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** On the day after it's announcement, EA [[https://www.ea.com/games/the-sims/the-sims-4/news/our-commitment-to-you confirmed]] that the ''My Wedding Stories'' game pack [[NoExportForYou wasn't going to be released in Russia]], citing federal laws regarding the promotion of a same-sex couple. A week later, in response to the feedback, EA had reversed it's decision and decided to release the pack globally, including Russia, unaltered and unchanged, while also [[ReleaseDateChange pushing the release date to February 23]].

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*** Even the CAS items were disappointing—since the entire expansion was based on the sequel trilogy, none of the iconic costumes from the originals and prequels were included, alienating anyone who intended to buy it just for Leia's space buns (which were actually a base game item), Luke's robotic hand, or Padmé's beautiful dresses. *** By the time the pack was released, it had become a common joke that it only appealed to [[{{Fangirl}} fangirls]] who wanted to make a family and settle down in suburbia with their ''Star Wars'' crushes like Kylo Ren... except Kylo Ren was specifically made to be non-romancable, so you couldn't even do that!

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*** Even the CAS items were disappointing—since the entire expansion was based on the sequel trilogy, none of the iconic costumes from the originals and prequels were included, alienating anyone who intended to buy it just for Leia's space buns (which were actually a base game item), Luke's robotic hand, or Padmé's beautiful dresses.
*** By the time the pack was released, it had become a common joke that it only appealed to [[{{Fangirl}} fangirls]] who wanted to make a family and settle down in suburbia with their ''Star Wars'' crushes like Kylo Ren... except Kylo Ren was specifically made to be non-romancable, so you couldn't even do that!
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** The ''Star Wars: Journey to Batuu'' pack. It was a "story-driven" expansion for a sandbox game, which immediately made it unpalatable to many. Then it turned out that the story content was quite shallow, repetitive, and mostly consisted of clicking the same interactions over and over again, which upset the already-small contingent of players who were actually looking forward to that aspect of the pack.
*** The included world, Batuu, was a very small vacation neighborhood that Sims couldn't live in permanently with conveniences like toilets are few and far between, and it was also the literal ThemeParkVersion of a Star Wars planet, being based almost entirely off of the ''Ride/StarWarsGalaxysEdge'' part of the real-life Disneyland.

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** The ''Star Wars: Journey to Batuu'' pack. It was a "story-driven" expansion for a sandbox game, which immediately made it unpalatable to many. Then it turned out that the story content was quite shallow, repetitive, and mostly consisted of clicking the same interactions over and over again, again (most notably the mission part that brings you travelling by spaceships are mostly text-only events, which is compared unfavorably to ''The Sims 3: World Adventures''), which upset the already-small contingent of players who were actually looking forward to that aspect of the pack.
*** The included world, Batuu, was a very small vacation neighborhood that Sims couldn't live in permanently with conveniences like toilets restroom and fun places (if you don't want your Sims to do an OutOfCharacter playing smartphone games in the middle of Batuu, you're basically only confined to have fun in the Cantina or the Sabacc table at Resistance camp) are few and far between, and it was also the literal ThemeParkVersion of a Star Wars planet, being based almost entirely off of the ''Ride/StarWarsGalaxysEdge'' part of the real-life Disneyland.



** The ''[=StrangerVille=]'' game pack created a heavy divide between the fans for its RPG-style gameplay and story. Some feel like the change is a refreshing, bold new take for the series, with an interesting story. Others feel that a story-driven pack goes against the freedom and creativity the series' sandbox elements offer. Then you have other arguments, such as its (lack of) replayability, whether we should have had popular returning features instead of this, it being a pack not centered on realism, etc.

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** The ''[=StrangerVille=]'' game pack created a heavy divide between the fans for its RPG-style gameplay and story. Some feel like the change is a refreshing, bold new take for the series, with an interesting story. Others feel that a story-driven pack goes against the freedom and creativity the series' sandbox elements offer. Then you have other arguments, such as its short length, shallow activities, large amount of RedHerring in the plot and lore, (lack of) replayability, whether we should have had popular returning features instead of this, it being a pack not centered on realism, etc.
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fix redlink


*** The included world, Batuu, was a very small vacation neighborhood that Sims couldn't live in permanently with conveniences like toilets are few and far between, and it was also the literal ThemeParkVersion of a Star Wars planet, being based almost entirely off of the ''Ride/StarWarsGalaxyEdge'' part of the real-life Disneyland.

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*** The included world, Batuu, was a very small vacation neighborhood that Sims couldn't live in permanently with conveniences like toilets are few and far between, and it was also the literal ThemeParkVersion of a Star Wars planet, being based almost entirely off of the ''Ride/StarWarsGalaxyEdge'' ''Ride/StarWarsGalaxysEdge'' part of the real-life Disneyland.

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Try splitting the paragraphs into indentations by topic to make it easier to read.


