Follow TV Tropes

Following

History ScrappyMechanic / Thesims

Go To

OR

Added: 355

Changed: 148

Is there an issue? Send a MessageReason:
Added example(s)


* When a Sim is on level 10 of his career, they will, sooner or later, quit that job out of nowhere to pick up a middle-rank job in another career. While the game at least provides a plausible explanation via dialog box, it still makes the huge effort put into leveling up all for naught and the salary cut (anywhere from a few §100 to over §1,000!) can severely destabilize the game. As a result, it can be tempting to [[DoWellButNotPerfect not bother with promotions past a certain level (depending on salary and chance cards)]]. To the rejoicing of many, this was done away with in future games, with the aging mechanic providing the life changes the "job switching" was probably meant to emulate.

to:

* When a Sim is on level 10 of his their career, they will, sooner or later, quit that job out of nowhere to pick up a middle-rank job in another career. While the game at least provides a plausible explanation via dialog box, it still makes the huge effort put into leveling up all for naught and the salary cut (anywhere from a few §100 to over §1,000!) can severely destabilize the game. As a result, it can be tempting to [[DoWellButNotPerfect not bother with promotions past a certain level (depending on salary and chance cards)]]. To the rejoicing of many, this was done away with in future games, with the aging mechanic providing the life changes the "job switching" was probably meant to emulate.




to:

* Married family sims can roll fears of being caught cheating. Even when they're ''not'' cheating on their spouse. Cue {{facepalm}} from the player.
* Just like in ''Sims 1'', the environment need can be a scrappy mechanic. Sims will complain about their environment need when it's red, which can be a bit of an annoyance, especially if players intentionally want a room to be small or have other features like partial walls that sims might find appalling in a well-designed (to the player's eyes) house.
Is there an issue? Send a MessageReason:
None


* BBQ grills at community lots (especially in ''Bon Voyage'' can really conjure a nightmare as [=NPCs=] don't seem to know how to clean up after themselves. Expect to see ''a lot'' of dirty dishes around the area as Sims won't clean them up automatically. Some of them are even only half-eaten. And Sims will keep making ''more'' of them if there's a BBQ grill available. The sheer number of dirty dishes in the lot is guaranteed to ruin your Sims' Environment need, and the only way to get rid of them is to have your Sims being ordered to clean it up themselves, which also took precious time and energy out of them while the [=NPCs=] will ''still'' keep cooking more food before leaving them out there ''again and again''.

to:

* BBQ grills at community lots (especially in ''Bon Voyage'' Voyage'') can really conjure a nightmare as [=NPCs=] don't seem to know how to clean up after themselves. Expect to see ''a lot'' of dirty dishes around the area as Sims won't clean them up automatically. Some of them are even only half-eaten. And Sims will keep making ''more'' of them if there's a BBQ grill available. The sheer number of dirty dishes in the lot is guaranteed to ruin your Sims' Environment need, and the only way to get rid of them is to have your Sims being ordered to clean it up themselves, which also took precious time and energy out of them while the [=NPCs=] will ''still'' keep cooking more food before leaving them out there ''again and again''.
Is there an issue? Send a MessageReason:
None


* The "Growing Together" expansion introduced Family Dynamics. One of the family dynamics is Jokesters. Family members who have this dynamic will autonomously non-stop tell jokes with each other, go into the Hysterical emotion and can die from laughter. Once again, a mod that can disable deaths from emotions exists, such as the previously-mentioned MCCC.

to:

* The "Growing Together" expansion introduced Family Dynamics. One of the family dynamics is Jokesters. Family members who have this dynamic will autonomously non-stop tell jokes with each other, go into the Hysterical emotion and can die from laughter. [[RunningGag Once again, again]], a mod that can disable deaths from emotions exists, such as the previously-mentioned MCCC.
Is there an issue? Send a MessageReason:
Added the Jokester family dynamic

Added DiffLines:

* The "Growing Together" expansion introduced Family Dynamics. One of the family dynamics is Jokesters. Family members who have this dynamic will autonomously non-stop tell jokes with each other, go into the Hysterical emotion and can die from laughter. Once again, a mod that can disable deaths from emotions exists, such as the previously-mentioned MCCC.
Is there an issue? Send a MessageReason:
Another duplicate example


* Sims that aren't "neat" enough will not flush the toilet - causing the room need to ''tank''.
Is there an issue? Send a MessageReason:
Duplicate example


* Related to the above, Sims have no "Day off" or "weekend". This means that your sims will ''always'' be going to work and/or school unless you go on vacation.

