Honestly I prefer the gameplay to be simple and fun rather than too realistic and boring and I also saw that they try to make the interactions not too long so that our parafolks can do things in their day.
I’m really hoping this game gets a big modding scene. This definitely feels like the type of game that would benefit from that. I could totally see it having the “every copy is personalized” approach where everyone can mod the game to suit their needs. Personally I’m the type of person that would prefer to have tons of chaos and grittiness. So mods that add things like crime and murder and drugs and all that would be a benefit to me.
I was one of those people who was completely skeptical about Paralives when I first heard of it because of the many promises and having seen indie games do that and fail before. But over time the team has convinced me they are very reasonable and down to earth on their goals. I'm not upset by any of these things not being included in the base game, it makes sense considering how they have to build the whole world, the characters, animations, and everything in the game from the ground up. I'm just looking forward to when we actually get to try it out.
I was pretty skeptical the very first time I saw it as well. I can't recall when I decided to pay attention to it. I still have concerns- and understand anything can happen- but, like you, I feel they have earned my trust by taking what feels like a practical approach.
Yes, thank you. Not only are they not a big group, this is a first time endevor unlike Rod Humble who has experience. I think they are doing a great job.
I feel this is a good thing for them to say what they said. Fans request SO many things but the dev team knows their limitations on what can be done and what can't be. Muscle building, I can live without. But I do agree with the weather bit. I'd like to have something a bit more to the seasons than just oh say school closed due to too much snow or too much rain. I'd like 'some' deviation like a flooded home but everything gets wet and not damaged or some damage but not destroyed and be easily fixed. While I'd like there to be careers in base game, its probably something they would need to discuss and work on. But yes, horses are tricky to animate and animated correctly. I can see them going for a gender neutral outlook with the horse, not showing the bits of male horses and such. Though sharing a wallet with other paras in the town? I can see the wallet being emptied VERY fast. But its up to them with what they want to do. So far, I'm seeing things that will be added on later as possible dlc or from free patches that come down the line. They want to be different than the sims and so many people are trying to push 'their' version of what the game needs to be. I'm just glad they're just saying this what we're doing with the base game.
I would like a bit of that too.. though I do suspect it's pretty complex to pull off. So I can understand why they'd shy from extreme weather Horses.. I like them, but hot take, I would have been fine without for a bg. & yes end of the day most important thing is that they have a strong vision for their game
I feel like they might add more aggressive weather after the game is out, get the basics done first and kink out any bugs that might slip past them then and make worse weather. Weather is probably a very hard thing to code in and actually affect the environment and there'll likely be some bugs that slip by, so immediately adding that sort of stuff doesn't seem like a good idea. I don't really care what animals the devs will add but I'm sure that at some point there will be more for us to play with, but I can see why they might not add any. I do hope that at some point they split the wallet up for the households because there is no way that we'd be able to keep up without being able to control the other houses and make sure that they work and get money.
The money system will be similar to The Sims on a per household basis. The "wallet" will shared in the same household. Other Parafolk will have their own money.
I like the "keep it simple" approach as long a core gameplay works the way it intended and allow the modders to customize their own gameplay style like the 18+ areas that were discussed in the video. If the team wants to add active careers, certain illnesses, or live plants down the road to keep interest up, then that great as long as the team doesn't get burned out or break parts of the game while trying to meet their fans' requests. Thank you for the update and I hope that you have a great weekend.
I actually really love that Para bodies will stay fixed at the shape you make them. I don't like spending a bunch of time making a sim how I like them just to have to work to keep their body how I specifically made it. So this makes me really happy. :)
I agree especially because it allows you to actually have that bodybuilder story arc, but you're in control of it. Like sometimes I want my girls to be buff, but I don't want them to look scary and the max buffness for Sims 4 is truly terrifying even for the men.
Seriously, same. I’ve had sims eat basically only vegetarian-friendly stuff, tons of salads and everything, had them exercise either semi-regularly or fully regularly, and would STILL see them gain weight! Sometimes I’d leave my game with them looking fine and then come back to the save and they’d have gained TONS of weight! A girl went from basically how I made her (if not a bit thicker because she became an adult and I guess weight gain is obligatory there), to suddenly looking like she gained 100 lbs. I’m not even exaggerating, she was like twice her usual size. Wtf, sims. 😭
@@turtlesubs5101 Actually, starving your sims doesn’t effect their weight at all. The type of food they eat and the type of exercising they do has basically all the impact on them. It sucks, honestly. My sim has a kid, a job, and a passion for music and there’s really just not enough time in the day to fit in exercise with all those interest groups ;-;
I'm actually surprised that muscle or like body mass won't be having any changes during gameplay, but when I think about it, whenever I play, I usually want the chars that I make to maintain their initial body mass or muscle that I gave them. Everytime they gain or lose some, it lowkey frustrates me. 😂
This is oddly refreshing. I hate comparing Paralives to Yandere Simulator, but this project is much more organized and pretty reasonable than the latter. I'm disappointed about no occults in the base game (at least not at release), but if I can wait for packs in the Sims I can wait for expansions in this.
Now I'm curious about Yandere. Yeah, I think what strikes me- and what has more earned my trust over time is that the team isn't promising just tons of things, and they even will say things they know may disappoint some
@@SimmerErin Yandere Sim has been in development for a long time and if you go to the UA-cam channel (which I wouldn't recommend at this point) it comes across that the developer didn't really have a plan creating the game or what elements were critical for the game.
And that they was a known jerk, couldn't take any kind of criticism. And their skill level just didn't match up to what they could actually do. When they initially launch yandere simulator it was mostly using assets from the asset store. And then they kind of went away from the goofiness/ridiculousness that made it work. I agree it is absolutely unfair to compare paralives to the yandere simulator creator. There's skills are far more better than that and it's a team it's not a single person working on it. Yandere would have more similarities to the creator of FNAF because it was mostly made by a single person, the difference is they became successful and were a little bit more self aware about their project. Well that's a whole new level of drama to talk about yandere simulator. I don't even remember all the details about the issues of this creator.
i remember hearing that yan sun was STILL in development, i jumped into it when i was in 6th grade and he'd already gotten pretty far in it (like right before the first rival could be """"added"""") i'm a senior now, and he still isn't ready to release it--
I’m alright with there not being occults as it’s supposed to be a life simulator game but I do hope that they add them in the future because I love having fantasy/monster characters.
I hope that if they do put "colds" or other viruses in the game, they don't "cure" them (like in TS4.) You can't "cure" a cold. You can treat someone to make them feel better while they get over it, but you can't "cure" it. Overall, I'm glad to see them explaining the limits of their plan. As we've discussed before, many players have such pie-in-the-sky attitudes about what the game should have that it feels problematic. They want a "super Sims game" rather than something that would be possible. What I'm hearing from the Paralives team feels very realistic and something they could accomplish. Explaining their limits this early on will help curb some of the disappointment that players might have if they had let the extravagant possibilities continue to be promoted by the community as a given.
colds and allergies would be good Yep ha and that's part of why I continue to make these videos, there's still a big gap between what the team says and what fans want or heck think the team has said, imo
It seems good to me that they establish clear limits of what the base game will or will not bring. Regarding the realism and difficulty of the game, I think there should be a section in the Paralives options where you can determine these parameters. Perhaps one player wants 100% realism but moderate difficulty while another wants just a little bit of realism but extreme difficulty.
For me Paralives ideas for the base game are amazing because they are focusing on having a fun, interesting and PLAYABLE base game. Having so many ideas gives them room for amazing DLC content in the future. Now, the "single wallet" household thing is totally fine with me but, in my case, im a sims 2 player so i use a mod so every member of the household could have its own funds/wallet and i also use a mod to make families pay rent on residential lots. What im trying to say is that if Paralives does'nt come with those features they can be created by paramodders in the future. The game modes, in my opinion should stay the way we know them because if they implement a cheatcode system (like the sims) then we can make our own sandbox type gameplay/saves. Amazing video as always Erin!!!!! HAPPY 2023!!!!!! 💙🤗🐼😊🎮💙
Paralives will not have script mods, though. So will these things be moddable? I also want separate moneys. To not have separate moneys severely limits gameplay (we can't have realistic flatmates/housemates for example), and requires spreadsheets outside the game. And that's if they allow us to move Paras out of the house and take a specified amount of money with them.
@@duetopersonalreasonsaaaaaa Not supported script mods afaik, unless that has changed recently. They are laying a great foundation for other mods though. The modding features are kind of inbuilt as part of the foundations of the game - assets are being inserted by the developers into the game via the same mods they are built for us to use, so I understand.
@@fransmith3255 I'm not very tech literate, so sorry if this is a super dumb question, but in Sims terms they're not allowing script mods but are allowing CC? Sorry if this is a dumb question
I'm more sad that paras won't have separate wallets but it's not a deal breaker. Love the idea of simple illnesses. Also like their approach to weather.
I agree. I feel the same way about all three of these things. I'd like separate wallets mostly because I want flatmates. Not being able to have flatmates realistically cuts out a huge part of gameplay.
A lot of these are "for now" which means they'll probably put it in at a later date but not at the start. The base game still sounds good even without these features.
yep, this only covers things that don't plan for the initial launch. some I don't think will ever come- such as adult content or very severe weather or diseases like cancer
Hey Erin. It seems like reality versus expectations should be the most important topic around PL. Did people really think/hope that directly drawing on characters etc could be a thing? That's incredibly advanced even for AAA games. Ultimately, all I really want from PL is great building and everything else to be good enough as an alternative to the Sims. Or a replacement if the Sims 5 goes down the bad route. PL doesn't have to cover everything, just do enough to make a great game with lots of potential for the future that they fulfill.
Yeah.. my sense is it's a case or projecting purely what they want to see vs fully assessing what is probably pragmatic. It may come from people too who have only played super high budget games
I'm worried about the horses too, I hope they will give up on that idea. They are incredibly hard to animate, and it's almost impossible to make fully fleshed out horses in a game that doesn't focus on them. I'd rather not see horses that are similar to cottage life lamas
As much as I like horses, I do think that's one thing the bg would do well without. It isn't that it can't be done.., but it doesn't seem necessary. Why not wait put them out with a dlc or update if they want
@Simmer Erin On the in depth progress page paralives has on their main website for public access, it says that paralives will be doing an early release of the game, and during early release they are going to add horses, so I'm not too worried about the quality of the horses, and more worried about how early release will go over with players since Cats, dogs, horses, house boats and weather are all slotted under not coming out on launch of early release, but coming out during that time, before official launch.