* AudienceAlienatingPremise: Famously, the ''Star Wars: Journey to Batuu'' pack. It was a story-driven expansion for a sandbox game, which immediately made it unpalatable to many. Then it turned out that the story content was quite shallow and mostly consisted of clicking the same interactions over and over again, which upset the already-small contingent of players who were actually looking forward to that aspect of the pack. The included world, Batuu, was a very small vacation neighborhood that Sims couldn't live in permanently, and it was also the literal ThemeParkVersion of a Star Wars planet, being based almost entirely off of the Disney ''Galaxy's Edge'' park. Even the CAS items were disappointing—since the entire expansion was based on the sequel trilogy, none of the iconic costumes from the originals and prequels were included, alienating anyone who intended to buy it just for Leia's space buns, Luke's robotic hand, or Padmé's beautiful dresses. By the time the pack was released, it had become a common joke that it only appealed to [[{{Fangirl}} fangirls]] who wanted to make a family and settle down in suburbia with their ''Star Wars'' crushes like Kylo Ren... except Kylo Ren was specifically made to be non-romancable, so you couldn't even do that! The end result was a pack that appealed to absolutely no one—it was too story-driven and created too many [[ContinuitySnarl continuity snarls]] to interest typical Sims players, it was too shallow and sequel-trilogy-focused for die-hard ''Star Wars'' fans, and the few people who were interested in mixing ''Star Wars's'' sci-fi adventures with regular, domestic ''Sims'' gameplay were put off by the non-romancable [=NPCs=] and the fact that you can't actually live on Batuu. It should come as no surprise that it was [[https://screenrant.com/sims-4-journey-batuu-game-review/ not well-received]].

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* AudienceAlienatingPremise: Famously, the AudienceAlienatingPremise:
** The
''Star Wars: Journey to Batuu'' pack. It was a story-driven "story-driven" expansion for a sandbox game, which immediately made it unpalatable to many. Then it turned out that the story content was quite shallow shallow, repetitive, and mostly consisted of clicking the same interactions over and over again, which upset the already-small contingent of players who were actually looking forward to that aspect of the pack. pack.
***
The included world, Batuu, was a very small vacation neighborhood that Sims couldn't live in permanently, permanently with conveniences like toilets are few and far between, and it was also the literal ThemeParkVersion of a Star Wars planet, being based almost entirely off of the Disney ''Galaxy's Edge'' park. ''Ride/StarWarsGalaxyEdge'' part of the real-life Disneyland.
***
Even the CAS items were disappointing—since the entire expansion was based on the sequel trilogy, none of the iconic costumes from the originals and prequels were included, alienating anyone who intended to buy it just for Leia's space buns, buns (which were actually a base game item), Luke's robotic hand, or Padmé's beautiful dresses. *** By the time the pack was released, it had become a common joke that it only appealed to [[{{Fangirl}} fangirls]] who wanted to make a family and settle down in suburbia with their ''Star Wars'' crushes like Kylo Ren... except Kylo Ren was specifically made to be non-romancable, so you couldn't even do that! that!
***
The end result was a pack that appealed to absolutely no one—it was too story-driven and created too many [[ContinuitySnarl continuity snarls]] to interest typical Sims players, it was too shallow and sequel-trilogy-focused for die-hard ''Star Wars'' fans, and the few people who were interested in mixing ''Star Wars's'' sci-fi adventures with regular, domestic ''Sims'' gameplay were put off by the reasons above, the non-romancable [=NPCs=] [=NPCs=], and the fact that you can't actually live on Batuu. It should come as no surprise that it was [[https://screenrant.com/sims-4-journey-batuu-game-review/ not well-received]].



** The somewhat sudden change on mood influenced by many, many factors including room decoration, traits, and lot traits, might make it harder to accomplish whims that you want. It also extends on aspiration goals, as some including having to do a particular thing with the correct mood (such as one of the cooking aspiration need to be accomplished while "inspired" and Computer Whiz has one of the objectives being having to play videogames for two in-game hours straight while "focused"). The fact that some of the "Very" variants of the moods (such as "Inspired" and "Very Inspired") resetting the mood-based whims didn't help either. It was compared unfavorably with the Wants from ''The Sims 2'' (which only rerolls after sleeping or after fulfilling it) or ''The Sims 3'' (which the player can save up to 4 wants as soon as it appears)

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** The somewhat sudden change on mood influenced by many, many factors including room decoration, traits, and lot traits, might make it harder to accomplish whims that you want. It also extends on aspiration goals, as some including having to do a particular thing with the correct mood (such as one of the cooking aspiration need to be accomplished while "inspired" and Computer Whiz has one of the objectives being having to play videogames for two in-game hours straight while "focused"). The fact that some of the "Very" variants of the moods (such as "Inspired" and "Very Inspired") resetting the mood-based whims didn't help either. It was compared unfavorably with the Wants from ''The Sims 2'' (which only rerolls after sleeping or after fulfilling it) or ''The Sims 3'' (which the player can save up to 4 wants as soon as it appears)appears). Expansions may make whims irrelevant to your Sims personality to appear as well, such as the infamous "buy a Bee Box". A workaround exists [[https://deichschafblog.de/bienchen/sonstige-mods-misc-mods/ here]] (look for the "whimoverhaul").


