WOW- Newly Released Details for Paralives Live Mode

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  • čas přidán 9. 02. 2024
  • Paralives is finally set for a 2025 early access release date! But after the live mode preview, details about personality, careers, paramaker and more linger. In newly public Patreon posts, the devs open up about this gameplay details- and this analysis may be more helpful than original reactions we had to the live mode preview.
    Previously....
    When paralives was first announced, there was a lot of excitement building into how this simulation game from an indie studio could be a new game like- but different- than the sims. But though there are many complaints about sims 4 gameplay, every new life simulation game is met with criticism after its announcement- especially paradox's life by you, and, later on, maybe INZOI, the Korean simulation game.
    Stay tuned for news, updates, pack reviews and commentary about paralives, sims 4, life by you, inzoi and more.
    FAQ
    Paralives FAQ
    Is there a release date for Paralives?
    It’s still in early development. Early access comes out 2025!
    How is Paralives different from The Sims?
    Paralives is being developed by a small indie developer and features unique graphics. For now, it seems to be interested in a more realistic take on a life simulator. It will also include unique features like height sliders.
    Why is it called Paralives?
    “The name Paralives is a reference to parallel lives, allowing players to live different virtual lives and build homes to stage them.”
    How many people are working on Paralives?
    There are just 10 people on the Paralives team.
    Will Paralives be multiplayer?
    No multiplayer mode is planned.
    Where can I get Paralives?
    It’ll be able to be purchased for PC and Mac on Steam. No console version is planned.
    Where can I learn more about Paralives?
    Website:www.paralives.com/faq
    Steam: store.steampowered.com/app/11...
    Twitter: / paralivesgame
    CZcams: / paralives
    Facebook: / paralives
    Instagram: / paralivesgame
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Komentáře • 151

  • @AurelUrban
    @AurelUrban Před 4 měsíci +74

    I personally don't mind the "pick one" system of personalities and the limited points. Having only one talent doesn't mean your para will be bad at other things, it's just an advantage in one area. Similarly only having one social perk doesn't mean your para can't be good at other social situations, they just won't have a special advantage in them. Basically all of the personality creation (apart from vibe) is just choosing which parts of the gameplay will be easier. The limits are good not only so players don't make the game too easy (and boring) for themselves but also so that the paras have room to grow. If we could make the paras as complex, multifaceted, well adapted and talented as we wanted at the beginning, it would be hard to build more on top of it during the actual gameplay.

    • @cryingwatercolours8127
      @cryingwatercolours8127 Před 4 měsíci +6

      I like thinking of it almost like a difficulty level in a way. You could choose good at nothing for a harder play through or jack of all trades for a mega boost if you struggle. Also challenges will be rlly cool

  • @BigBadWolframio
    @BigBadWolframio Před 4 měsíci +67

    I actually like that there are only three cards per togetherness bar. It makes you be involved in what's happening and you don't have to navigate a cluttered interface of superficial options. It's a little like picking dialogue options in an RPG, but adapted to a life sim. If only three are shown at a time, they can also concentrate on creating more and coding them to feel relevant to the situation and they will appear less repetitive, giving us the illusion of spontaneity in conversation, I think.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +8

      Thanks for your input! I do certainly see that is makes for a simpler UI and to could be less overwhelming for certain players too.

    • @theninjamaster67
      @theninjamaster67 Před 4 měsíci +2

      @@SimmerErinI also think it's going to cut down on a lot of the useless interactions that the Sims has like take building a romantic relationship for instance all it really takes is queuing up flirting, complimenting their appearance, giving them a rose, confessing attraction and so on five billion times then asking them out banging once and automatically being able to get married I don't personally see that as very engaging gameplay it's kinda just tedious grinding through checklist.
      The same could be said for most gameplay in the Sims too like cleaning your house and taking care of your needs why can't you just have multiple cleaning options happen automatically by choosing a "clean house" option why would someone over the age of five go to bed while they have a full bladder why would someone wash a single plate after eating when there's another dirty one across the table from them all of these interactions take multiple clicks that realistically could've been done with one or two hence more pointless grindy clicking.
      I think this idea of only being able to choose an interaction every once in awhile has the chance of cutting down on a lot of the tedium the only feedback I'd give is maybe decreasing the time it takes to get an interaction so you could do more important interactions while still being able to choose the realistically pointless interactions we have IRL like apologizing for a messy house when you haven't unpacked your moving boxes most people aren't gonna blame you for that but we as humans kinda just apologize anyways to be polite so being able to choose SOME seemingly pointless options would still be useful imo.

