Recently I reinstalled the Sims 2 after re-acquiring a copy. I really enjoyed the Sims 2 back when I was a teenager and found Sims 3 to be horrendously disappointing to the point where I departed from the series. I reinstalled it expecting to maybe have a night or two of fun, but I was sure it was only as fun as it was back when I was a teen because I was a bored teenager trapped at home with nothing better to do.
Well, I was wrong. It was kind of disheartening and shocking to see how much more I liked the game as opposed to Sims 3. The game just felt more well-made, more expansive (the neighborhood size is limitless (literally) with Open for Business or Nightlife installed) and more challenging and intriguing. Sims 3, I'd felt like I'd done everything worth doing within a matter of days.
Two main complaints I have specific to Sims 3 are:
1) Sims 3 makes you feel more limited to one family thanks to the story progression. I remember thinking back when I played Sims 2 that it would be cool if each family I made could age and progress on their own as I play one family, and it certainly sounded good on paper.
But....in practice, it's ultimately a pretty poor mechanic in my opinion because the game simply cannot be expected to creating interesting progression amongst NPC families. They won't marry, they won't have kids, they won't get promoted, they won't divorce, they won't do much of anything. With a few exceptions, basically any NPC families can be expected to meet "status quo," doing the EXACT same stuff day in and day out, except they age. Sure, I seem to recall a family or two set to actually give birth, and a couple having a random falling out and hating each other to the point of divorce is always possible, but since the game doesn't specifically try to do this, it's unlikely. And of course, no, they don't get promoted. So basically if you make 3 families and put them all in game, two of them will do JACK ALL for the entire duration of the third family's lifetime. Infact, the game's aging system will kill them off before you even get a chance to play with them, so what's the point in making more than one...?
The result is that basically all you do is limit yourself to ONE family instead of several, which gets very stale. Oh sure, you can turn the story progression and aging off for other families, but since the game is specifically designed towards having them on, certain problems arise when switching the active household, such as losing any aspirations or family inventory, something Sims 2 would save.
I can understand this "mistake" being made because it does sound good on paper, but it was a swing and a miss that really hurt the game, in my opinion.
2) "U buy money u giv EA moniez PLZZZZZZZZZZZZZ"
It was painfully obvious EA was using Sims 3 as a cash grab. I can't help but feel like the Sims 2 gave you a good 60 haircuts per gender in the vanilla game while Sims 3 gave you 16, BUT DON'T WORRY WE HAVE 24 NIFTY HAIRCUTS YOU CAN BUY FOR $1 EACH THAT WE'VE BOTHERED TO HIGHLIGHT AND PUT AT THE TOP OF THE LIST FOR YOU!"
They would however bother to highlight that the game was "more customizable!!" by showing that each item design could be changed in 4 different ways so that you could bother to make your OWN sofa textures or OWN sofa colors. So yeah, only 3 sofas instead of 16, but you can custom spec the snot outta those three!!! Great, but I have better stuff to do than design sofas for my Sims all day. Seems like EA just passed some of their work to me, to be honest....
Gotta say, this does kinda echo an attitude I hear from Bethesda fans aswell, where we shrug of complaints by saying "we can fix it with mods though," which is just a lame excuse for the company to do less work.
And a final minor complaint is, again, and I don't own all the Sims 3 expansions (or any, for that matter lulz, not paying $40 for an expansion) so I could be wrong, but Sims 2 is more limitless in that the neighborhood borders NEVER end. You can keep adding sub-neighborhoods on that function EXACTLY the same as the main one if you so choose to utilize it as one, the result being you could make a city if you like. But Sims 3 had borders and a limit. It stops at the borders of the main neighborhood.
And then there's one last complaint which is the reason I'm bothering to write this and share this. It's one that I think all of us can agree with....except game developers for some reason, which is rather unfortunate.
It's this damned philosophy of not allowing the player to fail. The player MUST succeed and the player MUST feel important at all times, to the point where gameplay often becomes largely trivial and there's nothing, and I mean NOTHING, worth accomplishing.