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** Sims also feel compelled to use a computer, whether they're part of your household or neighbors. While there is a "Computer Security Settings", they sometimes didn't work and need multiple confirmations. At least you can put the computer inside a room that you can lock it.
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* ContestedSequel: On one hand, there are those that bemoan so many of the missing features (two of them was the open world and Create-A-Style, which were featured heavily during the trailers for the initial release of ''The Sims 3''), the redesigned interface (supposedly allow for more powerful and accessible gameplay features, but not only it looks increasingly complicated, but the iconic bottom-left dashboard is gone, with the button to toggle buy/build and life mode is now on the top right, while hotkeys largely remains what it is), and also terrible ArtShift toward a more cartoony style seemingly based from ''Videogame/TheSimsFreeplay'' (which many sees as a downgrade from the previous games and even the second game). On the other hand, there are those who found the mood-based gameplay reimagined from the Moodlets system from the preceding game, increased building features, and features gradually introduced by the expansion packs, refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the streamlined focus of ''4'' more.

to:

* ContestedSequel: On one hand, there are those that bemoan so many of the missing features (two of them was the open world and Create-A-Style, which were featured heavily during the trailers for the initial release of ''The Sims 3''), the redesigned interface (supposedly allow for more powerful and accessible gameplay features, but not only it looks increasingly complicated, but the iconic bottom-left dashboard is gone, with the button to toggle buy/build and life mode is now on the top right, while hotkeys largely remains what it is), and also terrible the ArtShift toward a more cartoony style seemingly based from ''Videogame/TheSimsFreeplay'' (which many sees as a downgrade from the previous games and even the second game). On the other hand, there are those who found the mood-based gameplay reimagined from the Moodlets system from the preceding game, increased building features, and features gradually introduced by the expansion packs, refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the streamlined focus of ''4'' more.

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** While most players probably didn't think too much about it, a patch renamed the "Insane" trait to "Erratic". Since the trait is meant to represent [[AmbiguousDisorder mental illness in general]] and is the only "mental illness" in the game, the old name - [[InnocentlyInsensitive however accidentally]] - [[UnfortunateImplications could be seen as ableist]][[note]]The general public connects the word [[InsaneEqualsViolent to violent behaviour]]. As such, some see it as a derogatory term[[/note]] The new name describes the odd behaviour just as well, without the negative connotations.

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** While most players probably didn't think too much about it, a patch renamed the "Insane" trait to "Erratic". Since the trait is meant to represent [[AmbiguousDisorder mental illness in general]] and is the only "mental illness" in the game, the old name - [[InnocentlyInsensitive however accidentally]] - [[UnfortunateImplications could be seen as ableist]][[note]]The general public connects the word [[InsaneEqualsViolent to violent behaviour]]. As such, some see it as a derogatory term[[/note]] The new name describes the odd behaviour just as well, without the negative connotations. A later patch changed the trait's image from a straitjacket to a collection of conflicting emoticons, possibly to help de-stigmatize psychiatric care and avoid additional ableism.



* AudienceAlienatingPremise: Famously, the ''Star Wars: Journey to Batuu'' pack. It was a story-driven expansion for a sandbox game, which immediately made it unpalatable to many. Then it turned out that the story content was quite shallow and mostly consisted of clicking the same interactions over and over again, which upset the already-small contingent of players who were actually looking forward to that aspect of the pack. The included world, Batuu, was a very small vacation neighborhood that Sims couldn't live in permanently, and it was also the literal ThemeParkVersion of a Star Wars planet, being based almost entirely off of the Disney ''Galaxy's Edge'' park. Even the CAS items were disappointing—since the entire expansion was based on the sequel trilogy, none of the iconic costumes from the originals and prequels were included, alienating anyone who intended to buy it just for Leia's space buns, Luke's robotic hand, or Padmé's beautiful dresses. By the time the pack was released, it had become a common joke that it only appealed to [[{{Fangirl}} fangirls]] who wanted to make a family and settle down in suburbia with their ''Star Wars'' crushes like Kylo Ren... except Kylo Ren was specifically made to be non-romancable, so you couldn't even do that! The end result was a pack that appealed to absolutely no one—it was too story-driven and created too many [[ContinuitySnarl continuity snarls]] to interest typical Sims players, it was too shallow and sequel-trilogy-focused for die-hard ''Star Wars'' fans, and the few people who were interested in mixing ''Star Wars's'' sci-fi adventures with regular, domestic ''Sims'' gameplay were put off by the non-romancable [=NPCs=] and the fact that you can't actually live on Batuu. It should come as no surprise that it was [[https://screenrant.com/sims-4-journey-batuu-game-review/ not well-received]].



