not being able to do something based on their mood in theory, but not in practice. If I'm trying to have a Para clean their house before they go to bed, I'm going to be very annoyed if they suddenly can't do the dishes just because they're upset. I think there needs to be nuance in how it's executed. Different social interactions? Absolutely! Not being able to do something? Eh, not a big fan. I'd rather their mood worsen if they do unpleasant actions than not be able to do anything at all. Because Sims is the best comparison, I hate how Sims 4 does emotions. They're very childlike and all-encompassing. I mentioned in an earlier response to a comment, but I hate how if a sim in Sims 4 is upset, they slouch around as they walk (for example). That's fine if it's a child, but in real life if I'm upset, I still walk normally. Whereas in Sims 3 if a sim was upset, they'd have a penalty via moodlet, lose fun, and reach a point where they're so stressed out they can't do anything that isn't relaxing or fun. Or, alternately, if they're sad, they use idle animations to cry into their hands, or a break between queued items to do so. It informs the play style, but doesn't interfere.
Sarah
2022-02-04 19:53:50 +0000 UTCRather than having emotions lock out activities, they could impact how successful they are at them. Like a mad Para may progress through homework very slowly because they can't focus and a flirtatious or sad Para might be inspired and progress faster in writing or music. As for dishes, an emotional Para might calm down because of the basic routine/meditative nature of them. Might depend on personality.
BonaparteBardithion .
2022-02-04 19:52:43 +0000 UTCI would love the emotions of a para to instruct their needs. For example being sad or overwhelmed could decrease energy faster than usual. Or feeling happy could cause them to need less socially. I think emotion length could also be related to the action or inaction that caused it. For example, doing seasonal/themed crafts or reading seasonal/themed stories and so on could cause a child para to become excited for a future event. And that excitement could last until the event, to be replaced with feeling *the magic*, or disappointment. Emotions like pride would be nice - seeing a child succeed in a skill, or getting a qualification, or getting another para pregnant... and then that could inform other actions related to that first cause of the pride. For example pride at getting a qualification could cause a para to want to frame it, or go out for a meal. Emotions like fear could be fleeting or become it's own personality trait depending on how much/how sudden it was. So fear of horses could develop after a bad experience, for example, and then could develop into a personality trait if that fear is fed.
Lucy McClean
2022-02-04 19:49:35 +0000 UTCI HATE how Sims 4 handles emotions. If I'm sad or mad, I don't go stomping and slouching around like a child; I walk normally but am still grumpy. (That being said, it would be cute for a kid to do that.) I think emotions should affect idle interactions more than anything. Like how in Sims 3 if someone dies and they're not queued up to do anything, they can cry into their hands for a bit. That way the interactions are still there but they don't interfere with playing if you want to ignore them.
Sarah
2022-02-04 19:46:43 +0000 UTCFor emotions: I think it would be very interesting to have different paras have different ways to unwind from a negative emotion. Some paras may need alone time to work through sadness or anger (and feel even more overwhelmed if they're unable to be alone), others will rely on friends, partners and family for support (and have a hard time dealing with it alone). Or, some paras may de-stress by lounging on the couch, others may do it by working out, doing creative activities (music, painting, etc), or even studying/working.
Ace of Hearts
2022-02-04 19:44:29 +0000 UTCA Para's mood should affect their interactions but not make it so they can't do certain interactions at all. Let's say for instance, a teen/kid is sad or uncomfortable, this mood can affect their homework performance. But maybe help from an adult/older sibling can help reduce the chance of doing poorly on their homework. And with interactions affecting moods, if a Para is sad, instead of just "Go to work" it can be "Reluctantly go to work" and their mood can either get better or stay the same depending on what happens/what they do at work.
Alysia Fleming
2022-02-04 19:43:22 +0000 UTCThe natural hair color option is absolutely genius. Kudos to whomever suggested that.
Ace of Hearts
2022-02-04 19:39:10 +0000 UTCI think that a para shouldn't be automatically happy, there needs to be a well-defined neutral emotion or an option to set each para's default emotion to be something else. Some para's might be default happy, but some may be default sad, angry, bold. I don't want emotions to reduce the realism of the game (good decor can't cancel out a loved one's death unless that para actually hated the dead para or is really greedy for good decor)
Cecilia Ward
2022-02-04 19:34:30 +0000 UTCI think every interaction should be available, but some moods should affect the ability to perform some interaction successfully, as others have already commented
Altiidul
2022-02-04 19:30:26 +0000 UTCI think maybe basic emotions like overwhelmed/tired or energized/content/overjoyed/angry/sad It depends on the event that triggered the thing. Like the sadness from your ice cream falling off the cone onto the ground would be much less than the death of a family member. (Theoretically anyway) Going to work could make you feel stressed or make you feel energized depending on the type of work day you’ve had or the traits of the character. Like workaholics would be less likely to be stressed. If there’s weather in game that could effect the mood as well, like rain tends to make me feel tired. I think yes, teenagers could have more mood swings, kids could be more easily excitable, and the elderly could be more tired. (I know not all elderly people are tired but I’m 33 and I’m exhausted haha) I think if you go to work/school in a good mood, it should effect the performance - closer to promotion or a better grade, or maybe it’s easier to make friends at either. If Parafolks are angry, maybe people stay away from them? Or if they’re sad, having their friends or family try to comfort them. It would be nice to see these things happen on their own. Maybe not strangers coming up to your parafolks to help, unless they have a compassionate trait or empath trait? That might be interesting to forming organic relationships as well. Where it’s not entirely user generated.