I like how they're being honest with it! It helps us know their limitations since a lot of us have things we want added to the game, and overall allows them to be transparent to the community. I'm not too bothered about the stuff they won't be able to add, actually. Although if they *do* decide to add occults to the game through DLC or something in the future I'd love that haha
It’s cool. I rather have the game performance functions right or keep it simple with less ideas then adding more ideas in the base game that could bring more problem with lags, bugs, & etc in performance. I can deal with having some ideas features adding in the DLC in the future.
@Simmer Erin Yeah. If they added all of this in the base game, I'd be concerned about performance and major bugs that would make the game unbearable to play.
The not being able to hand draw on paras seems kind of like a non-issue to me. I’m pretty sure we are already able to import images into the tattoo system meaning that players could simply hand draw what they want outside of the game and then just import it in. So at that point letting you hand draw in game seems like it would just be a completely unnecessary amount of work that would just end up limited compared to all the already existing drawing tools outside of the game that could be used to set up an image that you then just add to the game and place on your para.
I feel like the way they've built modding into the game will take care of many of these things, though stuff with custom animations or meshes is always hard for modders. I'm most disappointed about the lack of occults, but hopefully there will be DLC coming!
I think everything is quite reasonble, I’m really happy with how they manage so many ideas, have their limitations very clear and aren’t afraid to say it😊 I’m really excited to see new footage!
Paralives gives me the feeling of life is strange but with a life Sim, it has a cozy feeling a kind of idyllic feeling. So I think a lot of their decision makes sort of sense given the in game universe. It has a very different mood from The Sims from the trailers have seen the Sims is kind of wacky which is charming in its own right but this is definitely a different mood. About weather I think they're right at least in the base game to do that but again just like adding a occult could be a DLC so could adding devastating weather. Or maybe an update later that's certainly something that I could see that some people would really love and others not so much pretty much everybody likes seasonal changes but not everybody likes to deal with the effects of seasonal changes in a negative way. I'd be curious if they're going more into a story pathway, like maybe house Sims 2 was set up, in Sims 2 it had intricate story lines that connected the neighborhood together with its lore and stories. The Sims 2 is the most soap opera game of the franchise. Of course here again I'm comparing it to Sims. *Other games I can compare to the coziness are like stardew valley, animal crossing there's somebody lifetype Sims that have that kind of vibe.
it does feel oddly calming- maybe it's the art style and sound track so far? yeah- I feel a lot of people wouldn't want dramatic weather anyway. It's probably very labor intensive too. I just like that they seem to have a thoughtful approach they have been asked about lore- I know Maggie has a little back story as does Sebastian. they did seem hesitant to dip too much that way, but it also seems undecided right now
Being able to opt into a system where weather events damage the home, thus forcing some rebuilding & potential redesign would be great. Also some low key injuries from those events ( broken limbs, overheating/dehydration, etc) forcing the para to choose between going to work or staying home to heal could also add some interesting player choice.
Yeah, being able to opt in would probably be a must if they chose to do weather that was more impactful . While I do genuinely like the idea, I also do think it might be pretty complex to pull off
I think this would make for a great DLC just because I can not everyone is going to want that type of gameplay but I also am thinking that maybe they're only thinking severe weather damage could be kind of wacky, like you see in many simulations. But if they had it set up like this especially as a DLC it sounds like a great idea. Maybe have some busted out windows. Hole in the roof, flood damage. Maybe have a remodel DLC?
Medieval Dynasty has a dynamic where, at the start of each season, the player needs to check buildings for damage and fix as needed. It's not a constant worry or a huge time sink, but it lends to the immersion a bit.
I love how well they implemented these answers. It all makes sense. We can't expect everything upon launch, and they won't be able to do everything that Sims 4 failed to implement, either. This is refreshing to see.
The only thing I really see as wanting that they don't want to add is seperate wallets. I am starting to do some legacies and honestly, I'm thinking ahead how I'm probably going to have to budget it all myself. But overall, I don't hate or mind that the other things are really going to be not added/not added yet.
None of that surprises me; I think it makes good sense to keep things simple and focus on core game play for the base game. They're already planning to give us seasons and pets at release, so I'm okay with what ever they need to leave out in order to make sure those systems (plus the paras, build mode and live mode) are all functioning happily together. And truthfully, I am relieved that they're planning on leaving out things like deadly illnesses and disastrous weather events. I play games like this mostly as an escape from reality. I like to have random, weird, or fantastic events to liven things up a bit; I certainly don't want to live in a utopia (looking at you, Sims 4) which always sounds good but is ultimately dull as dishwater. But I can do without the trauma of events that destroy my home, my characters, or my town in a game I'm playing to relax. I know that some players enjoy that kind of extreme devastation as an extra gaming challenge, but I think that should be something for modders to add for those who want it. The only thing in that list I am slightly disappointed by is the lack of supernaturals; I enjoy the addition of that type of fantasy element to a life sim. But I can certainly understand not wanting to put them in the base game (they've already got enough elements to try to make work happily together without adding in a magic system or something like that). And I know that if the gameplay is good, I'll still have plenty of fun and more than enough options to spark my creativity. In other words, I might miss supernaturals, but I don't need them to still love the game itself. Thank you for another excellent video - you always give me a lot to think about!
very sensible, honestly. When I first started following paralives when it was just Alex, I was concerned the goals may be too lofty- but, while they still face honestly an enormous challenge, there's a great deal of honesty and pragmatism that makes me feel good, so far, about their development direction
I’m very glad they’ve thought about vitiligo, even if you can’t directly draw it on I’m hopeful I will be able to recreate or mostly recreate my vitiligo!
@@SimmerErin Not at all! I'm very familiar with the dangers of mistaking a molehill for a mountain in games. Peter Molyneux had a reputation for making promises he could almost deliver on, but only on a most basic level. Setting hard limits is important to understanding the intended user experience (the gameplay loop), and I like the insight this gives us on what the devs expect themselves to pull off with this project.
Sharing a wallet over the entire region means no doing family challenges similar to rags to riches. Not sure how they could claim to want realistic gameplay and them claim one wallet per neighborhood. How is it realistic for the 'Smiths' to go on a shopping spree, resulting in the 'Roberts' not being able to buy the fridge they need?
I think a lot of these things could be included in expansion packs. Not In a huge way but more like smaller things like new different plants that can grow, and you can look after. Included in a plant pack maybe 🤷🏼♀️ I think a lot of things are good ideas but dont need to be in the base game to make it complete 💁🏼♀️
I hope they will make add ons better than EA. Like One single add on for Occults and supernatural stuff instead of ten. Then it would be perfect. Most of the things don't bother me whatsoever and i think a challenging aspect through normal things like weather and illnesses will be awesome. So exited and really hoping they will make an occult expansion at some point.
They did say they hope to not go overboard on dlc, but its hard to say what that means. I don't mind a fair bit, seeing as the base game is already beefier
I would like snow days to be a thing cause no matter the conditions in sims4 your Sim goes unless you specifically tell them not to and one time my Sim got hit by lightning or almost hit because I made the path to the house to long
I also think that it’s so soon that these things may or may never be added and I’m happy with how it’s looking already so I’m excited to see what’s get to come
I feel like they went down the right path with this because I look at it like this it might not come when they first start off the game but they might do it for like later future updates or something like that the old saying slow and steady I'm glad they're not trying to make false promises and they know where that limitations stop they just come out directly with the what they can do and I hope people can understand that too🤔
absolutely agree- a good base game must have a strong foundation, but it doesn't need every feature. And I truly appreciate them trying to be careful about what they do or don't promise
Having horses in the game is giving me PTSD flashbacks from the Sims 3 Pets, I love horses but they are always messing up my game somehow. I do like their stance on Occults, Occults should be its own separate pack. Sometimes I want a gravestone in my sims game but I don't want to deal with the possibility of a ghost haunting the house so I usually just put it in the cometary. I like how they are open with things and I'm so happy that pets and weather/seasons are base game.
The only thing I'm disappointed about is the ghosts. I don't even use them a lot in the Sims, but I'd like the option for them being there in Paralives.
yeah me too, I knew this but it's the one thing on this list I'd love to see in paralives. I guess the good news is that they do seem inclined for it come eventually
For weather it'd be cool if your basement could flood, lightning could strike your house and the electricity goes out, or hail breaks your window or damages your roof. still damaging without being devastating
I feel that especially since they have prioritized making some rudimentary modding tools, the modding community is going to explode on this game. I just make cc clothes myself but I too am super excited to eventually make content for Paralives =w=
Honestly, some of these things on the list I don’t even know what they are EXCEPT for flipping…. Do they mean flipping as in turning items because I want that in the base game So if there’s no ghosts, what happens to the sim after the sims die? Do they just delete themselves? Honestly, I love the grim reapers theme in sims3
Yes, I believe that is what they mean by flipping I don't know yet how death will be handled, but there won't be a grim reaper. They HAVE played with the possibility of rituals and funerals
I thought "flipping" meant changing sides on an item; rather than just turning it around: for instance, one could flip a hairstyle so that the part was on the left instead of the right, or flip a pillow so that it was dark on the bottom and light on top, rather than vice versa. I honestly could see how that could be problematic, especially with hairstyles that move.
I personally do not have to have a lot of chaos in my game. I play my games to step away from the chaos of real life. Real life is chaotic enough without bringing that into my game. Just because it is a life simulation game, it does not have to include every aspect of real life. A life simulation game for me is one where I can control where life is going (with a few surprises). I personally do not have to have life threatening diseases in my simulation game. Real life has enough of that. People don’t want to immerse themselves so much in to their game that they don’t want to tackle the real world. The games should be for fun, where for just a little while you can escape some of the depressing areas of real life. I have no problem with things that Paralives has chosen NOT to add to the game. They just can’t give players everything they want. I’m just looking forward to the release of the game. So far, it’s looking really good to me.
