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#1501
5th Nov 2022 at 8:32 PM

Posts: 58
Quote:
Originally Posted by Casimir
I also wish that Paras do not have that weird black outline, but I am okay with the characters themselves.
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The short time I actually played ts4 I had a mod that removed the white outline that appeared when hovering the mouse over sims or objects. Maybe that could be an option here too.
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#1502
6th Nov 2022 at 7:31 PM

Posts: 585
Thanks: 169 in 1 Posts
Personally, I would prefer that they look a bit more realistic and customizable. But above all I prefer a good game, good free will, good management... It is better that they focus on trying to make the paras feel alive. We already had something pretty but dead with sims 4.
#1503
6th Nov 2022 at 8:37 PM

Posts: 2,637
Quote:
Originally Posted by kirabook
Not sure why you need to throw around the word pathetic, but if you feel that way ok? No one is telling you you need to buy the game. Everything you post in this thread is a broken record "I think they look like garbage. I'm not buying it. I think they look like poop, this isn't worth my time. I think they look like trash, I am not interested in this." And yet here you are?
It is a concern for all game devs to strike a balance in making sure their characters don't completely fade into the background. This is usually more of an issue with action oriented games since it would be a problem if your eyes lose track of the character you're playing or if enemies are too invisible, but I can see it being a problem for life sims too. Such problems can usually be solved with an indicator (like the plumbob), fixed camera perspectives (such as 3rd person, which life sims don't usually have), or an indicator on the ground like MMOs might have. I know for sure pixel art games have to be careful about this. I do think they they were able to strike a better balance with the prototype Maggie. Looking at their earlier character concept/backgrounds vs more recent ones, I think you can point out two major differences, both of which can be changed again at any point. The two major differences I have seen is #1, they removed (disabled) the stencil on objects and #2, they increased the amount of stencil on characters. It's been a while, but if I can recall correctly, the option to turn stencil on and off does not only apply to the characters, but the environment too. That could have changed from then and now, but I'm pretty sure that's still the case. If Paralives were to release today, I would probably turn down the stencils on the characters and turn on the stencil for the environment to even it out a bit. If we look at a picture of old Maggie and more recent Maggie, I definitely think the outline on characters and objects is what creates maybe the clashing some people feel is there. Old Maggie did blend into her surroundings a bit more, muted colors and blurry lack of definition and all. The new Maggie APPEARS to be more defined and sticks out from her surroundings because it is not harshly outlined like she is, creating the "cartoony" affect. Or maybe just making it appear cartoony. |
Way too cartoony for me personally.
#1504
7th Nov 2022 at 5:05 PM

Posts: 120
Quote:
Originally Posted by daisylee
Maybe you have not noticed that half the people agree with me? And I know you are so PRO this game you have been asked in the past if you work for them? My opinion and that of the roughly half the people here that agree with me is as valid as your one.
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I don't really need an army behind me to make me feel justified with my own opinions... Was I asked if I worked for them? If so, the answer is no. Lmao. I'm just a random web developer/gamer, not a game developer. Other than Sims 3, Kingdom Hearts, and Final Fantasy 14, pretty much the only games I play are indie games. Omori which I recently got into, Undertale, Cities Skylines (hardly indie anymore), Parkitect, Terraria, Crea, Minecraft (when it was small), Stardew Valley, Starbound (which sorta failed), Towns (which failed), Gnomoria (which failed), etc etc etc.
I wish I were smart enough to develop a game like those, but no. I'm just a fan of indie games. It's no surprise that I'm interested and invested in this project, I've been waiting for a project like this for a decade. I've been through this rodeo before with the same discourse (ESPECIALLY centering around how a game might look in the earlier stages)
I never said your opinion is not valid. I just think it's silly to call some developers pathetic because you don't like their art style. I pretty much hate the style of "adult cartoons" that air on Adult Swim but I'm not gonna call the artists pathetic because of it? I just don't like it, that's all. Your opinion is so valid that the devs will have options to toggle lines and stencils on and off. They also mention the ability to mod the game, if you want to, to achieve the look you're going for. You don't have to like it in its current state or in its final state. And if you don't feel like changing it, that's valid too. You don't have to play it should it come to fruition.
The indie game I've been obsessed with most recently is Rimworld. I didn't play it for the longest time because the characters are quite ugly (in my opinion). Now that I've played it, it's really fun and I've learned to live with it. BUT, there are people who dislike the art style so much they have created entire mods to make the characters look better and animate better if the player so desires (I got one that adds more animations and another to add more hair styles). With Steam games, you can mod the game at the click of a button via the Steam Workshop. Rimworld has nearly 30,000 mods of all different flavors. Rimworld is a Steam game just like Paralives plans to be. That is the vision they have for their own game, it's on their public roadmap.
So just to clarify, I'm not tell everyone to embrace the stencil. LOVE the stencil. Marry the stencil and have children with the stencil. I'm saying, "I get your point, but you can turn it off or mod it out with custom skins, which I'm pretty sure very single non-console simmer does already." As for their overall shape in general, dunno about that. From what we've seen so far and what has been on the patreon, their character creator is very flexible. You can probably create anything you want in there. Can't know for sure until we get our hangs on it though.
#1505
7th Nov 2022 at 9:50 PM

