
He’s been surprised by the sheer amount of replies that have been submitted so far. Massé encourages those who are excited for the game to join the Paralives Discord and share their ideas on the type of content they would like to see.

In the meantime, Massé made sure to let us know we’re going to be able to pet the dogs in-game. “Another important aspect is that chance cards need to be relevant to you and your characters so the chance card algorithm needs to adapt to your playstyle as well as your characters’ skills and personalities.” He’s going to reveal more on character development with an upcoming announcement trailer. “These random events need to have a meaningful impact on the player and they could be completed by real actions that you ask your character to do,” Massé says. Massé recognizes how these could break immersion if not done well. For instance, you may be asked if your child sim should cheat on a test because they didn’t study or own up to their mistakes and fail. ‘Chance cards’ are a common element in The Sims 4, where a randomized opportunity prompt asks you to choose between a few options for your sim.
Paralives developers how to#
But how to parafolk react and respond to weather, how does it impact their “AI”, do they “know” it’s raining, do get to have preferences for different kinds of weather - this kind of stuff matters.Massé has brought up the concept of ‘chance cards’ in the Paralives Discord and Patreon where he began a discussion on how to expand and create something more engrossing. But content doesn’t mean much if you cannot meaningfully interact with and use that content with the existing systems in game.įor example they recently talked about different weather that would be in game. I think the team is focusing on the easier achievable things, which is not a bad strategy really, but they seem really focused on content - as though they read these forums and realize everyone just bitches about wanting moar content. This is why the Sims focused on doing less, but doing it (in their mind) in much better fidelity. Everything built needs animations and interactions and magic to get Sims/folk to use them. This is the core of what makes the Sims great - and where Sims 4 has some points of excellence and some points of horrendous-ness.īecause that’s hard - you need to build an engine that makes player characters and NPCs behave believably, without behaving optimally and reducing challenge. But, they have been very indexed on making their building and modeling and avatar tools, which is cool, but I have yet to see any real autonomy/ AI or animation or gameplay. Paralives will likely need to get acquired by a major studio and be powered by a much larger team to really do what it is they are promising to do. But since we haven’t seen much gameplay in action I’m still awaiting news on how this develops. I’m also glad that they want to limit the amount of big paid DLCs they make.


I love that they plan on base game seasons and pets and want to have a copious amount of gameplay for all life stages from the start.

But I don’t care how good or bad graphics are if the gameplay is weak and that’s what I want to see most. But when they showed an updated Maggie last year, I felt they found a very nice balance between cartoony and realistic. Some people said they don’t like how the paras look and at first, I agreed. Their previews of paramaker and build mode look really nice and very well done, with build mode seemingly already having an edge on sims 4 by adding a color wheel, getting rid of the grid system entirely and giving the ability to manipulate the height and/or length of individual objects-of course that means that it may take more work to create additional assets, so the size of the in-game catalog is a concern.