Added: 2230

Changed: 391

Is there an issue? Send a MessageReason:
Adding examples not listed here from the Sims 1 YMMV page before moving.


* The strays in ''Unleashed'' could prove annoying real fast with their tendency to pee everywhere (tanking your Sims' Environment score in the process) and block vehicles (leading to annoying honking). It was enough for Maxis to offer a [[DownloadableContent free downloadable "No Pets Allowed" sign]] which would force strays to leave the lot. Purchasing a fire hydrant could also stop them from peeing everywhere.
* The Raccoon would cause the [[HellIsThatNoise burglar]] ScareChord which had a tendency to [[NightmareFuel scare the ever living crap out of players]], ''especially'' younger players. What's worse, it was much more common than the burglar and had a tendency to disappear as soon as it appeared, giving the impression the sound played for no reason. It would then proceed to wake every Sim in the household with the noise it makes diving into the trash can.



* The phone chat introduced in Hot Date only allowed calling a household once every few hours. Trying to call the same household within that time limit would result in a "Leave me alone!" message and a relationship loss even if the Sim called a different person. This proved especially annoying when trying to maintain relationships with Townies since they technically belonged to a single "Townie" household. It didn't help that the interaction itself only gave a +5 relationship boost if the Sim was lucky enough to pick the correct conversation subject (else they got yelled at and got a -1 relationship loss).
* Sims that aren't "neat" enough will not flush the toilet - causing the room need to ''tank''.
* Sims ''have'' to have at least one or two points in cooking to ''not'' start a fire. This also means that starting up a new family means you'll have to have Sims spend time studying cooking.




to:

* If a child Sim fails at school, they will be sent to a MilitarySchool and leave the household. The military school for delinquent children was fast becoming a DiscreditedTrope when the game came out due to a range of abuse and negligence scandals in the 90's, and by the time of ''VideoGame/TheSims2'' the military school punishment was replaced with a social worker taking the child away.
* "Free range" flies - that is, the flies that are not on top of spoiled food and trash, but instead fly around the house, dropping the Room motives of the Sims in the same room as them. Unlike all other pests, they can appear even on lots without trash, and unlike roaches, they cannot be interacted with in any way by a Sim. Instead, a cat is the only way to remove this pest, often forcing players to use the "moveobjects_on" cheat to get rid of them.
Is there an issue? Send a MessageReason:
None


* Some players think that the pets getting counted as ''Sims'' is this and it's easy to understand why, because in ''The Sims 3'', pets are actually separate from the ''main'' Sims, for a total of ''10'' (8 Sims, 2 pets and vice versa). Naturally, this ''severely limits'' the amount of normal Sims in the now-starved 8 maximum Sims per household because of it. [[RunningGag Mods]] such as [=TwistedMexi=]'s ''Full House'' or MCCC ('''MC''' '''C'''ommand '''C'''enter) ''can'' override this, but be warned as CAS is ''still'' limited to 8 Sims regardless and it automatically removes the additional Sims. Made a mistake during the editing process? You better hope you have a random RedShirt [[VideoGameCrueltyPotential nearby!]]

to:

* Some players think that the pets getting counted as ''Sims'' is this and it's easy to understand why, because in ''The Sims 3'', pets are actually separate from the ''main'' Sims, for a total of ''10'' (8 Sims, 2 pets and vice versa). Naturally, this ''severely limits'' the amount of normal Sims in the now-starved 8 maximum Sims per household because of it. [[RunningGag Mods]] such as [=TwistedMexi=]'s ''Full House'' or MCCC ('''MC''' '''C'''ommand '''C'''enter) ''can'' override this, but be warned as CAS is ''still'' limited to 8 Sims regardless and it automatically removes the additional Sims. Made a mistake during the editing process? You better Better hope you have a random RedShirt [[VideoGameCrueltyPotential nearby!]]
Is there an issue? Send a MessageReason:
None


* Some players think that the pets getting counted as ''Sims'' is this and it's easy to understand why, because in ''The Sims 3'', pets are actually separate from the ''main'' Sims, for a total of ''10'' (8 Sims, 2 pets and vice versa). Naturally, this ''severely limits'' the amount of normal Sims in the now-starved 8 maximum Sims per household because of it. [[RunningGag Mods]] such as [=TwistedMexi=]'s ''Full House'' or MCCC ('''MC''' '''C'''ommand '''C'''enter) ''can'' override this, but be warned as CAS is ''still'' limited to 8 Sims regardless and it automatically removes the additional Sims. Better hope you have a RedShirt [[VideoGameCrueltyPotential nearby!]]