Posts: 2,953
Quote:
Originally Posted by kirabook
I just think it's silly to call some developers pathetic because you don't like their art style. I pretty much hate the style of "adult cartoons" that air on Adult Swim but I'm not gonna call the artists pathetic because of it?
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I did not call the creators pathetic but was responding to your comment that they might need to make the the Para different from the background to stand out. That is saying if that has to be done, IMO there is a problem with how the Para are being done, and not that the people working on this game are pathetic at all. They clearly are very talented and capable people. And you made the comment that they could look like poo and you would play the game. How they are done matters to many of us here, and if not done to our liking, as said, we will not get the game. But I have not heard anyone, including myself, slam the creators of this game themselves.
Field Researcher
#1506
8th Nov 2022 at 1:14 AM

Posts: 363
I don’t think the game looks bad, but you can tell they’re operating with some of the Unity defaults. It’s pretty common to see indie games use the default materials, lighting, shaders, etc, but they wind up looking like each other which doesn’t necessarily help to make any one game stand out.
At the end of the day that’s OK in my opinion. I figure they have enough on their plates trying to develop a life sim that visual distinction isn’t top priority, and as I said it doesn’t look bad. Unity has many settings they can tinker with if visuals become a focal point of development.
At the end of the day that’s OK in my opinion. I figure they have enough on their plates trying to develop a life sim that visual distinction isn’t top priority, and as I said it doesn’t look bad. Unity has many settings they can tinker with if visuals become a focal point of development.
#1507
9th Nov 2022 at 7:25 PM

Posts: 585
Thanks: 169 in 1 Posts
Quote:
Originally Posted by Casimir
I have been playing TS2 recently and one of the toddlers in my game grew up into a child (I have forgotten his name sadly) and he had these cheeks that were just beneath his eyes. It was really weird and I cannot describe it properly, but you could see this low-poly line beneath his eyes. When he grew up into a teen, he looked just fine. I do not know why this happens. Is it corruption?
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I guess those sims had parents with custom or very extreme traits... It's the price for having unique sims, deformed todlers... xD Sometimes the game doesn't blend well either and weird things happen, even without custom traits.
#1508
9th Nov 2022 at 11:19 PM

Posts: 1,397
Text Editing in the game:
https://www.youtube.com/shorts/FmCpzJqXPps
I'm not sure how to feel about the inclusion of "real" language in the game. Come to think of it, did they ever talk about the language of the Parafolks? Will there be some kind of "Paralish"?
https://www.youtube.com/shorts/FmCpzJqXPps
I'm not sure how to feel about the inclusion of "real" language in the game. Come to think of it, did they ever talk about the language of the Parafolks? Will there be some kind of "Paralish"?
#1509
9th Nov 2022 at 11:55 PM
Last edited by coolspear1 : 10th Nov 2022 at 12:23 AM.