  • @portablejamie2788
    @portablejamie2788 Před 4 měsíci +53

    It would be great if you could choose additional vibes and perks as you levelled up and developed your Para's personality

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +11

      100 percent agreed. If they could get it to work, I think that could add more nuance and has a lot of potential

  • @Emelia39
    @Emelia39 Před 4 měsíci +55

    I usually only build in the sims but paralives makes me actually want to play. I love how it's simple combined with complexity so there's some progress to be made. I would like maybe some more negative traits or the ability to have paras not click with each other but I think they're adding it.

    • @dianaselnekovicova948
      @dianaselnekovicova948 Před 4 měsíci +6

      Good at nothing is pretty bad trait😂but I know what you mean. Thats one thing that I really loved in sims medieval you had to have one fatal flaw. It would be cool if you could earn bad trait in paralives while playing.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      oh interesting! do you think the UI is a big draw for you>
      and yes, I do think for now it's leaning more positive/ happy- I'd love to see a bit more to add challenges or flaws

    • @Emelia39
      @Emelia39 Před 4 měsíci +2

      @@dianaselnekovicova948 Good at nothing made me laugh.

    • @Emelia39
      @Emelia39 Před 4 měsíci +5

      ​@@SimmerErin I like the simplicity of the UI a lot. It feels very thoughtful and easy to use and has managed to give it a different identity than the sims.

    • @brionl4741
      @brionl4741 Před 4 měsíci +2

      I probably did slightly more building than playing in Sims. You have to do at least a little playing to see if your houses are any good to live in.

  • @ianresc3615
    @ianresc3615 Před 4 měsíci +41

    As far as talents go, when you observe the UI in the gameplay video that we have, you can see that there are two more slots to have talents, but they have to be unlocked in some way. Either way, this is an early, early Alpha build, so I am sure that there will be more skills, talents or whatever you want to call them. So far I liked what I say. A lot.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +3

      for sure! I may have some reservations of course but see a lot of potential for a pretty solid foundation. it won't be a perfect game, and I anyway look forward to giving feedback and watching it develop, as I will for all games I'm interested in.

  • @RuneFactoryRules
    @RuneFactoryRules Před 4 měsíci +26

    I'm so excited for this! Between the sims, paralives, and life by you, I think I'm most looking forward to paralives

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      yes it's great to see more options in general, and I think all 3 will have pros!

    • @symphonixblades
      @symphonixblades Před 4 měsíci +2

      there's also inZOI that supposedly will be released at the end of this year. So lot of competition for life simulation games

  • @Elwaves2925
    @Elwaves2925 Před 4 měsíci +27

    The points system is very RPG-like, so you may not be limited to a certain amount but can earn more over time. I suspect the options for vibes, talents etc are limited now to make sure they work. Once that's sorted more may be added and the player can pick more. Or maybe you can get them through gameplay and these are a starting point for initial character creation?
    Being vegetarian isn't a personality trait? Try telling that to vegetarians. 😁 Joking.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +3

      certainly, I think it's possible that a lot of this will change. I like to provide some things that Ib feel could potentially be up for improvement, or limitations. Sometimes of course starting small or simple could be a good starting point

  • @imsunnybaby
    @imsunnybaby Před 4 měsíci +18

    honestly i think having contradictory vibes as a person is kind of realistic. like with some people we are super affectionate and gregarious but with most we are aloof and unattached. and famously comedian people can be depressed or sad but they perform for people. like (gloomy- jester) personality contrast/axis/pendulum?? i certainly think it could be realistic.
    multidimensionality. i think it could certainly add an intelligence sort of aspect to simulation games if it took this step to be able to add that ""random"(i dont think its random)(not a one trick pony, not just a stereotype box one flavor type of a person) and make it even more immersive

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      you could. I only meant something that is polar opposite- like gloomy vs super upbeat. But yes, in a larger sense, you could have one persona towards others, and carry something else in private- if going that route you'd almost need two separate categories

  • @kmrazSilverSimmer73
    @kmrazSilverSimmer73 Před 4 měsíci +11

    I’m liking the “layers” they’re offering to help you create your Paras personality. Yes, there are limits in each category but there are more total potential combos when you put them all together. I’d rather have a somewhat limited personality than none at all. Plus if there’s the possibility of them adding more….at least that’s a potential option. They’re already potentially offering more before early access than we have accessible with an existing simulation game. Great video. I enjoy your take on things and like your approach. As always, I hope your having an amazing day! And feeling better. 🤒

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      Yes, for sure, I think there's a good argument for that. given we are not even in early access too, it seems like there's a lot of promise for a fairly good foundation?