** In contrast, an update fixed things so that Social Services no longer provides free bassinets, and you have to buy your own, even if your Sim is in labor and you still don't have one. As of now, if you don't have a bassinet, the game will provide you one upon the birth of a baby (or more in case of twins)

to:

** In contrast, an update fixed things so that Social Services no longer provides free bassinets, and you have to buy your own, even if your Sim is in labor and you still don't have one. As of now, if you don't have a bassinet, the game will provide you one upon the birth of a baby (or more in case of twins)twins.)



* UnderusedGameMechanic: The general consensus with expansion packs is that they don't do enough to explore the mechanics they introduce, instead giving players shallow gameplay with a quarter of the content seen in past versions of the pack. This is especially true of ''Island Living,'' which had almost no gameplay outside of one-note mermaids and... living on an island.

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* UnderusedGameMechanic: UnderusedGameMechanic:
**
The general consensus with expansion packs is that they don't do enough to explore the mechanics they introduce, instead giving players shallow gameplay with a quarter of the content seen in past versions of the pack. This is especially true of ''Island Living,'' which had almost no gameplay outside of one-note mermaids and... living on an island.island.
** The other major problem with expansion packs is that, aside from being generally shallow, they don't mesh with each other very well, leading to all kinds of missed opportunities and FridgeLogic. For example, becoming the Strangerville Hero will ''not'' make your Sim famous or give them a positive reputation, since the fame system was introduced in a different pack—simply having a lot of friends or coming from a big family will make your reputation rise faster than ''saving an entire town''. There are no spells to gain fame or fortune, change the weather, or summon/banish vampires, since ''Realm of Magic'' is separate from ''Get Famous,'' ''Seasons,'' and ''Vampires.'' The weather and holidays from ''Seasons'' can royally mess with the festivals from ''City Living'' and various events from ''Discover University,'' as if the three packs were made completely independently with no expectation that they'd have to function together. Packs are occasionally compatible with one another—pets from ''Cats and Dogs'' can be made into familiars; famous Sims can flaunt their money to increase their chances of getting into prestigious colleges—but for the most part, cross-pack compatibility is extremely low.
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* ContestedSequel: On one hand, there are those that bemoan so many of the missing features (two of them was the open world and Create-A-Style, which were featured heavily during the trailers for the initial release of ''The Sims 3''), the redesigned interface (supposedly allow for more powerful and accessible gameplay features, but not only it looks increasingly complicated, but the iconic bottom-left dashboard is gone, with the button to toggle buy/build and life mode is now on the top right, while hotkeys largely remains what it is), and also terrible ArtShift toward a more cartoony style (which many sees as a downgrade from the previous games and even the second game). On the other hand, there are those who found the mood-based gameplay, increased building features, and features gradually introduced by the expansion packs, refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the technical polish and streamlined focus of ''4'' more.

to:

* ContestedSequel: On one hand, there are those that bemoan so many of the missing features (two of them was the open world and Create-A-Style, which were featured heavily during the trailers for the initial release of ''The Sims 3''), the redesigned interface (supposedly allow for more powerful and accessible gameplay features, but not only it looks increasingly complicated, but the iconic bottom-left dashboard is gone, with the button to toggle buy/build and life mode is now on the top right, while hotkeys largely remains what it is), and also terrible ArtShift toward a more cartoony style seemingly based from ''Videogame/TheSimsFreeplay'' (which many sees as a downgrade from the previous games and even the second game). On the other hand, there are those who found the mood-based gameplay, gameplay reimagined from the Moodlets system from the preceding game, increased building features, and features gradually introduced by the expansion packs, refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the technical polish and streamlined focus of ''4'' more.



* JustHereForGodzilla: Most people who bought ''[=StrangerVille=]'' got it not for its story, but for the colorful and decently-sized neighborhood, the Military career and laptops.

to:

* JustHereForGodzilla: Most people who bought ''[=StrangerVille=]'' got it not for its story, but for the colorful and decently-sized neighborhood, the Military career (though somewhat underdeveloped compared to the previous two games), and laptops.



** The somewhat sudden change on mood influenced by many, many factors including room decoration, traits, and lot traits, might make it harder to accomplish whims that you want. It also extends on aspiration goals, as some including having to do a particular thing with the correct mood (such as one of the cooking aspiration need to be accomplished while "inspired" and Computer Whiz has one of the objectives being having to play videogames for two in-game hours straight while "focused"). The fact that some of the "Very" variants of the moods (such as "Inspired" and "Very Inspired") resetting the mood-based whims didn't help either.

to:

** The somewhat sudden change on mood influenced by many, many factors including room decoration, traits, and lot traits, might make it harder to accomplish whims that you want. It also extends on aspiration goals, as some including having to do a particular thing with the correct mood (such as one of the cooking aspiration need to be accomplished while "inspired" and Computer Whiz has one of the objectives being having to play videogames for two in-game hours straight while "focused"). The fact that some of the "Very" variants of the moods (such as "Inspired" and "Very Inspired") resetting the mood-based whims didn't help either. It was compared unfavorably with the Wants from ''The Sims 2'' (which only rerolls after sleeping or after fulfilling it) or ''The Sims 3'' (which the player can save up to 4 wants as soon as it appears)
Is there an issue? Send a MessageReason:
None