I love chaos, but others like simulation games that are entirely calm. I personally would prefer different modes or a balance to suit game styles. I don't feel something like cancer would be a good fit
My decorative bookshelf fell on me while I was watching this lol I feel these are reasonable limitations. I can understand why some people would feel let down by some features, like not being able to create custom tattoos or muscle gain/loss throughout gameplay. I actually like the idea of body mass not changing through gameplay, that wasn't something I'd ever thought about not including. I don't want Paralives to be targeted towards children, but I don't want explicit 18+ content in the game either
Kyla my goodness are you ok!~ I guess you said decorative so I presume this doesn't include a lot of books? Same. I'd love to see it a bit more mature, but def not 18 plus ha
@@SimmerErin I'm okay lol yeah that bookshelf doesn't have books, one in my living room does though :D I have bookshelves all over my house for decor and space fillers
To me everything is reasonable! Especially the base game being not too over the top, because, well, it's the beginning. And I like them trying to keep everything simple, because sometimes I got too overwhelmed with different features while playing Sims 4 :D
If I’m honest I don’t think I will get into paralives but I do think some of the features are really cool. I wish we had height sliders and the way to stretch furniture and horses in the sims. One of the problems they have is that people who play these games will want so much and there’s only so much they will be able to do, I think it’s right to focus on the important things and perhaps they can expand over time with more of the wish list things.
reason we don't have height sliders/ level of customization in sims is because they haven't used procedural animations & yes most definitely- while a solid foundation is important, having every feature possible isn't
i would like weather to have effects on the buildings. like rains causing leaks that can be fixed or prevented for the future but you gotta pay a repair man
All of these are very reasonable! It's a small game, and they're setting things they can do and not! Maybe in the future they could expand, but for now, it makes sense more "simple" gameplay
I'm bummed plants won't overgrow or die if you don't attend to them. I love how alive the gardens in sims 2 feel, it helps convey the passage of time in a subtle way
I get that. I don't mind so much, but I do think it was a feature some expected. I hadn't thought about what it took coding wise to make it happen- perhaps it has also something to do with the art/ animation style they are using?
Gotta say, i'm pretty bummed about the muscle mass thing. I personally think the Sims does this well enough without needing to make it any more complicated (maybe it should be a little slower though). I love working out and most of my sims end up working out too as a result, so to not have that it hurts a little. They're including a lot of things so i don't see why they can't include even a primitive version of muscle building. They'll probably be mods for it but i think this is one feature which should be in the game. I'd be mad if it wasn't included in a Sims game and even though it's a much smaller team, it still irks me.
I'm not sure. There must be some reason they feel it is complex. Perhaps we should also keep in mind that they are implementing a different animation system, along with height sliders
@@SimmerErin It sounds like in their mind they were overcomplicating something that works decently well already in their main inspiration. Like probably they were thinking they should made each muscle develop indipendently depending on what exercize the paras do, or perhaps they thought of implementing a weight gain/weight loss system depending on the kind of activity the paras do daily (for example if they live a sedentary lifestyle and spend a lot of time sitting they gain weight/if they spend a lot of time moving around they lose weight or put on muscle), or maybe even a nutrition system where certain foods have different effects on the body depending on nutritional values. I can respect them wanting to be ambitious but there's also a need to be practical and realistic. This game set itself up to be a realistic simulator much more than The Sims, therefore eliminating such a key component of life is like pretending seasons don't exist. Besides, the way it works in The Sims is already perfected so i don't understand the need to change that In The Sims is a sim works out they lose weight and put on muscle and if they don't and they overeat, they slowly gain it over time, simple as that. It's a practical, user friendly and balanced system that remained the same since the original The Sims for a reason: it works.
I can think of two other reasons why these features may not be coming to this game. The first would be the price. Adding all these features would mean developers would have to raise the price of the base game to offset development costs. The other issue is performance. When TS3 came out, many couldn't play that series or take full advantage to its capabilities because of system requirements. I'm sure many players will deal with similar issues if Paralives requires high end gaming computers to run this game to its full potential and its future DLC.
There are some things I'm personally bummed about. The no real houseplants, and no gardening upon release in particular. But I DO get where they're coming from. To build a game, especially an open world sandbox type life simulator game, from the ground up is no easy feat. Right now, their main priority should be to get the foundation down. Extra stuff can come later, if at all. It's so wild that people claim they over promise, but when you actually listen to the dev team themselves (and not fans telling stories) they're downright reasonable.
I'm not sure about gardening. It does sound like at most it'd be limited. Yes- the fact is they have a tiny team, and making a game like this is a huge task
@Sarah York I think they mean you would share a wallet with everyone in the household, not everyone in the town. Which is the same as it’s done in The Sims.
The only thing I have a bit of an issue with is the talk around the sandbox mode because it reminds me of something mentioned before. I know they want everyone to experience everything the game has to offer but similar to The Sims I plan on creating a wide variety of different parafolks and I'd love to be able to say this is X character with this amount of money, these skills, working at this job who knows these folks. It's an issue I have with The Sims as well. It's definitely not a deal breaker for me but it'd be nice to have a life sim game where I can set up my more established townies without mods or a questionnaire.
All these are fine and common sense, except the separate money one. That's the only one I'll miss, mainly because having to have pooled money for every household very much limits gameplay. There are two things I want separate moneys for: flatmates and children's pocket money. I really want to play flatmates as part of my gameplay, but without separate moneys it's really not feasibly realistic gameplay. Flatmates move in and out and have different goals: some flatmates are focused on a good time and spend much of their time partying, some flatmates are flatting to save money, some are poor students. The lack of separate money means, sadly, that I really can't play these scenarios. And these situations are a huge chunk of realistic life. I'll have to end up making them separate lots instead - there will be ways to join up and make townhouses, so perhaps we can kind of do that somehow: make lots bedroom size with common areas, like a kind of boarding house or something. It depends on the ultimate design of the game. But if not, I'll have to have tiny apartments for my students and singles, which is less realistic. The other thing is pocket money for kids. I want that as part of my family play. It was a big thing as a child for me, waiting for each Monday to come around and pocket money to happen. Some kids spend it weekly on sweets, some save up for stuff, we also used to save our pocket money for Christmas. Sure I can simulate it outside the game, but that requires spreadsheets etc, and breaks immersion. This is the only thing that has been confirmed not happening that I will really miss. 😭
@@SimmerErin Yeah, I figure they must have their reasons. They are obviously trying to implement the best gameplay possible and they are implementing a lot of wonderful stuff, and usually surpass my expectations. Just not on this one thing that I figured would be simple enough to my unqualified mind - a money amount that gets updated per transaction for each character. And it's certainly possible in other games I've seen, where individual pawns have their own money. There must be a technical reason of some sort, but I can't see it. I hope they implement some sort of workaround that makes share houses possible and feasible. If we can make a kind of share house workaround within the lots system with walls and shared areas (walls can be placed on the absolute boundaries of lots in Paralives), then that would be something, I guess. It just means that I'd have to play my flatmates individually, per lot - I would have preferred to play flatmates together, so that I could gameplay the relationships and social aspect fully. And we don't do single room apartments or studios in Australia. Studios are usually like city penthouses in Australia, for the rich. Young people rent cheap houses in the suburbs in Australia and pile into them, lol. They do that kind of thing in the UK too. So to me, single room apartments would be very odd indeed, more realistic than the 'leave home to get married thing, but very marginally so. Perhaps flatmates are not a thing in Canada, perhaps young people still stay home until they're married in Canada, lol, so perhaps they don't realise how massive a part of life flatmates are in other countries. It's definitely a huge thing in Australia and the UK - most young people go flatting when they leave home - it's a huge life milestone: go to University and go flatting, get your first job and go flatting. Everyone does it in Australia - it's a 'rite of passage', a first go at financial independence, just like other 'rites of passage', like going to school, going to high school. There are very, very few people who don't go flatting at some stage in their life, usually when they're young, in Australia and the UK. Is it not like that in the US?? I can't wait to play all aspects of families too, but I want to play all the life stages from baby to child to teen to leaving home to going flatting, to meeting and falling in love, to getting their own place, to parenting to old age - the lot. Not just the grow up and 'leave home to get married' thing that we've always had to play in The Sims. That was the 50s and 60s. That's not realistic at all. Nobody does that anymore, lol!!
so the bg they want to be around the same price as most- that's around 60 to 70 USD right now. You do get seasons and pets with that. however, there will also be a combo of free updates and dlc
I do like they are being realistic with some stuff but i hope some of these fetures do get there time in the sun even if its just the wonderful modders
Great video . I like the build mode all of that looks great but when you create your character they look to me downgraded or it could just be the video . But it’s like budget went more into build mode and not so much in creating your character . IMO anyways great video as always .
@@SimmerErin it’s like the texture of the furniture and it looks great but the character skin tones look different and if they went threw full character creation to see what there offering. Or it could just be that I’m used to the way sims cas is and I know this isn’t a sims game. It could be because there showing only one skin tone and not all the ones they have . U know how sims 4 cas and build mode all the textures look same but on here it’s like the textures for build mode objects look great and the cac (create a character). It’s like comparing both games side by side . thanks for replying. 😀
i’m excited for this game. but i’m 19 and starting a career myself, so by the time this game is released i may not have time to play it. which is disappointing but when it comes i’ll definitely give it a go at least once😂😂 maybe play it with my future kids LOL
best wishes with your career! I took a break from games while I was in college, then came back (but I do have fairly flexible work). You may not be able to play as much, but everyone needs a little me time & your last comment made me smile: I got into playing games w/ my mother & father & older brother
As long that they can still keep a basic workable AND enjoyable gameplay mechanic, I can safely say the features they choose to set aside or not going to be in the game is not a deal breaker to me. I am seeing the saying "When there is clarity there is power". Yes there will be upsets when they choose to be firm and decisive, and honestly it is way better than the wishy washy and flip flopping direction the Sims 4 is having.