    • @kmrazSilverSimmer73
      @kmrazSilverSimmer73 Před 4 měsíci

      @@SimmerErin exactly

  • @westanimesims
    @westanimesims Před 4 měsíci +14

    I think having limitations like the point system a la Sims 2 in the stats is a good thing. Let's face it we are born with physical and mental attributes that have different strengths and weeknesses. So it is sort of a physical/mental stat. However, it does sound conflicting with the talent you can add into later. So how does a person with low creativity but has a talent of visual arts work?
    I think limiting to just one vibe/social perk/talent I have a feeling if you can choose more than one it would be too overpowering. You might as well pick "good with people" your social perk. Yes, there is a "jack of all trades" talent, which I assume you have advantage to build all skills, but not as strong as having to choose only one talent. (Say jack of all trades has a 5% bump for all skill building, while you get a 10% bump for building music skill if you choose just music)
    I think I like the sleeping habit as well. So early birds have earlier bed times and waking up early, while night owls tend to stay up late and waking up late.
    I do think chance cards serve a good idea to swerve the relationship to the direction the player wants. Sure it will be about 3 choices every time but they are all based on context and relationship. If there are too many options you might run into decisions that made no sense and that is throwing off the game mechanic of building relationships.
    Overall these are all good game mechanics that serve as a good foundation for a base game. Well done, Paralives!

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      good points and questions too! since we can upgrade personality some, potentially through those upgrades one could get more points? I'll be honest, I'm still unclear about how a lot of this works
      It is possible it could be overpowering- and certainly it's a very fine balance, sometimes less can be more

  • @discreetscrivener7885
    @discreetscrivener7885 Před 4 měsíci +6

    I’m really excited for the possibility for uneven or one sided relationships. Unrequited crushes, secret enemies, etc etc

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      yes! I was pretty impressed they plan to incorporate that

  • @BlackJar72
    @BlackJar72 Před 4 měsíci +7

    Those slider traits look like ability score from RPGs rather than personality traits. With vibes they basically just went for a personality type system rather than a trait system -- I suspect this system was largely to be different from The Sims, a lot seems find a good way that was not to similar to The Sims may have been central to a lot of the design of these things. The perks and upgrades also remind me of leveling up in and RPG.
    (I left a link to the design doc for the game I was trying to make on a video about why I'm not developing big or commercial games in the foreseeable future, if you are curious.)

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      CZcams usually deletes links- if you could tell me the name of the video that'd be fantastic. Thanks!

    • @BlackJar72
      @BlackJar72 Před 4 měsíci

      @@SimmerErinThe name of the video is "A Multi-Game Anti-Devlog: Why I Won't be Working on Big or Commercial Games (Quitting Game-Dev?)" -- I avoided links to avoid deletion, instead just click my face and go to my video to find it. The link to the document is in the video description and seems to be working.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      Yes! thank you so much :) @@BlackJar72

  • @imsunnybaby
    @imsunnybaby Před 4 měsíci +13

    also really interested and excited for the multi label relationships. like in sims 4 its just too hard one way or other(hard left hard right) and the nuance is severely lacking. like if you try a friends to lovers scenario or if you have bad relationship its just impossible and bad feelings constantly. it lacks the nuance to be able to for example have a friend but is also a rival and the potential for that to go good or bad. like you can actively not like someone but be civil with them. you can also actively like someone but have a relationship going bad... off the rails for inordinate reasons, but it doesnt mean you hate them. it could be an opportunity for real reflection and healing between the two esp with like therapy lol. the nuance is what is super cool interesting inspiring and fun. we need to be able to make stories like this (and simulate them)
    sims 4 really lacks that nuance of civil interaction with people that you are on bad terms with... i think. like it needs a tense buff from interacting "friendly" interactions with someone you dont like. instead of just getting "angry' rage buff around someone you are automatically "enemies" with. and just turns into calling names and fighting arguments.(with the sentiments ("feeling hurt")that get ingrained and unchanging) not very realistic at all.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      yeah, honestly at least as it sounds, seems like there's loads of potential for relationships. not only one sided but having a variety of types. after all, irl, we have different kinds of friends

  • @james64468
    @james64468 Před 4 měsíci +28

    I believe it coding issue. They might not be able to combo them. I believe they going for a simple code base. They will learn more and improve the game in updates as they go.
    Maybe they just keeping it simple for now. They might update it in the future. It good foundation to build upon.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +7

      Most likely, if I had to guess. And I can understand that. In many ways, it may be the best strategy.