Posts: 1,601
Thanks: 10223 in 72 Posts
Quote:
Originally Posted by 310175
I'm not sure how to feel about the inclusion of "real" language in the game. Come to think of it, did they ever talk about the language of the Parafolks? Will there be some kind of "Paralish"?
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I suppose there would have to be, for the sake of player sanity, for the same reasons original Maxis decided on giving sims a unique made-up language. To hear them speak in the familiar native tongue of the player would become a very annoying and repetitive ear-worm very quickly. Along with epilepsy warnings, the game might have to come with tinnitus warnings. Not to mention the huge financial and time-consuming cost of recording voice actors in multiple different languages for all the regions the game would be sold in.
Although the upside could be, beyond being a game, it could double as a very useful tool in helping people learn foreign languages. Sick of hearing them in your own language, flip it to something else and learn something new while having fun. That could work

"Become a government informer. Betray your family and friends. Fabulous prizes to be won!" Red Dwarf - Back to Reality.
Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
Lab Assistant
#1510
10th Nov 2022 at 12:00 AM

Posts: 63
Quote:
Originally Posted by Sokisims
I guess those sims had parents with custom or very extreme traits... It's the price for having unique sims, deformed todlers... xD Sometimes the game doesn't blend well either and weird things happen, even without custom traits.
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I do have custom sliders for both of the games so that could be the reason. But, the parents of the children did not have any extreme facial features.
#1511
10th Nov 2022 at 1:01 PM

Quote:
Originally Posted by 310175
Text Editing in the game: I'm not sure how to feel about the inclusion of "real" language in the game. Come to think of it, did they ever talk about the language of the Parafolks? Will there be some kind of "Paralish"?
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Hmm, it's nice to be able to customize items like that, but I would prefer if it was done in a slightly different way. In Sims 3, if you were making custom tombs, you could add plaques to the wall that players' sims could read. Like, 'abandon hope all ye who enter!' and that kind of thing. But the text was not visible in-game, just as a pop-up that appeared only when the sim interacted with it. So that would be better for me I think- no visible 'human' language in-game, but the ability to customise a picture so that when a para viewed it, the caption you typed could be read in a pop-up or speech bubble.
I will choose a path that's clear- I will choose free will
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Angel Classic Rock Mix!
#1512
12th Nov 2022 at 9:04 PM

Posts: 4,982
I mean... I believe this wouldn't be limited to latin characters/letters. So flexibility never really takes away from the player, even including the ability to use or make up a fictional language in their game canon.
Though, I do think it be handy if we get something like font customization or something like that.
P.S. Sorry for my bad english.
Though, I do think it be handy if we get something like font customization or something like that.
P.S. Sorry for my bad english.
Test Subject
#1513
24th Nov 2022 at 7:36 PM

Posts: 5
I am so excited to see where Paralives takes us in terms of competitors for the Sims. Finally (hopefully) EA actually have to listen to their costumers!
#1514
25th Nov 2022 at 3:41 AM
Last edited by coolspear1 : 25th Nov 2022 at 4:21 AM.

Posts: 1,601
Thanks: 10223 in 72 Posts
Quote:
Originally Posted by SneakyWingPhoenix
Though, I do think it be handy if we get something like font customization or something like that.
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I could see that as the outcome more than anything else. As a crowd-funded indie game, with still only a handful of people working on the project, I can't see them having a big enough budget to afford creating an extensive verbal, spoken Paras language and hiring voice actors of varying ages, genders and voice tones to record it all. Even with original Maxis being on a budget for the original Sims game, - as an experiment in a new "Dollhouse" genre they weren't sure was going to have great appeal - EA still gave them a big enough budget to make up and record a spoken language. Just how voice sound recording is in original Sims game, Paralives would have to, at the very least, match that standard if it does go down the avenue of a spoken Para language. Though I just can't see it being financially viable for a crowd-funded indie game.
What I do imagine is lots of "Hmms" and "Arrs" and "Ooos" as the recorded "voice" sounds, expressing some level of audible emotional context, followed by boxes with subtitles in them in the native language of the player. And just as you suggest, probably highly customization text options, colours and fonts, to make it more personal and recognizable to each Para.
Might need to hire some script writers and playwrights for all that. If I'm ever going to play a game where I'm regularly bombarded with text, it better be a varied and exciting read.