Hearing all of this, I’m not mad. I think some of these things (muscle definition, loosing/gaining weight) can be added as the company itself grows. I like the realistic gameplay - it’s just more my style. I wish weather in sims and Paralives would be cool. I always said if I tornado went through and blew down a tree or tore some shingles off my sims roof, would be cool. Then we could get insurance and click it just like when we have fires. But, all that said, yes - I wish we had some of these for the base game, but I’m going to hold tight, and I’m still excited. Is there a release date yet?
honestly I really like your ideas for weather- though of course I understand if it's not plausible nope, no release date yet- just too soon in the process
I wonder how para is going to be priced compared the base game sims, when pets and seasons are part of the base game. Honestly though those should be part of the base game in general
As an occults player, while I’m a bit sad they won’t be in the base game I 100% get where they’re coming from with that. The game needs to be able to walk before it can run, and adding occults is like telling it to do cartwheels. I think having them be one of the possible DLC additions is fair, but I do hope they end up coming out down the line. I will say that I appreciate the acknowledgment though: I think occult players tend to get pushed off to the side a lot as they’re kinda a niche group, and they go against the “Realistic slice of life” pitch that most games trying to compete with The Sims go for. While I definitely think the Sims 4’s “Overly Cartoony” reputation has alienated more realistic players, I also think that the people who play it more-so for the fantastical drama shouldn’t be discounted (and a lot of them don’t like the Sims 4 either lmao). The Sims has kinda always had a level of zaniness to it, and I think TS5 will still have a place if it leans into that rather than away from it (if EA can keep their corporate greed down for like 5 minutes that is… So probably not 💀) Either way, I’m still super excited for Paralives nonetheless and am exited to see where it goes once it’s in early access.
agreed. I don't consider myself fully an occult player- in that it's not my go to- BUT I am in the middle ground in that I love having some in my game too! I think they add a lot of interest and charm to a simulation game and, also, at the same time, like you, I get their reasoning here. Overall Ive been fairly impressed with how they have balanced out fan requests vs what is feasible for their game
The only thing in this list that i'm disappointed about is that the paras' bodies won't change over time. I like that my sims will gain/loose weight or gain/loose muscles depending on their lifestyle and i wish we could have the option to do that in Paralives. I'm sure we'll be able to so manually but it's something we will have to remember to do all the time when it could have been automatic :/
so one thing I do want to clarify is I have no idea yet how body changes will work with aging- so they may change some but yes it does sound that they won't change weight or muscle mass based on what you do in game & yeah I'm guessing you'd be able to go into paramaker mode and tweak if you want to
well..they did want the game to be more real so supernatural creatures n etc would not be realistic..lol..as for the weathers, well it would be interesting if like there are droughts during summer or blizzards in winter since its not too extreme but still normal in a way..though i think toddlers, teens, universities or colleges and functional cars should be available in the base game itself
yeah I think their focus for now is on realistic gameplay I do think some weather impacts would be cool Colleges and universities won't be base game at least right away, but they seem set on some form of transportation
Body building or exercising essentially not being important is sad. Exercise is important and vital irl. If its realistic.. why wouldn't the lack of fitness be a factor? Or is fitness a factor but body changes not? Still disappointed.
I think they felt it was hard to adjust and it may have something to do with using a height slider system to. I don't think they have ruled out fitness at all- and it could still have an impact on health- just the appearance won't change
All I care about is gameplay. And none of the gameplay features I care about currently are on the chopping list. Especially as this is the base game. If they can get the base game correct we can see about add ons.
Muscle Mass and weight loss/gain in TS4 annoyed me a lot. I don’t really want a game that is completely realistic but some realism is necessary to add character to the game. I am a bit disappointed in the plants not being living because plants are both environmentally friendly and can be considered as pets in a way because they have needs. They can also help a Parafolk improve social skills. When choosing a plant to place on a lot in build/buy mode there could an option to place a living or artificial plant. Also, Happy New Year🎉
Yeah I can see why people would want say some decorative/ fake plants but also living plants. I see your point. It'd be fun to maybe see eventually- though I'm not too upset if it's not right away
I think that people who are complaining need to go back and watch play footage from The Sims base game before all the updates and realize this is also a base game. When compared to the features that Sims came with this game is clearly the winner. Just my opinion as always. Blessings
Yeah, to be frank, they are promising a lot for the base game as it is- from weather to pets to transportation etc. There are limits to what they include for so many reasons. If anything, I think it's a positive they are being upfront and saying hey, we can't include this
I like the love showing in the game but I just don't like the parafolks ( unless they change it by release) ... They looks so I don't know... Like a mobile game...
I think it's nicer, personally- they are all hand drawn. I'm gathering people don't like the outline of the parafolk. The game will be cc compatible but they don't plan to dramatically change the art style
Honestly, these are actually so refreshing to hear. It really shows that they KNOW what to focus on, their limits and what should be expected into a base game. Honestly, for a launch I think all of those would be a bit much anyway. So glad they will concentrate on making what they have work instead of adding 500 things. As ppl mentioned, I think they should drop the horses seeing how hard they are to deal with. I don't think they are necessary for a base game. I think cats, dogs and maybe small animals would have been better than horses just bc they are so hard to work with. I also like the "might implement later" aspect to a lot of these things. I'm a hugeeee occult fan, but I also like that the game is accessible for non-occult fans and THEN you can add to it. Aka, I think ALL occult should be in one DLC (side eyes the ghosts in the sims and the mess of many DLCs) and I totally get not adding them to the base game. Overall, these are all logical to me and I'm MUCH more interested in all the small details they've been adding than adding MORE AND MORE features that will be incomplete. That's the thing with games ike the sims. We get more but also not, they're all disappointing every time bc they're lacking so much depth. So I'm soooo glad to see that they know their limits (ESPECIALLY for a base game) while not giving us nothing to said basegame (like the bar is low but getting seasons and pets in the base game is so nice and then the customization, especially of builds??? It makes ME wanna build even tho I'm not much of a builder!) Oh and muscle mass is lowkey annoying in the sims so I'm fine with that. I feel like if we can constantly change our Paras' appearances then I think that can help those who do want the "progression" aspect. Or a "check that feature on/off" if they do wanna implement it down the line, that'd work! So excited for this game.
very much agreed w/ most everything you said! I think a foundation is important- but it doesn't have to include everything. already, they seem committed to have a generous but reasonable approach to what they include
I haven't seen or heard of anything that confirms gardening at this time. That isn't to say it won't ever be added, but for now, doesn't seem to be a focus
All this does is make me want this game even more like some of these features I really just don't care about. I'm ready for something new I'm kind of just over the Sims.
do you know how long it takes to make a AAA game? Take project renee. based on job postings, it could have started as early as 2018. They have years left- and they're a AAA company- compared with a team of about 10 (that in 2019 was a solo project_
Jeez, I understand why but it does feel like all of the Occult gameplayers always get to take a backseat. I kind of wish there was a life simulation game just for Occult groups like witches, vampires, werewolves, aliens, imaginary friends, merfolk, etc. A game for just them, casting unique types of magic related to the corresponding occult and their households and careers 😄
Yeah I can def. understand that. While I feel this decision for now may be best for paralives it'd be incredible to see a full life sim with occults at the center! I'd very much be interesting
I'm still curious to see if script mods will ever get support because without that level of modding support I don't think I'd find Paralives fun for an extended period but they've also said that they plan to make mods supported enough to not need true script mods which I don't fully understand but I guess we will wait and see how it goes!
Honestly I prefer the gameplay to be simple and fun rather than too realistic and boring and I also saw that they try to make the interactions not too long so that our parafolks can do things in their day.
I don't find realism, itself boring- but a hyperfocus on some things could be a bit much
I’m really hoping this game gets a big modding scene. This definitely feels like the type of game that would benefit from that. I could totally see it having the “every copy is personalized” approach where everyone can mod the game to suit their needs.
Personally I’m the type of person that would prefer to have tons of chaos and grittiness. So mods that add things like crime and murder and drugs and all that would be a benefit to me.
I like chaos too- I'm not as into those elements, but I do appreciate things happening outside of my control, consequences and so forth
I was one of those people who was completely skeptical about Paralives when I first heard of it because of the many promises and having seen indie games do that and fail before. But over time the team has convinced me they are very reasonable and down to earth on their goals. I'm not upset by any of these things not being included in the base game, it makes sense considering how they have to build the whole world, the characters, animations, and everything in the game from the ground up. I'm just looking forward to when we actually get to try it out.
I was pretty skeptical the very first time I saw it as well. I can't recall when I decided to pay attention to it. I still have concerns- and understand anything can happen- but, like you, I feel they have earned my trust by taking what feels like a practical approach.
And even in the future a parailives 2 that has everything they want to add plus more.
Yes, thank you. Not only are they not a big group, this is a first time endevor unlike Rod Humble who has experience. I think they are doing a great job.
I feel this is a good thing for them to say what they said. Fans request SO many things but the dev team knows their limitations on what can be done and what can't be. Muscle building, I can live without. But I do agree with the weather bit. I'd like to have something a bit more to the seasons than just oh say school closed due to too much snow or too much rain. I'd like 'some' deviation like a flooded home but everything gets wet and not damaged or some damage but not destroyed and be easily fixed. While I'd like there to be careers in base game, its probably something they would need to discuss and work on. But yes, horses are tricky to animate and animated correctly. I can see them going for a gender neutral outlook with the horse, not showing the bits of male horses and such. Though sharing a wallet with other paras in the town? I can see the wallet being emptied VERY fast. But its up to them with what they want to do. So far, I'm seeing things that will be added on later as possible dlc or from free patches that come down the line. They want to be different than the sims and so many people are trying to push 'their' version of what the game needs to be. I'm just glad they're just saying this what we're doing with the base game.
I would like a bit of that too.. though I do suspect it's pretty complex to pull off. So I can understand why they'd shy from extreme weather
Horses.. I like them, but hot take, I would have been fine without for a bg. & yes end of the day most important thing is that they have a strong vision for their game
I feel like they might add more aggressive weather after the game is out, get the basics done first and kink out any bugs that might slip past them then and make worse weather. Weather is probably a very hard thing to code in and actually affect the environment and there'll likely be some bugs that slip by, so immediately adding that sort of stuff doesn't seem like a good idea.
I don't really care what animals the devs will add but I'm sure that at some point there will be more for us to play with, but I can see why they might not add any.
I do hope that at some point they split the wallet up for the households because there is no way that we'd be able to keep up without being able to control the other houses and make sure that they work and get money.
The money system will be similar to The Sims on a per household basis. The "wallet" will shared in the same household. Other Parafolk will have their own money.
I don't think I'd like flooding.
@@lucienfortner841 They could always make it an option. I live where flooding is possible.
I like the "keep it simple" approach as long a core gameplay works the way it intended and allow the modders to customize their own gameplay style like the 18+ areas that were discussed in the video. If the team wants to add active careers, certain illnesses, or live plants down the road to keep interest up, then that great as long as the team doesn't get burned out or break parts of the game while trying to meet their fans' requests.
Thank you for the update and I hope that you have a great weekend.
agreed, of course. I think if they take on too much they risk sabotaging their development
@@SimmerErin who? theirs or ours? 😅
I like the "keep it simple" approach on the game play as well.