  • @maxonite
    @maxonite Před 4 měsíci +18

    I hope they add likes and dislikes. Those would be more specific character traits, for example, in the Sims, you have traits like "Loves nature", "bookworm" and "animal lover", which could be achieved through such a system

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      that potentially could be helpful too, or some form of it. I think the basis seems promising, and perhaps once they have this sorted out they can add over time via early access etc. Good ideas

    • @patisilence
      @patisilence Před 4 měsíci

      I'm pretty sure can see icons for it in trailer on top.

    • @lance9249
      @lance9249 Před 4 měsíci +4

      Likes and dislikes could be nice as long as it's absolutely not designed like Sims 4 where they're meaningless. If I pick "Loves nature" what will they do different from a Parafolk who hates the outdoors or a Parafolk who just neutral? Will unique behaviors and animations come with it, will they get upset if they are inside to much will they stop and smell the flowers or feed birds or anything beyond a moodlet of I'm happy I'm outside. Traits must have unique behaviors you can't get otherwise at least to me they're useless.

    • @Cibbic
      @Cibbic Před 4 měsíci

      ​@@lance9249in Sims it literally works like that ,if you pick a dislike then you make your Sim do it, they get a negative Moodlet.

  • @csubab5339
    @csubab5339 Před 4 měsíci +6

    I really like the direction they took with the personality system and even with how paras socialize! Instead of queing tons of social interactions you have to stick to the context of conversation. Looking forward for the future of the game!

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +3

      a plus is it will complement a more clean/ less cluttered UI

  • @beardedgeek973
    @beardedgeek973 Před 4 měsíci +13

    I JUST finished watching Lisimsies reaction to the gameplay from three days ago when this popped up in my notifications. Timing!

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +4

      probably recommended based on thinking you're interested in the topic :)
      what are you thinking about the reveal so far>

    • @beardedgeek973
      @beardedgeek973 Před 4 měsíci

      @@SimmerErin Well yes, but it said 3 minutes ago on the publishing stamp.

  • @brionl4741
    @brionl4741 Před 4 měsíci +6

    Personally, I think that having a limited amount of stats & perks makes a more interesting character, than having a Super Mary Sue character that is totally awesome at everything.
    But, I'm sure there will be mods and/or cheat codes that allow you to add more stats & traits.
    They did say they were supporting user mods, right?

    • @user-th1pv6ks5o
      @user-th1pv6ks5o Před 4 měsíci

      I think the one they definitely aren't supporting is script mods. That is the last of my knowledge.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      Aesthetic mods- cc, but they said previously not script mods.

    • @Isalarson
      @Isalarson Před 4 měsíci

      What is the difference between normal mod and script mod?

  • @digitalbrinjen3245
    @digitalbrinjen3245 Před 4 měsíci +3

    I gotta say I'm pretty excited for Paralives, much more than ever before. What they've shown, you can see the time that's been taken to get the game to this point. They've allowed some pretty good ideas to develop and I see evidence of many, many, many brainstorming sessions in this trailer to come up with something which looks quite unique and fun to play. Looking forward to playing it.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      yes thankfully they ignored the whole crowd of 'why isn't it done yet' lol/ I'll give it to the team, they seem to understand what is needed for their developing process and do well so far with pressure

  • @MegaCocoa125
    @MegaCocoa125 Před 4 měsíci +3

    I'm at an all time high in my opinion of Paralives! One of the big critiques of Sims 4 is that different Sims seems very similar, so I think that being able to only pick one on some of the different personality aspects is a net positive. Allowing paras to grow and change is also exciting. This trailer really showcased how Paralives stands apart from the other life Sims, and whether or not each mechanic is an improvement, I'm glad they're trying so many new things!

