Why Cars are NOT "Pointless" in The Sims 4!
Summary
TLDRIn this video, the creator passionately defends the idea of cars being a valuable addition to The Sims 4. They tackle common arguments against the feature, like loading screens, lack of open world, and limited neighborhood roads, providing counterpoints to show how cars could work within the current game engine. The video explores how cars could be integrated with gameplay, role-play, and various packs, from customization and maintenance to integration with other expansions like Eco Lifestyle and Cottage Living. Ultimately, the creator argues that cars would significantly enhance the immersion and realism of the game.
Takeaways
- đ Cars in The Sims 4 are a hotly debated feature, with some players arguing they're pointless while others believe they're crucial for immersion and gameplay.
- đ The argument that cars are pointless due to loading screens is debunked by referencing The Sims 2, which had drivable cars and loading screens without issue.
- đ The lack of an open world in The Sims 4 isn't a problem for car functionality, as demonstrated in previous Sims games where cars worked within loading screens.
- đ Even neighborhoods with no roads can still integrate cars using creative solutions like placing driveways or using animation triggers.
- đ The idea that adding cars would take too much developer time is countered by the fact that The Sims 4 has been around for over 10 years, making such features more feasible.
- đ Cars can be integrated into existing gameplay without causing restrictions, with many worlds already having road-adjacent lots for cars to function.
- đ Teleportation of Sims isn't a replacement for cars, as cars would add realism and immersion, giving players a chance to role-play scenarios like driving to work or on a date.
- đ The addition of cars wouldn't mean that other features couldn't be added; it's not an either-or situation, and cars have been one of the most requested features for years.
- đ Cars in The Sims 4 could include features like restoration, maintenance, customization, and interactions based on traits, similar to how older games expanded gameplay features.
- đ With newer DLCs and systems, there are more opportunities to integrate cars into different packs, like adding electric cars with Eco Lifestyle or tractors with Cottage Living and Horse Ranch.
Q & A
Why does the speaker argue that cars are not pointless in *The Sims 4*?
-The speaker argues that cars are not pointless because they add immersion and realism to the game, serving as an essential part of modern life that could enhance role-play and gameplay. The speaker believes cars could integrate well with current systems in *The Sims 4* and bring added features such as customization, maintenance, and hobby activities.
How does the speaker address the argument that loading screens make cars irrelevant in *The Sims 4*?
-The speaker counters this by referencing *The Sims 2*, where cars functioned with loading screens, demonstrating that the inclusion of cars doesnât require an open-world system. They argue that the use of loading screens worked in previous games and could work in *The Sims 4* as well.
What is the speaker's response to the claim that there is no open world in *The Sims 4*, so driving would be impractical?
-The speaker points out that in *The Sims 2*, cars could drive to different lots via loading screens, and in *The Sims 4*, the open neighborhood system makes this process even easier. Cars could seamlessly transition between lots with a fade-to-loading screen.
How does the speaker address concerns about the lack of roads in many *Sims* neighborhoods?
-The speaker acknowledges that some neighborhoods lack roads but argues that cars would still work with simple additions like driveways or parking spaces. The speaker suggests that cars could function even without a full road system, simply entering and exiting lots with believable animations.
What does the speaker say about the development time and resources required to implement cars in *The Sims 4*?
-The speaker contends that since *The Sims 4* has been out for over 10 years, adding cars is no longer too ambitious. They also point out that EA has surveyed players about cars multiple times, indicating that they are at least considering the feature.
How does the speaker respond to the argument that cars would be too restricted and not work on many lots?
-The speaker counters this by saying that cars donât need to follow a strict path or designated route. They suggest that cars could simply disappear as they reverse off a parking space, making the system more flexible and easier to integrate across most lots.
Why does the speaker believe that teleportation doesnât replace the need for cars in *The Sims 4*?
-The speaker argues that the inclusion of cars is about immersion, not convenience. Cars add a layer of realism, and being able to assign your Sims a car, drive to different locations, and incorporate cars into daily activities is part of the life simulation experience.
What is the speaker's response to the claim that other features should be prioritized over cars?
-The speaker asserts that adding cars does not take away from other potential features. They argue that both new features and cars can coexist and that cars have been one of the most requested features for the game over the past decade.
How does the speaker justify the gameplay potential of cars in *The Sims 4*?
-The speaker highlights that previous Sims games had features like car customization, maintenance, and restoration. These elements could be expanded in *The Sims 4*, with new gameplay features like driving lessons, car customization, family interactions (washing cars), and integration with various DLCs (e.g., electric cars, tractors, etc.).
What does the speaker say about the community's demand for cars in *The Sims 4*?
-The speaker emphasizes that the community has been asking for cars since the base game launched in 2014. They note that EA has referenced cars in surveys and teaser renders, and they believe cars are essential to making *The Sims 4* a true life simulation game.
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