I actually really love that Para bodies will stay fixed at the shape you make them. I don't like spending a bunch of time making a sim how I like them just to have to work to keep their body how I specifically made it. So this makes me really happy. :)
I could certainly see both sides of it. I'm mostly neutral ha
I am not too worried about it either; in The Sims 4 my sims gain so much weight despite the fact that I only feed them when their hunger is in red!
I agree especially because it allows you to actually have that bodybuilder story arc, but you're in control of it. Like sometimes I want my girls to be buff, but I don't want them to look scary and the max buffness for Sims 4 is truly terrifying even for the men.
Seriously, same. I’ve had sims eat basically only vegetarian-friendly stuff, tons of salads and everything, had them exercise either semi-regularly or fully regularly, and would STILL see them gain weight! Sometimes I’d leave my game with them looking fine and then come back to the save and they’d have gained TONS of weight! A girl went from basically how I made her (if not a bit thicker because she became an adult and I guess weight gain is obligatory there), to suddenly looking like she gained 100 lbs. I’m not even exaggerating, she was like twice her usual size. Wtf, sims. 😭
@@turtlesubs5101 Actually, starving your sims doesn’t effect their weight at all. The type of food they eat and the type of exercising they do has basically all the impact on them. It sucks, honestly. My sim has a kid, a job, and a passion for music and there’s really just not enough time in the day to fit in exercise with all those interest groups ;-;
I'm actually surprised that muscle or like body mass won't be having any changes during gameplay, but when I think about it, whenever I play, I usually want the chars that I make to maintain their initial body mass or muscle that I gave them. Everytime they gain or lose some, it lowkey frustrates me. 😂
Ha, honestly I could see it both ways- why some want it to change and some don't want to worry about it
@@SimmerErin In the future, maybe have it as an option in the menu? Similar to them getting sunburns, scars ect.
This is oddly refreshing. I hate comparing Paralives to Yandere Simulator, but this project is much more organized and pretty reasonable than the latter. I'm disappointed about no occults in the base game (at least not at release), but if I can wait for packs in the Sims I can wait for expansions in this.
Now I'm curious about Yandere.
Yeah, I think what strikes me- and what has more earned my trust over time is that the team isn't promising just tons of things, and they even will say things they know may disappoint some
@@SimmerErin Yandere Sim has been in development for a long time and if you go to the UA-cam channel (which I wouldn't recommend at this point) it comes across that the developer didn't really have a plan creating the game or what elements were critical for the game.
And that they was a known jerk, couldn't take any kind of criticism. And their skill level just didn't match up to what they could actually do. When they initially launch yandere simulator it was mostly using assets from the asset store. And then they kind of went away from the goofiness/ridiculousness that made it work.
I agree it is absolutely unfair to compare paralives to the yandere simulator creator. There's skills are far more better than that and it's a team it's not a single person working on it. Yandere would have more similarities to the creator of FNAF because it was mostly made by a single person, the difference is they became successful and were a little bit more self aware about their project.
Well that's a whole new level of drama to talk about yandere simulator. I don't even remember all the details about the issues of this creator.
i remember hearing that yan sun was STILL in development, i jumped into it when i was in 6th grade and he'd already gotten pretty far in it (like right before the first rival could be """"added"""")
i'm a senior now, and he still isn't ready to release it--
I’m alright with there not being occults as it’s supposed to be a life simulator game but I do hope that they add them in the future because I love having fantasy/monster characters.
I hope that if they do put "colds" or other viruses in the game, they don't "cure" them (like in TS4.) You can't "cure" a cold. You can treat someone to make them feel better while they get over it, but you can't "cure" it.
Overall, I'm glad to see them explaining the limits of their plan. As we've discussed before, many players have such pie-in-the-sky attitudes about what the game should have that it feels problematic. They want a "super Sims game" rather than something that would be possible. What I'm hearing from the Paralives team feels very realistic and something they could accomplish. Explaining their limits this early on will help curb some of the disappointment that players might have if they had let the extravagant possibilities continue to be promoted by the community as a given.
colds and allergies would be good
Yep ha and that's part of why I continue to make these videos, there's still a big gap between what the team says and what fans want or heck think the team has said, imo
I just hope that's optional. I don't care to get into deep simulation.
It seems good to me that they establish clear limits of what the base game will or will not bring.
Regarding the realism and difficulty of the game, I think there should be a section in the Paralives options where you can determine these parameters.
Perhaps one player wants 100% realism but moderate difficulty while another wants just a little bit of realism but extreme difficulty.
absolutely. I think establishing some limits is very important for expectations, transparency and the team's overall focus.
For me Paralives ideas for the base game are amazing because they are focusing on having a fun, interesting and PLAYABLE base game. Having so many ideas gives them room for amazing DLC content in the future. Now, the "single wallet" household thing is totally fine with me but, in my case, im a sims 2 player so i use a mod so every member of the household could have its own funds/wallet and i also use a mod to make families pay rent on residential lots. What im trying to say is that if Paralives does'nt come with those features they can be created by paramodders in the future. The game modes, in my opinion should stay the way we know them because if they implement a cheatcode system (like the sims) then we can make our own sandbox type gameplay/saves. Amazing video as always Erin!!!!! HAPPY 2023!!!!!! 💙🤗🐼😊🎮💙
I agree. I don't think more is always better. It's the dimension and play-ability that often matters most
Paralives will not have script mods, though. So will these things be moddable? I also want separate moneys. To not have separate moneys severely limits gameplay (we can't have realistic flatmates/housemates for example), and requires spreadsheets outside the game. And that's if they allow us to move Paras out of the house and take a specified amount of money with them.
@@fransmith3255 paralives won't have script mods?
@@duetopersonalreasonsaaaaaa Not supported script mods afaik, unless that has changed recently. They are laying a great foundation for other mods though. The modding features are kind of inbuilt as part of the foundations of the game - assets are being inserted by the developers into the game via the same mods they are built for us to use, so I understand.
@@fransmith3255 I'm not very tech literate, so sorry if this is a super dumb question, but in Sims terms they're not allowing script mods but are allowing CC? Sorry if this is a dumb question
As long as we getting pets and seasons i don't have a problem 😹
yep, both weather and cats/dogs./horses are set to be in the bg
I'm more sad that paras won't have separate wallets but it's not a deal breaker. Love the idea of simple illnesses. Also like their approach to weather.
yeah, it sounds like weather will have some fun and surprising impacts. in short, it's just good to see a sensible approach
I agree. I feel the same way about all three of these things. I'd like separate wallets mostly because I want flatmates. Not being able to have flatmates realistically cuts out a huge part of gameplay.
A lot of these are "for now" which means they'll probably put it in at a later date but not at the start. The base game still sounds good even without these features.
yep, this only covers things that don't plan for the initial launch. some I don't think will ever come- such as adult content or very severe weather or diseases like cancer
@@SimmerErin Yeah those are too extreme for a game that children will more likely play.
Hey Erin. It seems like reality versus expectations should be the most important topic around PL. Did people really think/hope that directly drawing on characters etc could be a thing? That's incredibly advanced even for AAA games.
Ultimately, all I really want from PL is great building and everything else to be good enough as an alternative to the Sims. Or a replacement if the Sims 5 goes down the bad route. PL doesn't have to cover everything, just do enough to make a great game with lots of potential for the future that they fulfill.
Yeah.. my sense is it's a case or projecting purely what they want to see vs fully assessing what is probably pragmatic. It may come from people too who have only played super high budget games
I'm worried about the horses too, I hope they will give up on that idea. They are incredibly hard to animate, and it's almost impossible to make fully fleshed out horses in a game that doesn't focus on them. I'd rather not see horses that are similar to cottage life lamas
As much as I like horses, I do think that's one thing the bg would do well without. It isn't that it can't be done.., but it doesn't seem necessary. Why not wait put them out with a dlc or update if they want
@Simmer Erin On the in depth progress page paralives has on their main website for public access, it says that paralives will be doing an early release of the game, and during early release they are going to add horses, so I'm not too worried about the quality of the horses, and more worried about how early release will go over with players since
Cats, dogs, horses, house boats and weather are all slotted under not coming out on launch of early release, but coming out during that time, before official launch.
I like how they're being honest with it! It helps us know their limitations since a lot of us have things we want added to the game, and overall allows them to be transparent to the community. I'm not too bothered about the stuff they won't be able to add, actually. Although if they *do* decide to add occults to the game through DLC or something in the future I'd love that haha
they have said for sure they have considered such a dlc. I really appreciate their honesty, too
It’s cool. I rather have the game performance functions right or keep it simple with less ideas then adding more ideas in the base game that could bring more problem with lags, bugs, & etc in performance. I can deal with having some ideas features adding in the DLC in the future.
I agree! I think a well done focus is more important than having a loaded base game
This is cool! It's a list of stuff that could be added in future updates or expansions, just not in the base game. I can dig it!
exactly. I'd actually be concerned if all of this was included (for a variety of reasons)
@Simmer Erin Yeah. If they added all of this in the base game, I'd be concerned about performance and major bugs that would make the game unbearable to play.
The not being able to hand draw on paras seems kind of like a non-issue to me. I’m pretty sure we are already able to import images into the tattoo system meaning that players could simply hand draw what they want outside of the game and then just import it in. So at that point letting you hand draw in game seems like it would just be a completely unnecessary amount of work that would just end up limited compared to all the already existing drawing tools outside of the game that could be used to set up an image that you then just add to the game and place on your para.
yeah I definitely did not think we'd be able to hand draw! and given the other customization options, I see it as a non issue
I feel like the way they've built modding into the game will take care of many of these things, though stuff with custom animations or meshes is always hard for modders. I'm most disappointed about the lack of occults, but hopefully there will be DLC coming!
Yes, I too would love some occults or at least ghosts, but still excited to see what they do
“No body building” what was all of those push up animations they showed off for then????
you can do athletic activities, but it won't change their physical appearance
I think everything is quite reasonble, I’m really happy with how they manage so many ideas, have their limitations very clear and aren’t afraid to say it😊 I’m really excited to see new footage!
Totally agree!
Paralives gives me the feeling of life is strange but with a life Sim, it has a cozy feeling a kind of idyllic feeling. So I think a lot of their decision makes sort of sense given the in game universe. It has a very different mood from The Sims from the trailers have seen the Sims is kind of wacky which is charming in its own right but this is definitely a different mood.