to:

* Some players think that the pets getting counted as ''Sims'' is this and it's easy to understand why, because in ''The Sims 3'', pets are actually separate from the ''main'' Sims, for a total of ''10'' (8 Sims, 2 pets and vice versa). Naturally, this ''severely limits'' the amount of normal Sims in the now-starved 8 maximum Sims per household because of it. [[RunningGag Mods]] such as [=TwistedMexi=]'s ''Full House'' or MCCC ('''MC''' '''C'''ommand '''C'''enter) ''can'' override this, but be warned as CAS is ''still'' limited to 8 Sims regardless and it automatically removes the additional Sims. Better Made a mistake during the editing process? You better hope you have a random RedShirt [[VideoGameCrueltyPotential nearby!]]
Is there an issue? Send a MessageReason:
None


*** Luckily, the calendar allows you to edit even premade hokidays meaning you can remove the gnomes altogether.

to:

*** Luckily, the calendar allows you to edit even premade hokidays holidays meaning you can remove the gnomes altogether.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Related to the above, Sims have no "Day off" or "weekend". This means that your sims will ''always'' be going to work and/or school unless you go on vacation.


Added DiffLines:

* Sims have almost ''no'' Circadian rhythms to speak of. Sometimes, you can send your sims to bed at 6 PM because they're so tired from work.... and they will still be asleep at 7 AM and be cranky. While other times, you can send them to bed at 6 PM... and by 1 AM will get right up and refuse to go back to sleep.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** If your sims are less neat in their personality? They will [[{{Squick}} not flush the toilet]].
* The TV and the stereo(s) are ''always'' left on automatically. This not only means the player will ''constantly'' hear the noises from the TV and the radio, but it'll run their bills up since the usage is calculated into the bill.


Added DiffLines:

* You can't pre-determine any relationships in "Create-a-sim" mode. This means sims need to spend the first several days interacting with one another to establish bond(s) that should already be there.
** Because this also includes sibling bonds, you also [[{{Squick}} can have two adult sims who are siblings fall in love with each other]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Weekends and "Days off" do not exist here - meaning the only way to get a full day with the kids without tanking their grade is to send them on vacation.
Is there an issue? Send a MessageReason:
None


* When Sims clean their dishes, they will use the bathroom sink instead of the kitchen sink. Even if there's someone in there.

to:

* When Sims clean their dishes, a sim eats food in a place other than the kitchen, they will use prefer washing their dishes in the bathroom sink instead of the kitchen sink. Even even if there's someone is already in there.



* If you have a child sim, it is ''guaranteed'' they'll wake up every night from the monster under the bed. From there they'll be too scared to go back to sleep and will even automatically attempt wake up a teenage/adult sim if you're not quick enough to clear the queue. Talking to the monster won't work either because befriending it will only make them excited and they ''still'' won't go to sleep. The only way to completely get rid of the monster is the use the Defender Light.
* Trying to dine out is an all day endeavor as the sims ''really'' like to meander. The waiters take forever to get your orders, the food is not always served at the same time, and your sims ''love'' to leave their seats in the middle of all of it.

to:

* If you have a child sim, it is ''guaranteed'' they'll wake up every night from the monster under the bed. From there they'll be too scared to go back to sleep and will even automatically attempt wake up a teenage/adult sim if you're not quick enough to clear the queue. Talking to the monster won't work either because befriending it will only make them excited and lead to the child sim to become energize if they ''still'' won't befriend it or scared if they fail to do so. Both options will lead to sim to unable to go back to sleep. The only way to completely get rid of the monster is the use the Defender Light.
* Trying to dine out is usually an all day endeavor as the sims ''really'' like to meander.endeavor. The waiters take forever to get your orders, the food is not always served at the same time, and your sims ''love'' to leave their seats in the middle of all of it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Luckily, the calendar allows you to edit even premade hokidays meaning you can remove the gnomes altogether.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Trying to dine out is an all day endeavor as the sims ''really'' like to meander. The waiters take forever to get your orders, the food is not always served at the same time, and your sims ''love'' to leave their seats in the middle of all of it.

Top