* ContestedSequel: On one hand, there are those that bemoan so many of the missing features, the redesigned interface, and also terrible ArtShift toward a more cartoony style. On the other hand, there are those who found the mood-based gameplay, increased building features, and features gradually introduced by the expansion packs, refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the technical polish and streamlined focus of ''4'' more.

to:

* ContestedSequel: On one hand, there are those that bemoan so many of the missing features, features (two of them was the open world and Create-A-Style, which were featured heavily during the trailers for the initial release of ''The Sims 3''), the redesigned interface, interface (supposedly allow for more powerful and accessible gameplay features, but not only it looks increasingly complicated, but the iconic bottom-left dashboard is gone, with the button to toggle buy/build and life mode is now on the top right, while hotkeys largely remains what it is), and also terrible ArtShift toward a more cartoony style.style (which many sees as a downgrade from the previous games and even the second game). On the other hand, there are those who found the mood-based gameplay, increased building features, and features gradually introduced by the expansion packs, refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the technical polish and streamlined focus of ''4'' more.



** The somewhat sudden change on mood influenced by many, many factors including room decoration, traits, and lot traits, might make it harder to accomplish whims that you want. It also extends on aspiration goals, as some including having to do a particular thing with the correct mood (such as one of the cooking aspiration need to be accomplished while "inspired" and Computer Whiz has one of the objectives being having to play videogames for two in-game hours straight while "focused")

to:

** The somewhat sudden change on mood influenced by many, many factors including room decoration, traits, and lot traits, might make it harder to accomplish whims that you want. It also extends on aspiration goals, as some including having to do a particular thing with the correct mood (such as one of the cooking aspiration need to be accomplished while "inspired" and Computer Whiz has one of the objectives being having to play videogames for two in-game hours straight while "focused")"focused"). The fact that some of the "Very" variants of the moods (such as "Inspired" and "Very Inspired") resetting the mood-based whims didn't help either.



** In contrast, an update fixed things so that Social Services no longer provides free bassinets, and you have to buy your own, even if your Sim is in labor and you still don't have one.

to:

** In contrast, an update fixed things so that Social Services no longer provides free bassinets, and you have to buy your own, even if your Sim is in labor and you still don't have one. As of now, if you don't have a bassinet, the game will provide you one upon the birth of a baby (or more in case of twins)



** Instead of having a world that's free to explore, the world map is limited to an amount of locations the Sims can travel to instead of letting them travel by themselves. While this makes travelling from one place to another significantly easier, many fans complain that it renders things like cars useless.
** The removal of "Create-A-Style" was criticized heavily, with Mods and Custom content being created specifically to counteract this. Largely because it limits the players creativity, leading to every Sim looking more or less the same.

to:

** Instead of having a world that's free to explore, the world map is limited to an amount of locations the Sims can travel to instead of letting them travel by themselves. themselves, returning it to what it was before ''The Sims 3''. While this makes travelling from one place to another significantly easier, many fans complain that it renders things like came with the complete removal of Sim-ownable cars useless.
which (kind of) making it unrealistic.
** The removal of "Create-A-Style" was criticized heavily, with Mods and Custom content being created specifically to counteract this. Largely because it limits the players creativity, leading to every Sim looking more or less the same. It didn't help that even with the large amount of packs installed, the clothing choices are still pretty limited and the art shift that makes the clothing cartoony makes it look worse.

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Lot Traits are Self Imposed Challenge since so many default lots didn't have traits attached to it


* ContestedSequel: On one hand, there are those that bemoan so many of the missing features, the redesigned interface, and also insufficient ArtShift. On the other hand, there are those who found the mood-based gameplay, increased building features and several minor additions refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the technical polish and streamlined focus of ''4'' more.

to:

* ContestedSequel: On one hand, there are those that bemoan so many of the missing features, the redesigned interface, and also insufficient ArtShift. terrible ArtShift toward a more cartoony style. On the other hand, there are those who found the mood-based gameplay, increased building features, and features and several minor additions gradually introduced by the expansion packs, refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the technical polish and streamlined focus of ''4'' more.



** The somewhat sudden change on mood influenced by many, many factors including room decoration, traits, and lot traits, might make it harder to accomplish whims that you want. It also extends on aspiration goals, as some including having to do a particular thing with the correct mood (such as one of the cooking aspiration need to be accomplished while "inspired" and Computer Whiz has one of the objectives being having to play videogames for two in-game hours straight while "focused")



** Some lot traits can be a real pain, especially if they are fixed and can't be removed. Have fun keeping your Sims happy in a place infested with rats and power outages. Alternatively, you could say it's part of the challenge.
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** You can "woohoo" with the Grim Reaper...

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** You can "woohoo" with the Grim Reaper... [[note]][[DontExplainTheJoke Keep in mind]] that "woohoo" is basically the ''sex'' of the ''Sims'' series, this means ''[[NauseaFuel YOU CAN HAVE]]'' '''''[[ILoveTheDead SEX WITH FREAKING DEATH ITSELF]]!!!'''''[[/note]]
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Not YMMV, and Examples Are Not Recent.