"Become a government informer. Betray your family and friends. Fabulous prizes to be won!" Red Dwarf - Back to Reality.
Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
#1515
25th Nov 2022 at 2:45 PM

Posts: 4,982
I mean... The concern was more about written strings than how they create in-depth, elaborate WAV/WMA/MP3 package files. Making up a fictional text language I think might be do-able and almost at free cost onto graphical 3D objects and text prompts (putting aside the deep time sink crater factor to work and finalize it) for the indie team, before moving over to the development of the Para's language vocalization and audability of songs and what not.
P.S. Sorry for my bad english.
P.S. Sorry for my bad english.
Lab Assistant
#1516
7th Dec 2022 at 5:34 PM

Posts: 63
This post is not about any true update on Paralives' development; it is more about what they are reconsidering to add regarding relationships between Parafolk. I am glad that the developers are brainstorming ideas about relationships and that they want to make them complex and different in comparison with TS. There also might be passions and talents but that is not yet confirmed. I am taking information from this video by Simmer Errin who posts updates about Paralives' development.
Lab Assistant
#1517
8th Jan 2023 at 2:17 AM

Posts: 63
Another video of what features will not be in Paralives such as occults or the ability to rent property. But, occults such as ghosts might come in the form of DLC. Most of the features included in this list might actually come in DLC, but that does not have to be the case. Also, there will be holidays in the basegame, and horses, cats and dogs. Other animals such as parrots or rabbits or rodents will not be included though. There will also be no plants such as bushes or flower beds going dry, but I think that that does not apply to gardening.
#1518
13th Jan 2023 at 2:27 AM

Posts: 1,397
Live Mode Sneak Peek: Emotion Animations
https://www.youtube.com/watch?v=e0yvojmM5qY
I like them. Although I feel I might have to get used to the subtlety.
https://www.youtube.com/watch?v=e0yvojmM5qY
I like them. Although I feel I might have to get used to the subtlety.
Scholar
#1519
13th Jan 2023 at 9:03 AM

Posts: 1,144
Quote:
Originally Posted by 310175
Live Mode Sneak Peek: Emotion Animations
https://www.youtube.com/watch?v=e0yvojmM5qY I like them. Although I feel I might have to get used to the subtlety. |
Yeah, the subtlety is something different from what we are used to

#1521
14th Jan 2023 at 1:49 AM

Posts: 2,953
Quote:
Originally Posted by SneakyWingPhoenix
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This was just posted above and commented on already.
#1522
26th Jan 2023 at 8:14 PM

Posts: 4,982
A rare footage of virtual people, maneuvering out of garden maze without clipping through and going anywhere but (hopefully) to the bathroom sink to wash a dirty dish
TS4 could never!
P.S. Sorry for my bad english.
TS4 could never!
P.S. Sorry for my bad english.
#1523
27th Jan 2023 at 5:38 AM

Posts: 2,953
Quote:
Originally Posted by SneakyWingPhoenix
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Interesting! I wonder if a series of go here or they simply started them at an entrance and then just instructed to get to exit? It would seem they would have to be directed through, but.................? Cute with little one running ahead.
#1524
28th Jan 2023 at 1:33 AM

Posts: 1,601
Thanks: 10223 in 72 Posts
You had me at "casual strolling." Okay, the kid was hot footing it a bit, but that's kids for you.
But that cool-as-a-cucumber stroll is the winning boys magic. Sims in TS4, even when walking, still seem somewhat manic in comparison. (Not to mention half of them purposely goofy enough to make you sea sick just watching them for a few minutes. Any wonder they seem always on the cusp of being deranged.)
That Para strolling will become legendary.
Take it away Artist Formally Known As Prince (RIP)- "Strolling, strolling, we could have fun just strolling..."
"Become a government informer. Betray your family and friends. Fabulous prizes to be won!" Red Dwarf - Back to Reality.
Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
But that cool-as-a-cucumber stroll is the winning boys magic. Sims in TS4, even when walking, still seem somewhat manic in comparison. (Not to mention half of them purposely goofy enough to make you sea sick just watching them for a few minutes. Any wonder they seem always on the cusp of being deranged.)
That Para strolling will become legendary.

Take it away Artist Formally Known As Prince (RIP)- "Strolling, strolling, we could have fun just strolling..."
"Become a government informer. Betray your family and friends. Fabulous prizes to be won!" Red Dwarf - Back to Reality.
Find all my TS4 mods and lots here: Main Website - simsasylum.com My Section - coolspear's Mods & Lots
#1525
28th Jan 2023 at 5:08 AM

Posts: 2,953
Quote:
Originally Posted by coolspear1
You had me at "casual strolling." ...
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Sims 3 is my main go to game, but they look like toddlers with loaded diapers they way they walk, and climb stairs. So much less grace than 2 Sims had. And I agree, that one fellow looked totally cool. Nice moves.
Who Posted
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