Amber Rodriguez
2022-02-04 19:29:19 +0000 UTCI think the actions should be influenced by emotions but not blocked. Like a sad para could wash dishes badly or tell jokes but fail (or succeed if it’s dark humour!)
Ese Obahor
2022-02-04 19:29:03 +0000 UTCI think they should all be available but if you ask a sad para to wash the dishes maybe it takes them longer or an angry para breaks one accidentally (or deliberately!).
NHFoodie
2022-02-04 19:28:16 +0000 UTCI don't like the idea of emotions it just makes me think of the ones in The Sims 4 and it doesn't feel natural
Céline
2022-02-04 19:27:45 +0000 UTCI really love the idea of bringing wants into the game to help you guide your para's actions-- I'm not sure that if that is something you guys have planned but maybe mood could impact what sort of wants will come up for your paras? For instance, if you're sad, maybe you want to go listen to music or go for a walk. If you're upset, maybe you want to fight with a para you don't get along with. I think in this way mood could really add to gameplay
Abigail Delbridge
2022-02-04 19:26:08 +0000 UTCThe emotions in paralives shouldn't be childish and cartoonish like the 4th game of... you know what😬 And BTW i love everything that we got from our last brainstorm!!! This community is awesome!!
Daniel Asraf
2022-02-04 19:25:19 +0000 UTCI just don't want them to be always happy and cheerful. sometimes I try to make more serious characters in the sims like mr. Rochester, or Bigby from Wolf among us. and it kills me that they always chatting cheerfully with others. They dont't have to be depressed or something I just would like to see a general basic mood
teszter.bp
2022-02-04 19:25:07 +0000 UTCAbsolutely the mood should effect actions! Just like humans, we have actions that mirror our emotions. I love that type of gameplay; realistic.
Queen_Starfly
2022-02-04 19:24:54 +0000 UTCYes, this is the way to go. Like if I'm upset and go to clean my counter, depending on the kind of upset I am I'm either going to be sloppy quick or take my frustrations out on it and spend the next hour doing a deep clean of the whole thing. Going with a binary yes or no is the wrong way to do it. I'd actually love to see an indicator for options that will be impacted by the mood within the menu.
Jane Louise
2022-02-04 19:24:31 +0000 UTCAdditional idea to the poll: Maybe it could be an ingame setting when you are starting a new game: For example: Chose between “Realistic – current mood will influence the list of possible interactions” and “Simple – the current mood of a Para should not determine which interactions are possible“
Sir Buvex
2022-02-04 19:23:40 +0000 UTCIt would be cool to have a Para have certain emotions towards another Para. For instance. Your Para maybe in a relatively good mood but they are mad at their parter. This could also tie in one sided relationships. For instance. A Para has a crush on another Para but it's not reciprocated. So maybe the "romance" level for one Para is alot higher than the "romance" level for the other. Maybe one Para thinks another Para is their friend (high friendship level) but they other Para doesn't actually like them ( low friendship level for the same relationship)
BroSkittles
2022-02-04 19:23:16 +0000 UTCEasiest solution could be an option that is turned off in settings, like aging, for different play styles. // There's also the possibility of having truly different versions of certain chores based on mood. Sims tried it with "energetic showering" or wtfe that was. Clean dishes badly bc too angry, broken plates. Shower while sad, higher water bill. But this seems a bit excessive.
Bre Indigo is on HIATUS
2022-02-04 19:20:45 +0000 UTCMy only concern with emotions is some being too powerful or so many happening at once that they don't even matter. Sims 4 emotions for instance are quite messy and not in the fun drama way. I think Sims 3 handled how sims feel quite well and is a good place for Paralives to start. Depending on the traits of a para, after a breakup they can have different reactions that last appropriately to real life. Like if you break up with someone else you'll get over it in a day or two, but if someone breaks up with you it'll take longer. The relationship levels would also determine how they feel: angry, sad, happy. Someone who got dumped could be sad, but someone who was cheated on would be angry, etc.
Sophie Goodman-Merel
2022-02-04 19:20:24 +0000 UTCI'm not a fan of having restrictions on moods. Maybe for autonomous behavior. But with a kind of Shift-Click or something those interactions should be free to do for storytelling purposes. I had a sim, that was constantly sad, cause she had the trait "gloomy". And because you couldn't marry without romantic relationship, I had to cheat all that, so she could marry her best friend and then split the heritage that was bound to the marriage.