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      I think the foundation has promise. I can't tell yet how deeply it actually impacts paras, but they do have some good ideas

  • @cryingwatercolours8127
    @cryingwatercolours8127 Před 4 měsíci +2

    I’m just so so so proud of the team. I know a lot of people need some time to come round and clarification on certain things, and I know many things could change, be added or removed- but I just love the way they’ve gone about things. I enjoy the limits.
    When you think about it, the gameplay loop of the sims 4 consists of a lot of looking through interaction menus and watching moodlets get added because of random traits. I like that there’s zero navigation in the conversations and I think the limit on traits makes it so you’re more specific with characters.
    In the sims you can choose three hobby based traits and they don’t have to be related. And while you could develop those skills whenever you want, I think Paralives guides you a lil more to be more specific with paras

  • @rai1578
    @rai1578 Před 4 měsíci +2

    I personally love the points system for personalities. The Sims 2 has been my favorite Sims game lately and I've really found that the system of having limited points forces you to make more unique sims that actually have flaws. I do agree with you that it would be nice to have a few more categories to put points into. As for the ability to pick only one vibe and such, I get it, but I personally do agree with you that it would be nice to be able to have Paras that are a little bit more complex in that front.
    Maybe they could do some sort of 'secondary vibe' system, like how Ts2 had secondary aspirations. It could impact them less than the primary one, but still influence their personality somewhat. I don't know how well that would work in practice, but it seems like a good middle ground.
    Edit: I also LOVE the labels system for relationships, at least if it works how it seems like it's going to. It really seems like it could allow for much more complex relationships than we've had in other life sims. Especially considering things can be one sided. There are so many complex relationship dynamics you could make with this system, and it so far seems like relationships evolve pretty naturally. It's too soon to be sure, but I definitely see a LOT of potential with this system as long as they implement it right.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      sims 3 is my favorite for personality, but I have always envisioned for my very dream system a combination of weights traits, with a scale for basic attributes (this is my dream lol and not something I think that would be easy to do nor do I do need paralives to do it). I do like that sims 2 sims have flaws and some lively interactions! but I don't find sims 2 sims to be very unique- idk if that makes sense. Both sims 2 and sims 3 though I think have some nice strengths for personality.
      It's cool even if imperfect to see them do things of course their own way- they kinda have to. I'm excited to see how it goes
      I do think relationships sound like they have tons of potential, def agreed

  • @junerussell6972
    @junerussell6972 Před 4 měsíci +7

    I agree that we need to see more to be able to understand how it works. However, I disagree that seeing others work with it is enough to know what it will be like. I've found that how I play a game may feel completely different from what I think it is like by watching someone else play.
    I watch a lot of "Let's Plays" but I find that it *feels* very different to me when I actually play the game. An example of this is TS4's Wedding Stories. When I watch others play with that part of the system, I am just as frustrated as they are. But when I play with it myself, I enjoy it far more. I have far fewer problems (although it's not perfect, neither were weddings before Wedding Stories) than I see others have, even when I'm doing the "same things."
    So far, I like what I see of the new Paralives information. Some things make me go "Huh? What do they mean?" or "Darn. I don't care for that," but other things are more "I really like that idea." It will be interesting to see how they progress.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci

      I'm not saying that seeing is is everything, just that seeing raw live footage is differently than say the trailer we saw.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      Add ons second day ha: I do agree though, certainly that the best way for anyone to tell is playing it themselves.
      and I think it is good, certainly, that they are doing things a bit "their own way." I certainly feel at least like it has a lot of potential and a charming base. I'm eager to see more!

  • @NerdyNanaSimulations
    @NerdyNanaSimulations Před 4 měsíci +4

    I'm fine with the way they have it set up. Sometimes simple is better, I like the idea of a laid back game. I'm more interested in a game that I just just relax and play without having to micro manage my game. What I enjoy the most is family gameplay and I'm interested in seeing how they eventually work that in. It's an evolving game so I am happy with what they are doing and interested to see how it changes. It will come in time. I don't expect the sun moon and stars on day one.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      yes, and it's valid to have different preferences on the overall vibe of a game. in many ways, paralives likely will be an interesting intersection between the cozy and simulation genres (sims aka)

  • @NoDecaf7
    @NoDecaf7 Před 4 měsíci +3

    I don't mind Pick One.
    I'm excited to see how this evolves!
    I'm thrilled about how relationships seem to work! These details are all really exciting and I can't wait to see how they all play our together. When I'm not building in The Sims, I'm telling stories, which I usually keep jotted down on a Doc. They've come a long way since release, but it's just so hollow in-game. Where Paralives seems to be building out these storytelling features and characteristics from the beginning. A more true life simulator, vs what sometimes feels like a social grind. I can't wait to see how jobs work out, how many non-linear options there will end up being. It will be fun to see how many jobs impact the needs of a Para.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      I feel like the diff types of relationships- plus one sided!! are so exciting and have lots of potential