In the Sims 2, if I want to make a Sim with an extensive family that also owns three businesses, doing all that before he dies of old age, that's rather difficult. Sometimes Sims get lifetime aspirations which you read and think "screw that, way too hard" and that's that. And ok, if you truly wanna succeed you can probably just spam that anti-aging stuff until you finally succeed, but if you were to put a ban on such items, then suddenly yes, achieving lifetime wishes can be quite difficult.
In the Sims 3...? You literally cannot fail. Countless hours spent making your sims study hard and keep their friendships healthy in the Sims 2 become nothing but mere "suggestions" in the Sims 3. What once were requirements for promotions are now only "extra credit;" your sim WILL become president of the universe some day even if he has no skills whatsoever and only goes to work every other day, as long as he goes to work in a good mood. For as annoying as the relationship requirements could get for some of the more people-friendly jobs, at least they provided some sense of challenge; Sims 3 has none of this, to the point where promotions are simply handed out like candy...What's more, while Sims 2 featured both aspirations and fears, with aspiration successes making your sim happier to an extent that they can actually bypass mood obstacles that would normally obstruct valuable study time or the like, while fears can immediately bomb their mood to the point where you have to drop EVERYTHING and focus solely on getting their mood back up, Sims 3 cut fears out entirely, meaning you literally cannot fail. Getting your sim in a bad mood in Sims 3 is a challenge in and of itself, one that would basically REQUIRE you to sit there monitoring him and forbidding him from meeting his needs round the clock. You could literally drop a sim on an empty lot, never control him and not build a house for him and he'd probably survive by living in town alone.
The entire thing just makes the game feel so pointless. Within minutes, I've accomplished everything and there's nothing left to achieve. I just find it so odd that here I am playing two games that are more-or-less the same, and yet they couldn't feel more different in how much fun they provide me with. It speaks volumes about what challenge can do for a game; I already knew this since I tend to love New Vegas but find FO3 ok (challenge disappears after you get power armor, unfortunately, but the game is more or less still fun and decently challenging), but I find more situations of similar-games-feeling-world's-different only reinforces the argument. Some people may respond "if you're playing the Sims for a challenge then you're doing it wrong!" Well one, no, I'm not specifically expecting a challenge from it, I only expect ENOUGH challenge to keep me occupied, but 3 is devoid of -any- whatsoever. Even games like Minecraft provide some form of challenge in the form of enemies; challenge is a basic gameplay concept. And two? Two, I've heard that line before. "If you're playing Elder Scrolls for a challenge, you're doing it wrong!" I'm sick of excuses. I'm far more partial to objective arguments where if someone highlights a flaw, then only the flaw itself is discussed and debated, NOT people trying to derail the subject by highlighting other strengths. Yes of course there are other strengths, but if I tell you "Sonic '06 has abysmal gameplay" and you say "the graphics are nice tho!!" then that doesn't fix the gameplay, now does it?
I simply don't understand this. The philosophy of never allowing the player to fail is one that's http://youtu.be/gwb19cdoKOU?t=6m26s And mind you, by no means am I saying the linked video provides any "challenge" to begin with. However, perhaps it's time to take a step back when, back in the day we were hard on Resident Evil 4 for trying to provide "challenge" via quicktime events, and now we've hit a point where quicktime events aren't even quicktime events. They're....interactive cutscenes. As if having to press a button somehow makes a cutscene soooooo much more enjoyable. I cannot name a single person on these forums or any other forums who would advocate this design philosophy, and yet game developers seem to be leaning towards it and many of us often use the "if you play _____ for a challenge then you're doing it wrong" line, which again is simply not an objective argument that simply affords the devs to sidestep some criticism they deserve to get.
So tell me, am I wrong? Am I the only one who absolutely loathes this "don't let the player fail" attitude? Absolutely boggles my mind that game developers seem to think this is what people want, or that anyone COULD want this. Though then again, maybe game devs are targeting the http://www.youtube.com/watch?v=NSH39aiTx2A, as if everyone else won't notice or mind...