* GameBreakingBug: Occasionally the game engine will gum up and the characters will suddenly stop responding to commands. Sometimes this extends to the entire UI, and the buttons will all stop responding. If the UI is affected, the only way out of the game is killing the program in Task Manager, and if you do that, well, hope you manually saved recently, because the game also lacks autosave features.[[note]]According to research done by some players, this is due to the game's clock becoming desynchronized with the Sims' action queue, and it will sort itself out if you leave the game alone for a while.[[/note]] It's pretty jarring because the scale of the game is smaller than ''The Sims 3''.
** As of the latest patch it's increasingly far less likely to happen; however, installing script mods (such as those that introduce custom foodstuffs) might reintroduce this bug.
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Only characters can be darkhorses.


** The Moschino stuff pack was controversial when it was first announced, as many fans thought the items would be gaudy, unusable, or easily replicated by free custom content. However, the pack came with an in-depth photography system ''and'' a new career in addition to all the new clothing and furniture, which has led many fans to recommend it above the other Stuff Packs for its extra gameplay content and additional value.
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None


** Out of all the ''Realm of Magic'' sims, Morgyn Ember is easily the EnsembleDarkhorse. Their high-level magic skill and [[HotWitch good looks]] have made them far more popular than any other Spellcasters, including their fellow Sages. Players frequently make over (or delete) L. Faba and Simeon Silversweater, but leave Morgyn alone, as they're "already perfect." It's also not uncommon for players to have their Sims marry them and/or use cheats to have children with them. They're also alluded to being non-binary and gender non-conforming due to having custom gender settings in CAS (masculine frame, feminine clothing preference, cannot get pregnant or get others pregnant, and uses the toilet sitting down)

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** Out of all the ''Realm of Magic'' sims, Morgyn Ember is easily the EnsembleDarkhorse. Their high-level magic skill and [[HotWitch good looks]] have made them far more popular than any other Spellcasters, including their fellow Sages. Players frequently make over (or delete) L. Faba and Simeon Silversweater, but leave Morgyn alone, as they're "already perfect." It's also not uncommon for players to have their Sims marry them and/or use cheats to have children with them. They're also alluded to being non-binary and gender non-conforming due to having custom gender settings in CAS (masculine frame, feminine clothing preference, cannot get pregnant or get others pregnant, and uses the toilet sitting down)down).
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** Out of all the ''Realm of Magic'' sims, Morgyn Ember is easily the EnsembleDarkhorse. His high-level magic skill and [[HotWitch good looks]] have made him far more popular than any other Spellcasters, including his fellow Sages. Players frequently make over (or delete) L. Faba and Simeon Silversweater, but leave Morgyn alone, as he's "already perfect." It's also not uncommon for players to have their Sims marry him and/or use cheats to have children with him.

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** Out of all the ''Realm of Magic'' sims, Morgyn Ember is easily the EnsembleDarkhorse. His Their high-level magic skill and [[HotWitch good looks]] have made him them far more popular than any other Spellcasters, including his their fellow Sages. Players frequently make over (or delete) L. Faba and Simeon Silversweater, but leave Morgyn alone, as he's they're "already perfect." It's also not uncommon for players to have their Sims marry him them and/or use cheats to have children with him.them. They're also alluded to being non-binary and gender non-conforming due to having custom gender settings in CAS (masculine frame, feminine clothing preference, cannot get pregnant or get others pregnant, and uses the toilet sitting down)
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"The Prude" trope, does not exist on Tv Tropes.


** After early 2021 was filled with middling content and the introduction of Kits, in late spring the ''Cottage Living'' expansion was announced with great fanfare including the return of legacy character [[ThePrude Agnes Crumplebottom]]. After its release, the general consensus was that not only was it focused on content that Simmers wanted, but also lived up to its expansion pack name by ''actually expanding several base game features'' such as Gardening and Cooking by allowing the former to be a viable career as a small town farmer and opening those skills up to children with sufficient mental skill and parental oversight respectively. Also praised was the expansion of wildlife and pets to include wild rabbits, wild foxes (that behave like foxes instead of reskins of dogs), wild birds, farmable chickens, cows, and the perenial running gag Llamas making their proper debut. And lastly, the world area of Henford-on-Bagley was praised for being a very large world space, having a well-executed character-driven storyline with mechanics to push it along, and even getting prominent builder simmers to design all the playable lots like previously done in ''Snowy Escape.'' The general consensus has been that its the first expansion in over a decade [[ItsTheSameNowItSucks to neither tread old ground]] nor [[TheyChangedItNowItSucks be controversial for not doing so.]]