About weather I think they're right at least in the base game to do that but again just like adding a occult could be a DLC so could adding devastating weather. Or maybe an update later that's certainly something that I could see that some people would really love and others not so much pretty much everybody likes seasonal changes but not everybody likes to deal with the effects of seasonal changes in a negative way.
I'd be curious if they're going more into a story pathway, like maybe house Sims 2 was set up, in Sims 2 it had intricate story lines that connected the neighborhood together with its lore and stories. The Sims 2 is the most soap opera game of the franchise. Of course here again I'm comparing it to Sims.
*Other games I can compare to the coziness are like stardew valley, animal crossing there's somebody lifetype Sims that have that kind of vibe.
it does feel oddly calming- maybe it's the art style and sound track so far?
yeah- I feel a lot of people wouldn't want dramatic weather anyway. It's probably very labor intensive too. I just like that they seem to have a thoughtful approach
they have been asked about lore- I know Maggie has a little back story as does Sebastian. they did seem hesitant to dip too much that way, but it also seems undecided right now
I love the idea of weather having an impact on gameplay!
me too. it does sound like it'll be subtle, but even something like impacting travel and school day etc would be fun
Being able to opt into a system where weather events damage the home, thus forcing some rebuilding & potential redesign would be great.
Also some low key injuries from those events ( broken limbs, overheating/dehydration, etc) forcing the para to choose between going to work or
staying home to heal could also add some interesting player choice.
Yeah, being able to opt in would probably be a must if they chose to do weather that was more impactful . While I do genuinely like the idea, I also do think it might be pretty complex to pull off
@@SimmerErin I agree, if they haven't started on that sort of programming, it's not a priority to start now.
I think this would make for a great DLC just because I can not everyone is going to want that type of gameplay but I also am thinking that maybe they're only thinking severe weather damage could be kind of wacky, like you see in many simulations. But if they had it set up like this especially as a DLC it sounds like a great idea. Maybe have some busted out windows. Hole in the roof, flood damage. Maybe have a remodel DLC?
That's a little too much realism for me.
Medieval Dynasty has a dynamic where, at the start of each season, the player needs to check buildings for damage and fix as needed.
It's not a constant worry or a huge time sink, but it lends to the immersion a bit.
I love how well they implemented these answers. It all makes sense. We can't expect everything upon launch, and they won't be able to do everything that Sims 4 failed to implement, either. This is refreshing to see.
yes, and honestly, they've been pretty good about communicating some limitations- which I think is important
The only thing I really see as wanting that they don't want to add is seperate wallets. I am starting to do some legacies and honestly, I'm thinking ahead how I'm probably going to have to budget it all myself. But overall, I don't hate or mind that the other things are really going to be not added/not added yet.
yeah I certainly see how it could be helpful.
in general, I feel like they're making reasonable decisions
None of that surprises me; I think it makes good sense to keep things simple and focus on core game play for the base game. They're already planning to give us seasons and pets at release, so I'm okay with what ever they need to leave out in order to make sure those systems (plus the paras, build mode and live mode) are all functioning happily together. And truthfully, I am relieved that they're planning on leaving out things like deadly illnesses and disastrous weather events. I play games like this mostly as an escape from reality. I like to have random, weird, or fantastic events to liven things up a bit; I certainly don't want to live in a utopia (looking at you, Sims 4) which always sounds good but is ultimately dull as dishwater. But I can do without the trauma of events that destroy my home, my characters, or my town in a game I'm playing to relax. I know that some players enjoy that kind of extreme devastation as an extra gaming challenge, but I think that should be something for modders to add for those who want it.
The only thing in that list I am slightly disappointed by is the lack of supernaturals; I enjoy the addition of that type of fantasy element to a life sim. But I can certainly understand not wanting to put them in the base game (they've already got enough elements to try to make work happily together without adding in a magic system or something like that). And I know that if the gameplay is good, I'll still have plenty of fun and more than enough options to spark my creativity. In other words, I might miss supernaturals, but I don't need them to still love the game itself.
Thank you for another excellent video - you always give me a lot to think about!
very sensible, honestly. When I first started following paralives when it was just Alex, I was concerned the goals may be too lofty- but, while they still face honestly an enormous challenge, there's a great deal of honesty and pragmatism that makes me feel good, so far, about their development direction
@@SimmerErin I really love how open they're being about what is currently possible and what is not possible - transparency is a wonderful thing!
I’m very glad they’ve thought about vitiligo, even if you can’t directly draw it on I’m hopeful I will be able to recreate or mostly recreate my vitiligo!
yes! I think they really care about allowing people to create paras that reflect both themselves & the world, excited to see the full paramaker mode
I'll buy the hell out of that paranormal expansion
I feel like I'm learning more about the game by what it isn't rather than what it is. Great stuff!
I assume this is sarcastic.
imo, the team setting limits makes it more likely it will be successful
@@SimmerErin Not at all! I'm very familiar with the dangers of mistaking a molehill for a mountain in games. Peter Molyneux had a reputation for making promises he could almost deliver on, but only on a most basic level. Setting hard limits is important to understanding the intended user experience (the gameplay loop), and I like the insight this gives us on what the devs expect themselves to pull off with this project.
Sharing a wallet over the entire region means no doing family challenges similar to rags to riches. Not sure how they could claim to want realistic gameplay and them claim one wallet per neighborhood. How is it realistic for the 'Smiths' to go on a shopping spree, resulting in the 'Roberts' not being able to buy the fridge they need?
I think a lot of these things could be included in expansion packs. Not In a huge way but more like smaller things like new different plants that can grow, and you can look after. Included in a plant pack maybe 🤷🏼♀️ I think a lot of things are good ideas but dont need to be in the base game to make it complete 💁🏼♀️
yes, perhaps, depending on what they decide. I definitely agree it does not need to be all base game
I hope they will make add ons better than EA. Like One single add on for Occults and supernatural stuff instead of ten. Then it would be perfect. Most of the things don't bother me whatsoever and i think a challenging aspect through normal things like weather and illnesses will be awesome. So exited and really hoping they will make an occult expansion at some point.
They did say they hope to not go overboard on dlc, but its hard to say what that means. I don't mind a fair bit, seeing as the base game is already beefier
I would like snow days to be a thing cause no matter the conditions in sims4 your Sim goes unless you specifically tell them not to and one time my Sim got hit by lightning or almost hit because I made the path to the house to long
I also think that it’s so soon that these things may or may never be added and I’m happy with how it’s looking already so I’m excited to see what’s get to come
yeah it really is. If they said yes to everything, the game would likely either never come out or be a mess
I feel like they went down the right path with this because I look at it like this it might not come when they first start off the game but they might do it for like later future updates or something like that the old saying slow and steady I'm glad they're not trying to make false promises and they know where that limitations stop they just come out directly with the what they can do and I hope people can understand that too🤔
absolutely agree- a good base game must have a strong foundation, but it doesn't need every feature. And I truly appreciate them trying to be careful about what they do or don't promise
Having horses in the game is giving me PTSD flashbacks from the Sims 3 Pets, I love horses but they are always messing up my game somehow. I do like their stance on Occults, Occults should be its own separate pack. Sometimes I want a gravestone in my sims game but I don't want to deal with the possibility of a ghost haunting the house so I usually just put it in the cometary. I like how they are open with things and I'm so happy that pets and weather/seasons are base game.
oddly it worked well for me, but I think part of the issue in sims 3 was the random spawning
I really hope there will be an intricate family tree for legacy players like me.
haven't seen much yet about family trees. what would intricate entail
The only thing I'm disappointed about is the ghosts. I don't even use them a lot in the Sims, but I'd like the option for them being there in Paralives.
yeah me too, I knew this but it's the one thing on this list I'd love to see in paralives. I guess the good news is that they do seem inclined for it come eventually
Well, you’ve got to remember that Paralives is it’s own game; ghost mechanics are something unique to The Sims, not a core part of life.
For weather it'd be cool if your basement could flood, lightning could strike your house and the electricity goes out, or hail breaks your window or damages your roof. still damaging without being devastating
I think those things could be fun and add a bit of immersion. at the time not sure they are planning on it. electricity going out seems simpler
I am so excited for this and can't wait to see how this game expands in the future!
good! what are you most excited for
I feel that especially since they have prioritized making some rudimentary modding tools, the modding community is going to explode on this game. I just make cc clothes myself but I too am super excited to eventually make content for Paralives =w=
Honestly, some of these things on the list I don’t even know what they are EXCEPT for flipping…. Do they mean flipping as in turning items because I want that in the base game
So if there’s no ghosts, what happens to the sim after the sims die? Do they just delete themselves? Honestly, I love the grim reapers theme in sims3
Yes, I believe that is what they mean by flipping
I don't know yet how death will be handled, but there won't be a grim reaper. They HAVE played with the possibility of rituals and funerals
I thought "flipping" meant changing sides on an item; rather than just turning it around: for instance, one could flip a hairstyle so that the part was on the left instead of the right, or flip a pillow so that it was dark on the bottom and light on top, rather than vice versa. I honestly could see how that could be problematic, especially with hairstyles that move.
@@Ikwigsjoyful Now that you explained it, I understand why they won’t do it
I'm fine with what WILL be in the game.Going too the Doctor is awesome! No more just buying meds from computer.
me too
I personally do not have to have a lot of chaos in my game. I play my games to step away from the chaos of real life. Real life is chaotic enough without bringing that into my game. Just because it is a life simulation game, it does not have to include every aspect of real life. A life simulation game for me is one where I can control where life is going (with a few surprises). I personally do not have to have life threatening diseases in my simulation game. Real life has enough of that. People don’t want to immerse themselves so much in to their game that they don’t want to tackle the real world. The games should be for fun, where for just a little while you can escape some of the depressing areas of real life. I have no problem with things that Paralives has chosen NOT to add to the game. They just can’t give players everything they want. I’m just looking forward to the release of the game. So far, it’s looking really good to me.
I love chaos, but others like simulation games that are entirely calm. I personally would prefer different modes or a balance to suit game styles. I don't feel something like cancer would be a good fit
Not disappointed by any of this except the muscle building. That’s kinda sad but it’s fine idc
Yeah most of these don't bother me. Mine is I'd love to see at least ghosts, but as they are planning occults later, it's ok
My decorative bookshelf fell on me while I was watching this lol I feel these are reasonable limitations. I can understand why some people would feel let down by some features, like not being able to create custom tattoos or muscle gain/loss throughout gameplay. I actually like the idea of body mass not changing through gameplay, that wasn't something I'd ever thought about not including. I don't want Paralives to be targeted towards children, but I don't want explicit 18+ content in the game either
Kyla my goodness are you ok!~ I guess you said decorative so I presume this doesn't include a lot of books?