  • @claytongriffith8323
    @claytongriffith8323 Před 4 měsíci +2

    Maybe it's because I'm a role player but i love point buy personality and those core categories.
    They are bases that can grow out to multiple various things and options

  • @Stephen-Fox
    @Stephen-Fox Před 4 měsíci +3

    Sorry for the wall of text:
    The personality system, for me, feels like a best of both worlds between Sims 1&2 and Sims 3&4, while fixing some specific issues I had with both. At least on paper.
    Simplifying the point and bar system to a point where it's possible every point will feel like it matters by only having 4 points per bar should fix how samey Sims 2 characters felt, at least to me, unless you played to the extremes of the system.
    Let me use an analogy for those bars - TTRPGs. When you've got character points an average for a stat is 10 and stats can be removed or increased within a range of around 6 and 18 (Hi GURPS 4e), it doesn't always feel like your decisions matter. What's the difference between 10 strength and 11 strength in that context? Mathematically it changes what other things are defaulting to, but... What's really the difference in how that character feels? On the other hand, if you've got three stats, and those stats are always -1, 1 and 2 (as per Escape from Dinosaur Island), that feels far more significant when building your character. Same if you've got three stats and the stats are always 2, 3 and 4 (as per Animon Story) - When stats are on a range of -1 to 2, or 2 to 4, narratively the difference between 1 and 2 or 2 and 3 is significant without you having to do mathematics over what other aspects of the system are being impacted and comparing and contrasting with a probability chart for those +1s to feel like they're doing something.
    Meanwhile, for other part of the system, they're all trait equivalents. But due to 'pick one from each of these categories' you can't make a one-note parafolk like I often wound up doing back in Sims 3 "Oh I want this Sim to be good at music" _puts every trait that would have a positive impact on music into the Sim and uses up 4/5 of the traits_ (as it was back in Sims 3) and wind up with Music being the Sim's entire personality - It also makes balancing things easier, since they don't have to balance the Vibes against the Talents against the Social Perks, just against the other Vibes.
    With the cards - What I like about them is that it prevents the 'spam romantic interactions until you get engaged within about 4 hours in-game time' problem of The Sims. By having the general socializing in between these cards that let you steer the conversation it should help make relationship building feel like it has a more realistic time frame going on to it. Not sure how it's going to mesh with negative interactions is my only worry there. While, again, making decisions feel like they matter - "Do I flirt or do I flirty joke" in the sims is largely a meaningless feeling decision - they do mostly the same thing, you just rotate between the two so as not to make the other sim bored from the same interaction over and over. Flirt with a 25% success chance (which the parafolk Wants), develop a secret crush, or something unrelated entirely? That feels meaningful in a way that I think you'd lose with more options. Two ways of progressing the romantic story, one which is risky but the Parafolk wants (I want to know what wants actually do in this game compared to Sims 2, 3 and 4's want or want equivalents), one way of sidestepping it if I don't want to go that route with these two characters. Yes, it reduces player control, but I think the meaningful decisions it provides in exchange should help the gameplay loop (and help give me the push/pull between myself and the game for authoring stories I'm looking for with this genre)

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +3

      hey no need to apologize! You put together a long analysis than some of my students ha- no seriously, I very much appreciate people taking time to provide thoughtful commentary! after all, that's what makes it worthwhile = having conversations and often learning from others
      I generally see your point about points (no pun intended) I think I'd like more categories on all basics of personality- then more options for things that make us truly unique (of course this can be broadly defined, and they cannot have infinite choices- that is not feasible)
      It is true that cards will complement a more minimal UI and quite possibly it may to be fair be better for performance too

  • @beardedgeek973
    @beardedgeek973 Před 4 měsíci +1

    I actually think a few, but stongly defining, traits is better than being able to choose many, or choose from many. Especially with a upgrade tree.