Elunæ
2022-02-04 19:20:12 +0000 UTCAt first I voted yes but I really don't like how it's implemented in the sims, and thought that maybe instead if you do actions that wouldn't be "allowed" because of your mood, maybe it makes your bad mood worse? Or maybe better? Like sometimes you just have to force yourself to do something but then after maybe you feel good that you accomplished it. But also, maybe if your mood/state gets worse enough you can't do it. Like feeling anxious vs an anxiety attack?
Linzinha
2022-02-04 19:18:40 +0000 UTCTo add to this, maybe there could the two options on how to get your Para in a better mood. You could let the mood timeout on it's own, or your Para could interact with "calming objects" and/or perform "calming actions" like venting or practicing deep breathing in the mirror or something. Basically putting your Para in a timeout of sorts to get rid of the negative moodlet faster.
Rose
2022-02-04 19:15:55 +0000 UTCI agree that the emotions should effect the success of an action. Like being self conscious would make it impossible or very hard to successfully flirt. There are many other examples but sometimes that makes more sense than not being able to do something at all. On the other hand there would be actions like doing homework where if the Para was absolutely miserable (hungry, having no fun) where they may be unable to do it or it could make the action take much longer to do and when it was done it would be terrible quality (a+ homework vs f homework)
Jordan Dietrich
2022-02-04 19:15:35 +0000 UTCI think it would be a good idea to let us do actions like cleaning dishes or telling jokes, but maybe doing it badly resulting in the chance of the para becoming embarrassed or something like that!
Jack-is-here
2022-02-04 19:15:30 +0000 UTCI'd like little thing like watching a horror movie to make a para scared/paranoid for a couple of hours and big things like the death of a close one, a big fight with someone close etc. to impact their mood for a couple of days if not weeks. It would be also cool if the impact of their emotion fades with time so that they slowly start feeling better/worse/okay
Cookielllama :p
2022-02-04 19:15:29 +0000 UTCI don’t know what’s best, limit the actions depending on the emotion or make the emotion change the outcome of the actions that in the first case would be locked. Example: Your sad para wants to flirt: 1 case: Your para can’t flirt because it’s sad 2 case: Your para can flirt but there are like 90% probability of it to fail. But if he success in the 10% probability they will become happy because they did it I think the second case is more realistic because you as a human can be not on the mood for certain things but you still can do them and maybe have a happy outcome. Like you’re too sad to cook but then you do it and you forget your problem and improve your emotion
MrPinguv
2022-02-04 19:14:48 +0000 UTCI think that it should definitely affect the ability to do things, but maybe by degrees? For example If they are frustrated they might stomp to do the dishes and have a chance of giving up partway through and maybe even getting angrier, or if they’re furious they might do it (maybe even fail while trying, and create more of a mess), but are more likely to refuse to do them. Similarly with a sad para and telling a joke or flirting, if they’re a little upset they can try “faking it” and might succeed or fail, and the other para might become worried about them. Maybe they might even try to make them feel better?
Amy Wallis
2022-02-04 19:14:43 +0000 UTCThis!! Omg yess, instead of simply not allowing them to do something
Faith Faldas
2022-02-04 19:14:16 +0000 UTCI think it would be interesting to be able to do certain tasks even if Para is overwhelmed by emotion, e.g. feeling very sad, but still doing the dishes and perhaps feeling a little better afterwards. 🤔Strong emotions can be enforced or alleviated, but I don't feel they should prevent doing things.
JRofHel
2022-02-04 19:14:13 +0000 UTCI think one thing to take into consideration is that we all experience emotions concurrently. For example, if we're happy, we're not just consumed 100% by happiness, there could be a bit of sadness (from the event or lingering from before) or nostalgia or what-have-you. In addition, if someone is predisposed to certain mental illnesses, say anxiety, it could be harder for them to reach a higher level of percentage regarding, say, happiness, in their current emotional matrix. Anxiousness or fear or worry might be prevalent for them most of the time, even in situations of intense joy. It might be a good idea to install an emotional matrix instead of a linear, single-factor method.
SouJee Han
2022-02-04 19:13:41 +0000 UTCMore and more hype with every post you guys make!
Jack Eldridge
2022-02-04 19:13:17 +0000 UTCAgreed with this!
Christine Harvey
2022-02-04 19:12:05 +0000 UTCYes it should but hopefully there may be ways of adjusting their mood a bit to the vision of the players so we don't have to fight the characters emotions to get things done
Mark Chiang
2022-02-04 19:11:28 +0000 UTCI think yes overall, but perhaps their mood could simply affect the effectiveness of the action? So, if you made the para do the dishes while sad or frustrated, the dishes wouldn't be properly cleaned, or the para would get MORE upset from the action, etc.
Caitlin Stow
2022-02-04 19:10:57 +0000 UTCi love you guys
Cinderelabaiana
2022-02-04 19:08:44 +0000 UTC