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** After early 2021 was filled with middling content and the introduction of Kits, in late spring the ''Cottage Living'' expansion was announced with great fanfare including the return of legacy character [[ThePrude Agnes Crumplebottom]].Crumplebottom. After its release, the general consensus was that not only was it focused on content that Simmers wanted, but also lived up to its expansion pack name by ''actually expanding several base game features'' such as Gardening and Cooking by allowing the former to be a viable career as a small town farmer and opening those skills up to children with sufficient mental skill and parental oversight respectively. Also praised was the expansion of wildlife and pets to include wild rabbits, wild foxes (that behave like foxes instead of reskins of dogs), wild birds, farmable chickens, cows, and the perenial running gag Llamas making their proper debut. And lastly, the world area of Henford-on-Bagley was praised for being a very large world space, having a well-executed character-driven storyline with mechanics to push it along, and even getting prominent builder simmers to design all the playable lots like previously done in ''Snowy Escape.'' The general consensus has been that its the first expansion in over a decade [[ItsTheSameNowItSucks to neither tread old ground]] nor [[TheyChangedItNowItSucks be controversial for not doing so.]]
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** For a period of time, a glitch in ''Sims 4'' made it possible for family members to have romantic relationships with each other and even have whims to do so. This included children, meaning a parent could have the desire to "woohoo" with their child or vice versa. This was fixed rather quickly.

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** For a period of time, a glitch in ''Sims 4'' made it possible for family members to have romantic relationships with each other and even have whims to do so. This included children, meaning a parent could have the desire to "woohoo" with their child or vice versa. This Not surprisingly, this was fixed rather quickly.



** You can "woohoo" with the Grim Reaper.

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** You can "woohoo" with the Grim Reaper.Reaper...
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* HilariousInHindsight: From the base game, a pre-made Sim named Travis Scott? [[Music/TravisScott Hmm...]]
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''Snowy Escape'' all builds were commissioned by
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** While the houses and commercial lots in the base game weren't bad by any means, later packs' builds seem to be... unorthodox at best. Notable examples being a Glimmerbook house that has a exterior staircase leading to straight into a wall, a Strangerville house that you cannot make food in due to the choice of counters, and a mansion in Del Sol Valley that has four bathrooms, but only one toilet. Starting with ''Snowy Escape'' however, all builds are built by [[PromotedFanboy Simmers]] themselves.
''Snowy Escape'' all builds were commissioned by
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** Strangerville also had to potential to be a nod to the previous installments of the franchise, specially The Sims 2 and Strangetown, explaining some unknown elements of the series canon such as Bella Goth's disappearance or the nature of the aliens Polination Technicians, but the developers instead opted to simply make a shallow parody of Stranger Things.

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** Strangerville [=StrangerVille=] also had to the potential to be a nod to the previous installments of the franchise, specially The Sims 2 and Strangetown, explaining some unknown elements of the series canon such as Bella Goth's disappearance or the nature of the aliens Polination Pollination Technicians, but the developers instead opted to simply make a shallow parody of Stranger Things.
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** Strangerville also had to potential to be a nod to the previous installments of the franchise, specially The Sims 2 and Strangetown, explaining some unknown elements of the series canon such as Bella Goth's disappearance or the nature of the aliens Polination Technicians, but the developers instead opted to simply make a shallow parody of Stranger Things.
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** Similarly, after the controversial ''Journey to Batuu'' pack was met with criticism, EA released ''Snowy Escape,'' a more grounded expansion pack that added Lifestyles, Sentiments, and other commonly requested features. ''Snowy Escape'' was then followed up by the announcement of a Paranormal stuff pack, which was voted on by the community.