  • @fransmith3255
    @fransmith3255 Před 4 měsíci +2

    Did you notice though, that the 'pick one' for the 'general impression' is for new characters only? There is a place in the video where you can see that later a further two is possible, just locked for the moment. When I get the game, I'd love to check this out by making two opposite Paras and playing them together to see how different they end up.
    As for the relationship live mode, I'm also wondering about how well that will work. The LbY model appears to be similar and I found myself thinking, "Well, I wouldn't pick any of them", so I wasn't particularly impressed with that. The LbY one is actual real word conversations where there is a lot more variation on what people might say, which is definitely why I feel that the options just didn't really work - I want a lot more options than three for that, and people speak differently - a lot of their options seemed to be the "smart *ss" kind of replies, but they'll need replies that suit many kinds of personalities. For me the LbY model just doesn't really work with 3 options at all. The Paralives one...I'm not sure. The Paralives model isn't real words - it's just general conversation directions, so it's more likely to work better than 3 choices of actual replies. General conversation direction choices have fewer possibilities than actual replies that a character might say do, and what I was REALLY impressed with was that the choices in Paralives really seem to be going to directly impact the character and gameplay. I need to see more conversations to see if I find them too limiting - perhaps I'll want the conversation to go in a different direction than the options provide for. I think it's success will depend upon how sensitive and how well the code behind the options is done. For example if it is just random, it's not gonna work so well. But if the code brain behind those options really takes the character circumstances and personality into account when it decides upon those options (and at the same time doesn't limit them too much - eg remove the secret crush option for married people), it might actually be pretty great. I can't see the replies in LbY impacting gameplay all that much - it just looks like it just raises or lowers a background social meter - much less useful with much less gameplay involved, even if the mechanics of actual conversations are quite revolutionary. Paralives conversations seem to have a lot more potential to impact your character under the hood - LbY conversations seem, at least at this stage, to just be a social bar addition or subtraction.
    I am VERY glad that the game does have those autonomous NPC decisions and things that the game throws up. That makes it a game instead of a doll house. It's not a life sim GAME unless it throws some surprises at you to make it a game. And that's also how life works - life is full of little surprises.
    I have to say that the points system is not a bad one. I like it. It just limits people so that they do actually have to choose, instead of just wanting it all. It makes Paras different - hopefully! And that actually ADDS to gameplay, it doesn't take away from it. There appears to be only 1 social perk, which might be a little limiting - some people are just good at a rage of social situations while others are just...not, but I guess you're simply meant to choose the most prominent. It means our characters will probably be more different from each other, which is the biggest problem with The Sims, where they all look and act exactly the same. Should there be more options? Perhaps, but I also get the impression that this is just a general kind of overview too, and I suspect that more depth happens later as the game plays out with the other various mechanics and points we earn and we get to know our characters.

  • @TheDawnofVanlife
    @TheDawnofVanlife Před 4 měsíci +3

    Commenting for the algorithm, not a lot to say. Great breakdown/analysis.

  • @alexispreston7644
    @alexispreston7644 Před 4 měsíci +2

    Thanks for the info. The more I hear the more intrigued I am by the game. I am especially looking forward to the relationship labels and can't wait to see how personalities impact gameplay

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      yes! those are my top two interests here as well

  • @pattiy8240
    @pattiy8240 Před 4 měsíci +2

    I agree, this has so much potential!! I'm happy they have revealed so much, and given us a lot to think about. Get well quick!!!! 💗🤗

    • @SimmerErin
      @SimmerErin  Před 4 měsíci

      thanks! doing a bit better (I think). My caveats aside, overall I felt the preview was pretty impressive

  • @henriquebastosbernardoni3630
    @henriquebastosbernardoni3630 Před 4 měsíci +1

    I was waiting for you to do this video!!! Now that I've seen more detailed posts I feel like saying a bit more. For starters, I'd like to say that *anything* that we've seen so far can be subjected to drastic changes, so I'll try to keep myself to what I think they won't change as easily.
    1) I'm a TS3 player through and through, so the whole point-based personality system, already makes me go hmmmm... But the choices of categories are rather weirds, specially because they seem way too similar to the Talents. I've seen enough complaints, so I think they will change this to allow multiple talents / vibes / perks. In real life, you can find people who are good with both music and cooking, for example, and I feel this is a part that The Sims and the Traits system did well.
    2) There's not much different you can do in relationship labels, yet I wonder what the heck a former classmate level 2 is? And now I do have the answer that Paras can have negative relationships with one another! Still hasn't been able to digest the together cards part though. That you choose your action *after* talking, the choices being limited, the fact that it may take too long to find out some info about someone. I don't really want to play lottery when I just want to be straightforward and ask if a Para is single.
    3) Loved the job system, no complains so far! I thought "jeez it does seem easy to win money huh", but I'll prefer to see more of the economy system, before coming to a conclusion.
    4) Attaching needs to a schedule may seem realistic at first glance, but, come to think of it, it 100% doesn't feel realistic at all to me. Yes, humans base themselves on time for sleep and eating, but sometimes they don't. What will happen if I eat a big meal before lunchtime? Will I still be hungry? Maybe they'll workaround this, but I feel like a bar system would be better.