Same. I'd love to see it a bit more mature, but def not 18 plus ha
@@SimmerErin I'm okay lol yeah that bookshelf doesn't have books, one in my living room does though :D I have bookshelves all over my house for decor and space fillers
Micro-managing everything is so freaking tedious. Thank you Paralives for putting the breaks on that.
yeah I'm frankly not a fan of micro management. I do understand some like it, it's just not compelling to me
To me everything is reasonable! Especially the base game being not too over the top, because, well, it's the beginning.
And I like them trying to keep everything simple, because sometimes I got too overwhelmed with different features while playing Sims 4 :D
If I’m honest I don’t think I will get into paralives but I do think some of the features are really cool. I wish we had height sliders and the way to stretch furniture and horses in the sims. One of the problems they have is that people who play these games will want so much and there’s only so much they will be able to do, I think it’s right to focus on the important things and perhaps they can expand over time with more of the wish list things.
reason we don't have height sliders/ level of customization in sims is because they haven't used procedural animations
& yes most definitely- while a solid foundation is important, having every feature possible isn't
i would like weather to have effects on the buildings. like rains causing leaks that can be fixed or prevented for the future but you gotta pay a repair man
that would be pretty cool, though maybe a little complex too
@@SimmerErin ..maybe
4:22 i thought you meant the entire world the paras are in and i was like "WHAT"
sorry for the confusion!
@@SimmerErin it was on my end
Muscle mess is the one thing ther should think about. Becaus otherwise its like why send the para to the gym?
you could still earn a fitness skill from it, and they mentioned to possibility of health impacts (not yet confirmed)
Though they don't want weather disasters I hope Paralives will have Blizzards and Thundersnows.
I think it is fine if what they do works the way it should, I would be willing to buy a couple expansions in the future.
I would certainly be willing to pay for some well made dlc. I actually enjoy some dlc
All of these are very reasonable! It's a small game, and they're setting things they can do and not! Maybe in the future they could expand, but for now, it makes sense more "simple" gameplay
I'm bummed plants won't overgrow or die if you don't attend to them. I love how alive the gardens in sims 2 feel, it helps convey the passage of time in a subtle way
seems they may be open to adding it as a feature later on (house plants
Doesn't mean some of them can't come later. This is early access after all.
I think the thing I am most disappointed in is not having your paras lifestyle affect their body.
I get that. I don't mind so much, but I do think it was a feature some expected. I hadn't thought about what it took coding wise to make it happen- perhaps it has also something to do with the art/ animation style they are using?
Gotta say, i'm pretty bummed about the muscle mass thing. I personally think the Sims does this well enough without needing to make it any more complicated (maybe it should be a little slower though). I love working out and most of my sims end up working out too as a result, so to not have that it hurts a little. They're including a lot of things so i don't see why they can't include even a primitive version of muscle building. They'll probably be mods for it but i think this is one feature which should be in the game. I'd be mad if it wasn't included in a Sims game and even though it's a much smaller team, it still irks me.
I'm not sure. There must be some reason they feel it is complex. Perhaps we should also keep in mind that they are implementing a different animation system, along with height sliders
@@SimmerErin It sounds like in their mind they were overcomplicating something that works decently well already in their main inspiration. Like probably they were thinking they should made each muscle develop indipendently depending on what exercize the paras do, or perhaps they thought of implementing a weight gain/weight loss system depending on the kind of activity the paras do daily (for example if they live a sedentary lifestyle and spend a lot of time sitting they gain weight/if they spend a lot of time moving around they lose weight or put on muscle), or maybe even a nutrition system where certain foods have different effects on the body depending on nutritional values.
I can respect them wanting to be ambitious but there's also a need to be practical and realistic. This game set itself up to be a realistic simulator much more than The Sims, therefore eliminating such a key component of life is like pretending seasons don't exist. Besides, the way it works in The Sims is already perfected so i don't understand the need to change that
In The Sims is a sim works out they lose weight and put on muscle and if they don't and they overeat, they slowly gain it over time, simple as that. It's a practical, user friendly and balanced system that remained the same since the original The Sims for a reason: it works.
I can think of two other reasons why these features may not be coming to this game. The first would be the price. Adding all these features would mean developers would have to raise the price of the base game to offset development costs. The other issue is performance. When TS3 came out, many couldn't play that series or take full advantage to its capabilities because of system requirements. I'm sure many players will deal with similar issues if Paralives requires high end gaming computers to run this game to its full potential and its future DLC.
so true. now i think about it i have a macbook😂😂
There are some things I'm personally bummed about. The no real houseplants, and no gardening upon release in particular.
But I DO get where they're coming from. To build a game, especially an open world sandbox type life simulator game, from the ground up is no easy feat. Right now, their main priority should be to get the foundation down. Extra stuff can come later, if at all.
It's so wild that people claim they over promise, but when you actually listen to the dev team themselves (and not fans telling stories) they're downright reasonable.
I'm not sure about gardening. It does sound like at most it'd be limited. Yes- the fact is they have a tiny team, and making a game like this is a huge task
@@SimmerErin The gardening thing was confirmed (uh...deconfirmed?) When I asked Alex about it on patreon. It COULD happen later, but won't on release
@Sarah York I think they mean you would share a wallet with everyone in the household, not everyone in the town. Which is the same as it’s done in The Sims.
The only thing I have a bit of an issue with is the talk around the sandbox mode because it reminds me of something mentioned before.
I know they want everyone to experience everything the game has to offer but similar to The Sims I plan on creating a wide variety of different parafolks and I'd love to be able to say this is X character with this amount of money, these skills, working at this job who knows these folks. It's an issue I have with The Sims as well. It's definitely not a deal breaker for me but it'd be nice to have a life sim game where I can set up my more established townies without mods or a questionnaire.
Although there will still be cheats available- which I'd say is key!
All these are fine and common sense, except the separate money one. That's the only one I'll miss, mainly because having to have pooled money for every household very much limits gameplay. There are two things I want separate moneys for: flatmates and children's pocket money.
I really want to play flatmates as part of my gameplay, but without separate moneys it's really not feasibly realistic gameplay. Flatmates move in and out and have different goals: some flatmates are focused on a good time and spend much of their time partying, some flatmates are flatting to save money, some are poor students. The lack of separate money means, sadly, that I really can't play these scenarios. And these situations are a huge chunk of realistic life. I'll have to end up making them separate lots instead - there will be ways to join up and make townhouses, so perhaps we can kind of do that somehow: make lots bedroom size with common areas, like a kind of boarding house or something. It depends on the ultimate design of the game. But if not, I'll have to have tiny apartments for my students and singles, which is less realistic.
The other thing is pocket money for kids. I want that as part of my family play. It was a big thing as a child for me, waiting for each Monday to come around and pocket money to happen. Some kids spend it weekly on sweets, some save up for stuff, we also used to save our pocket money for Christmas. Sure I can simulate it outside the game, but that requires spreadsheets etc, and breaks immersion.
This is the only thing that has been confirmed not happening that I will really miss. 😭
yeah, and those are all fair. I see how it could be useful for several forms of gameplay. there must be a reason they feel it's complex
@@SimmerErin Yeah, I figure they must have their reasons. They are obviously trying to implement the best gameplay possible and they are implementing a lot of wonderful stuff, and usually surpass my expectations. Just not on this one thing that I figured would be simple enough to my unqualified mind - a money amount that gets updated per transaction for each character. And it's certainly possible in other games I've seen, where individual pawns have their own money. There must be a technical reason of some sort, but I can't see it. I hope they implement some sort of workaround that makes share houses possible and feasible. If we can make a kind of share house workaround within the lots system with walls and shared areas (walls can be placed on the absolute boundaries of lots in Paralives), then that would be something, I guess. It just means that I'd have to play my flatmates individually, per lot - I would have preferred to play flatmates together, so that I could gameplay the relationships and social aspect fully. And we don't do single room apartments or studios in Australia. Studios are usually like city penthouses in Australia, for the rich. Young people rent cheap houses in the suburbs in Australia and pile into them, lol. They do that kind of thing in the UK too. So to me, single room apartments would be very odd indeed, more realistic than the 'leave home to get married thing, but very marginally so.
Perhaps flatmates are not a thing in Canada, perhaps young people still stay home until they're married in Canada, lol, so perhaps they don't realise how massive a part of life flatmates are in other countries. It's definitely a huge thing in Australia and the UK - most young people go flatting when they leave home - it's a huge life milestone: go to University and go flatting, get your first job and go flatting. Everyone does it in Australia - it's a 'rite of passage', a first go at financial independence, just like other 'rites of passage', like going to school, going to high school. There are very, very few people who don't go flatting at some stage in their life, usually when they're young, in Australia and the UK. Is it not like that in the US??
I can't wait to play all aspects of families too, but I want to play all the life stages from baby to child to teen to leaving home to going flatting, to meeting and falling in love, to getting their own place, to parenting to old age - the lot. Not just the grow up and 'leave home to get married' thing that we've always had to play in The Sims. That was the 50s and 60s. That's not realistic at all. Nobody does that anymore, lol!!
All I want is a life simulator game that can be fun and enjoyable without paying $300+
so the bg they want to be around the same price as most- that's around 60 to 70 USD right now. You do get seasons and pets with that. however, there will also be a combo of free updates and dlc
@@SimmerErin That’s already a HUGE improvement! 😂
The Sims needs to take notes from them with what transparency looks like
the pros and cons of indie games vs AAA games
I do like they are being realistic with some stuff but i hope some of these fetures do get there time in the sun even if its just the wonderful modders
This "performance" talk reminds me so much of the sims. I don't like where this is going.
what do you mean, how so
Great video . I like the build mode all of that looks great but when you create your character they look to me downgraded or it could just be the video . But it’s like budget went more into build mode and not so much in creating your character . IMO anyways great video as always .
Downgraded in what sense?