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** Similarly, after the controversial ''Journey to Batuu'' pack was met with criticism, EA released ''Snowy Escape,'' a more grounded expansion pack that added Lifestyles, Sentiments, and other commonly requested features. ''Snowy Escape'' was then followed up by the announcement of a Paranormal stuff pack, which was voted on by the community.community.
** After early 2021 was filled with middling content and the introduction of Kits, in late spring the ''Cottage Living'' expansion was announced with great fanfare including the return of legacy character [[ThePrude Agnes Crumplebottom]]. After its release, the general consensus was that not only was it focused on content that Simmers wanted, but also lived up to its expansion pack name by ''actually expanding several base game features'' such as Gardening and Cooking by allowing the former to be a viable career as a small town farmer and opening those skills up to children with sufficient mental skill and parental oversight respectively. Also praised was the expansion of wildlife and pets to include wild rabbits, wild foxes (that behave like foxes instead of reskins of dogs), wild birds, farmable chickens, cows, and the perenial running gag Llamas making their proper debut. And lastly, the world area of Henford-on-Bagley was praised for being a very large world space, having a well-executed character-driven storyline with mechanics to push it along, and even getting prominent builder simmers to design all the playable lots like previously done in ''Snowy Escape.'' The general consensus has been that its the first expansion in over a decade [[ItsTheSameNowItSucks to neither tread old ground]] nor [[TheyChangedItNowItSucks be controversial for not doing so.]]
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* TheScrappy:
** Vampires in general. They appear randomly at Sims' houses at night, and sometimes break in to drink their plasma. Sims who are compelled for a deep drink will pass out afterwards, which can make them late for school or work in the morning. All three pre-made vampires can do this, but Vlad is a particular point of contention; Lilith and Caleb are at least attractive and ostensibly good, bringing to mind archetypes like RomanticVampireBoy, but Vlad is considered more evil even in-game, and his NonstandardCharacterDesign means that his genes are so bad as to be legendary (he's a particular favorite for "breed out the ugly" challenges.)
** L. Faba and Simeon Silversweater from ''Realm of Magic.'' Like Vlad, they have [[NonstandardCharacterDesign Nonstandard Character Designs]] that make them both look like [[{{Gonk}} Gonks]]. Their traits are also mostly negative—L is Mean and Dastardly, and Simeon is a Snob—so many players think they're annoying and not worth interacting with. They're also sometimes seen as [[ReplacementScrappy Replacement Scrappies]] for their predecessor Sages from the trailer, as all three former Sages have more standard designs and better traits.
** Pre-made children in general. Alexander Goth, Elsa Bjergsen, Christie Sigworth, and the like are all cute kids, but they tend to age up into very strange-looking adults who look nothing like their siblings or parents. Fortunately, later packs seem to have fixed this somewhat; the pre-made kids from ''Snowy Escape'' age up normally.
** Sims made to look like real celebrities, because they break players' immersion in the game. Baby Ariel of musical.ly fame is included in ''Get Famous'' by default, and celebrities like Vanessa Hudgens can be downloaded from the Maxis profile on the Gallery, but many players prefer to create their own fictional Sim celebrities to keep reality and The Sims separate.
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* ContestedSequel: On the one hand there those that bemoan so many of the missing features, the redesigned interface, and also insufficient ArtShift. On the other hand there are those who found the mood-based gameplay, increased building features and several minor additions refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the technical polish and streamlined focus of ''4'' more.

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* ContestedSequel: On the one hand hand, there are those that bemoan so many of the missing features, the redesigned interface, and also insufficient ArtShift. On the other hand hand, there are those who found the mood-based gameplay, increased building features and several minor additions refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the technical polish and streamlined focus of ''4'' more.

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Example indentation (and a tweak to the same example)


* ThatOneAchievement: Alphabet Legacy, which requires you to play ''26 generations'' in a single household. There's no way to get this easily, even if you play on the fastest game speed even if you take shortcuts with adoption, unlike every other achievement except...

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* ThatOneAchievement: ThatOneAchievement:
**
Alphabet Legacy, which requires you to play ''26 generations'' in a single household. household.[[note]]To be fair to EA, this is directly taken from a popular challenge in ''Sims 2.''[[/note]] There's no way to get this easily, even if you play on the fastest game speed speed, even if you take shortcuts with adoption, unlike every other achievement except...
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* ContestedSequel: On the one hand there those that bemoan so many of the missing features, the redesigned interface, and also insufficient ArtShift. On the other hand there are those who found the mood-based gameplay, increased building features and several minor additions refreshingly new to the series.

to:

* ContestedSequel: On the one hand there those that bemoan so many of the missing features, the redesigned interface, and also insufficient ArtShift. On the other hand there are those who found the mood-based gameplay, increased building features and several minor additions refreshingly new to the series. One opinion common among fans is that the game is somewhat of a sidegrade to ''3'', and what one finds better will likely depend on whether they value the depth and open-world of ''3'' or the technical polish and streamlined focus of ''4'' more.
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** The introduction of the new item pack "Kits" have divided the fanbase again with whether or not it's yet another attempt to squeeze more money out of the playerbase similar to [[VideoGame/TheSims3 the Sims 3 store]] or if it's useful for people who only want some items in a pack but aren't interested in buying a whole pack.
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** Financially, buying an easel and creating paintings gives stupid amounts of money per once sims gain enough skill (which they usually do very quickly.) Painting alone can easily replace a job. The writing skill can also be a game-breaker; once Sims get a high enough writing skill, they can sell books to publishers and collect daily royalties, which more than make up for the initial cost of a computer and then some. As long as sims have a computer and an easel, they can make enough money to cover living expenses and most luxuries, making actual jobs pointless unless you want the career rewards they unlock or you need them for completing an aspiration.

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** Financially, buying an easel and creating paintings gives stupid amounts of money per once sims gain enough skill (which they usually do very quickly.) Painting alone can easily replace a job. The writing skill can also be a game-breaker; once Sims get a high enough writing skill, they can sell books to publishers and collect daily royalties, which more than make up for the initial cost of a computer and then some.computer. As long as sims have a computer and an easel, they can make enough money to cover living expenses and most luxuries, making actual jobs pointless unless you want the career rewards they unlock or you need them for completing an aspiration.
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* ThatOneAchievement: Alphabet Legacy, which requires you to play ''26 generations'' in a single household. There's no way to get this easily, even if you play on the fastest game speed, unlike every other achievement except...

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* ThatOneAchievement: Alphabet Legacy, which requires you to play ''26 generations'' in a single household. There's no way to get this easily, even if you play on the fastest game speed, speed even if you take shortcuts with adoption, unlike every other achievement except...

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