And thank you
@@SimmerErin it’s like the texture of the furniture and it looks great but the character skin tones look different and if they went threw full character creation to see what there offering. Or it could just be that I’m used to the way sims cas is and I know this isn’t a sims game. It could be because there showing only one skin tone and not all the ones they have . U know how sims 4 cas and build mode all the textures look same but on here it’s like the textures for build mode objects look great and the cac (create a character). It’s like comparing both games side by side . thanks for replying. 😀
My goodness, I'm so happy Paralives isn't going down the occults rabbit hole. It's nice to just have a game focused on realism.
ah I actually really appreciate occults, but it's ok w. me if they aren't in the base game
Best case senario, they release a well crafted game and we have molders fill in the rest
absolutely. I'd rather have a solid foundation than all the bells and whistles
i’m excited for this game. but i’m 19 and starting a career myself, so by the time this game is released i may not have time to play it. which is disappointing but when it comes i’ll definitely give it a go at least once😂😂 maybe play it with my future kids LOL
best wishes with your career!
I took a break from games while I was in college, then came back (but I do have fairly flexible work). You may not be able to play as much, but everyone needs a little me time
& your last comment made me smile: I got into playing games w/ my mother & father & older brother
Aww I agree with all except for ghosts.
yeah I do think I'll miss those
Have they said anything about summer break from school
I haven't seen anything confirmed
As long that they can still keep a basic workable AND enjoyable gameplay mechanic, I can safely say the features they choose to set aside or not going to be in the game is not a deal breaker to me.
I am seeing the saying "When there is clarity there is power". Yes there will be upsets when they choose to be firm and decisive, and honestly it is way better than the wishy washy and flip flopping direction the Sims 4 is having.
honestly better people be 'upset now as you say vs them making unrealistic promises
They can probably add some of these in expansions
yep, both dlc & updates
Hearing all of this, I’m not mad. I think some of these things (muscle definition, loosing/gaining weight) can be added as the company itself grows.
I like the realistic gameplay - it’s just more my style.
I wish weather in sims and Paralives would be cool. I always said if I tornado went through and blew down a tree or tore some shingles off my sims roof, would be cool. Then we could get insurance and click it just like when we have fires. But, all that said, yes - I wish we had some of these for the base game, but I’m going to hold tight, and I’m still excited.
Is there a release date yet?
honestly I really like your ideas for weather- though of course I understand if it's not plausible
nope, no release date yet- just too soon in the process
I wonder how para is going to be priced compared the base game sims, when pets and seasons are part of the base game. Honestly though those should be part of the base game in general
they said similar as possible to other games; by this logic around 60/70 USD but honestly it's too soon to say
As an occults player, while I’m a bit sad they won’t be in the base game I 100% get where they’re coming from with that. The game needs to be able to walk before it can run, and adding occults is like telling it to do cartwheels. I think having them be one of the possible DLC additions is fair, but I do hope they end up coming out down the line.
I will say that I appreciate the acknowledgment though: I think occult players tend to get pushed off to the side a lot as they’re kinda a niche group, and they go against the “Realistic slice of life” pitch that most games trying to compete with The Sims go for. While I definitely think the Sims 4’s “Overly Cartoony” reputation has alienated more realistic players, I also think that the people who play it more-so for the fantastical drama shouldn’t be discounted (and a lot of them don’t like the Sims 4 either lmao). The Sims has kinda always had a level of zaniness to it, and I think TS5 will still have a place if it leans into that rather than away from it (if EA can keep their corporate greed down for like 5 minutes that is… So probably not 💀) Either way, I’m still super excited for Paralives nonetheless and am exited to see where it goes once it’s in early access.
agreed. I don't consider myself fully an occult player- in that it's not my go to- BUT I am in the middle ground in that I love having some in my game too! I think they add a lot of interest and charm to a simulation game
and, also, at the same time, like you, I get their reasoning here. Overall Ive been fairly impressed with how they have balanced out fan requests vs what is feasible for their game
The only thing in this list that i'm disappointed about is that the paras' bodies won't change over time. I like that my sims will gain/loose weight or gain/loose muscles depending on their lifestyle and i wish we could have the option to do that in Paralives. I'm sure we'll be able to so manually but it's something we will have to remember to do all the time when it could have been automatic :/
so one thing I do want to clarify is I have no idea yet how body changes will work with aging- so they may change some but yes it does sound that they won't change weight or muscle mass based on what you do in game
& yeah I'm guessing you'd be able to go into paramaker mode and tweak if you want to
I really like that they won't add the weight/muscle gameplay system, cause it's sooo irritating in the sims 4.
well..they did want the game to be more real so supernatural creatures n etc would not be realistic..lol..as for the weathers, well it would be interesting if like there are droughts during summer or blizzards in winter since its not too extreme but still normal in a way..though i think toddlers, teens, universities or colleges and functional cars should be available in the base game itself
yeah I think their focus for now is on realistic gameplay
I do think some weather impacts would be cool
Colleges and universities won't be base game at least right away, but they seem set on some form of transportation
Body building or exercising essentially not being important is sad. Exercise is important and vital irl. If its realistic.. why wouldn't the lack of fitness be a factor? Or is fitness a factor but body changes not? Still disappointed.
I think they felt it was hard to adjust and it may have something to do with using a height slider system to. I don't think they have ruled out fitness at all- and it could still have an impact on health- just the appearance won't change
Happy new year my dear Erin 😘❤🐹
Same to you! How have you been
All I care about is gameplay. And none of the gameplay features I care about currently are on the chopping list. Especially as this is the base game. If they can get the base game correct we can see about add ons.
gameplay is my primary concern too
One major thing that will never actually come is the game itself!
why do you say that
Muscle Mass and weight loss/gain in TS4 annoyed me a lot. I don’t really want a game that is completely realistic but some realism is necessary to add character to the game.
I am a bit disappointed in the plants not being living because plants are both environmentally friendly and can be considered as pets in a way because they have needs. They can also help a Parafolk improve social skills. When choosing a plant to place on a lot in build/buy mode there could an option to place a living or artificial plant.
Also, Happy New Year🎉
Yeah I can see why people would want say some decorative/ fake plants but also living plants. I see your point. It'd be fun to maybe see eventually- though I'm not too upset if it's not right away
Tbh I'm fine with that as long as there's a gardening system.
@Grant Todd oh damn, that sucks. I love having a garden, and the gardening is so broken in TS4. :(
I think that people who are complaining need to go back and watch play footage from The Sims base game before all the updates and realize this is also a base game. When compared to the features that Sims came with this game is clearly the winner. Just my opinion as always. Blessings
Yeah, to be frank, they are promising a lot for the base game as it is- from weather to pets to transportation etc. There are limits to what they include for so many reasons. If anything, I think it's a positive they are being upfront and saying hey, we can't include this
@@SimmerErin Agreed
If they were to go with 18+, the chances of getting through the censors is slim to none and Australia is responsibly open minded.
yeah, doing so would greatly limit their potential audience
I like the love showing in the game but I just don't like the parafolks ( unless they change it by release) ... They looks so I don't know... Like a mobile game...
I think it's nicer, personally- they are all hand drawn. I'm gathering people don't like the outline of the parafolk. The game will be cc compatible but they don't plan to dramatically change the art style
@@SimmerErin it's ok, not every game is for everyone. But I wish them the best... I didn't know there were hand drawn, that's make it very special
Honestly, these are actually so refreshing to hear. It really shows that they KNOW what to focus on, their limits and what should be expected into a base game. Honestly, for a launch I think all of those would be a bit much anyway. So glad they will concentrate on making what they have work instead of adding 500 things.
As ppl mentioned, I think they should drop the horses seeing how hard they are to deal with. I don't think they are necessary for a base game. I think cats, dogs and maybe small animals would have been better than horses just bc they are so hard to work with. I also like the "might implement later" aspect to a lot of these things.
I'm a hugeeee occult fan, but I also like that the game is accessible for non-occult fans and THEN you can add to it. Aka, I think ALL occult should be in one DLC (side eyes the ghosts in the sims and the mess of many DLCs) and I totally get not adding them to the base game.
Overall, these are all logical to me and I'm MUCH more interested in all the small details they've been adding than adding MORE AND MORE features that will be incomplete. That's the thing with games ike the sims. We get more but also not, they're all disappointing every time bc they're lacking so much depth. So I'm soooo glad to see that they know their limits (ESPECIALLY for a base game) while not giving us nothing to said basegame (like the bar is low but getting seasons and pets in the base game is so nice and then the customization, especially of builds??? It makes ME wanna build even tho I'm not much of a builder!)
Oh and muscle mass is lowkey annoying in the sims so I'm fine with that. I feel like if we can constantly change our Paras' appearances then I think that can help those who do want the "progression" aspect. Or a "check that feature on/off" if they do wanna implement it down the line, that'd work! So excited for this game.
very much agreed w/ most everything you said!
I think a foundation is important- but it doesn't have to include everything. already, they seem committed to have a generous but reasonable approach to what they include
Is there vegetables and gardening in para?
I haven't seen or heard of anything that confirms gardening at this time. That isn't to say it won't ever be added, but for now, doesn't seem to be a focus
All this does is make me want this game even more like some of these features I really just don't care about. I'm ready for something new I'm kind of just over the Sims.
Yeah I actually think for the most part, these are all positive signs
what is a "displacement mesh"?
maps. it's a bit complex to explain- this article may help
www.pluralsight.com/blog/film-games/bump-normal-and-displacement-maps
See you in 2030 folks...
This game was announced in 2019
do you know how long it takes to make a AAA game?
Take project renee. based on job postings, it could have started as early as 2018. They have years left- and they're a AAA company- compared with a team of about 10 (that in 2019 was a solo project_
Jeez, I understand why but it does feel like all of the Occult gameplayers always get to take a backseat. I kind of wish there was a life simulation game just for Occult groups like witches, vampires, werewolves, aliens, imaginary friends, merfolk, etc. A game for just them, casting unique types of magic related to the corresponding occult and their households and careers 😄
Yeah I can def. understand that. While I feel this decision for now may be best for paralives it'd be incredible to see a full life sim with occults at the center! I'd very much be interesting
I'm still curious to see if script mods will ever get support because without that level of modding support I don't think I'd find Paralives fun for an extended period but they've also said that they plan to make mods supported enough to not need true script mods which I don't fully understand but I guess we will wait and see how it goes!
looking into it!
@Grant Todd :/ That is really disappointing for sure
Then again, the Sims doesn’t officially support script mods either, right? And yet people have made some really complex ones