  • @cryingwatercolours8127
    @cryingwatercolours8127 Před 4 měsíci +1

    4:37 I personally rlly think that a social flaw would help bulk up the social traits a lil more. Literally even just the opposite of what’s in the list. I do think having one thing that makes each para shine is sweet but it would be nice to have a downside, either alongside or instead of another slot

  • @lance9249
    @lance9249 Před 4 měsíci +1

    As it is now picking one social perk makes sense seeing as there is only five of them to choose from. If you could pick multiple almost every character would start feeling and playing exactly the same now say they double the social perks to ten by release I think having the pick of two would make sense because with double the options there would be so much more variety.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      fair, yeah, if there only remained 5, it might not make sense to pick more than one

  • @Miakemi
    @Miakemi Před 4 měsíci +1

    I like the point system. It feels very much like a nature (points given) and nurture (personality and gameplay) system. If done correctly, it could be way more realistic than what you’d get with more initial options. Paired with an evolving personality, I think they have a solid foundational system. It’s just a starting point and doesn’t limit the paras from getting better at things they’re not innately good at.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      I do think the evolving personality- depending on how it is done, has some promising. I like the concept for several reasons

  • @bingusslingus7020
    @bingusslingus7020 Před 4 měsíci +1

    I think a mixture of points and traits is the ideal system, but I wish the personality categories were closer to those of Sims 2. I guess that’s more the idea with the “vibe” category, assigning things like seriousness etc; but, personally I think those things are better left to a sliding scale rather than a yes/no trait system.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      Yes! I can understand that. A sliding scale probe is harder to code, but would be my ideal too

  • @cryingwatercolours8127
    @cryingwatercolours8127 Před 4 měsíci +1

    9:51 ooh! I never see many reasons to invite sims over but these perks would make me more likely to invite a para over to cook some meals

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      yeah! another plus to having a variety of relationship types

  • @CrystalHickerson
    @CrystalHickerson Před 4 měsíci +1

    So glad you feel better!

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      thank you! I really appreciate that.

  • @canariawing
    @canariawing Před 4 měsíci +2

    i 100% agree on the personality stuff being pretty limiting. when i first watched the trailer and saw the personality stats bit i was like "wait, that's it...??? really?" i don't feel like there's enough stats to put points into. even with vibes and social perks i don't think it'll be enough to make a cast of paras with diverse personalities, and i can see it becoming stale very quickly kind of like how there's little variety in terms of sim personalities in sims 4. i think being able to choose more than vibe and social perk could help a bit but probably not much, though i would like the option at least. maybe someone could mod that in, but it'd be nice if we didn't need to download a mod for it to function this way
    i'm not subscribed to the patreon so i'm not sure on this, but is there a panel that shows our paras needs? i kind of feel like the answer to this question could be a deal breaker for me. the way needs are described here makes me really nervous, i don't like the idea of not being able to see my characters' needs at any given time and i can see myself getting really stressed out over it. i'm the kind of sims player that needs to see and micromanage my sims needs or i get stressed

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      yeah, I am in the I'm not sure category? Cause it does feel initially limiting, but I do also think it depends:
      1- how deeply each facet impacts autonomy
      2- the possibility of further expansion in early access

  • @SunShine-qk4rb
    @SunShine-qk4rb Před 4 měsíci +1

    Are the boxes only decorative or can the para grab items from them? I love the personality things added

  • @AliaD85
    @AliaD85 Před 4 měsíci +1

    The conversation cards seem like event cards you get in Sims.

  • @jmelovesGod
    @jmelovesGod Před 4 měsíci +1

    I wonder how in depth the pick one system will be when you increase the personality levels as you play with your Paras and improve that personality. Hopefully there are enough options and variations with the system to make it feel good. So far it looks good though and I think each para will feel more unique the more you play them.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      good question- to which ha I have no answer.
      it could be maybe they will add more in early access too

  • @janesaunders8001
    @janesaunders8001 Před 4 měsíci +1

    The pick ‘one’ system would con cern me except if they truely develop over time you might gain things as in real life. Like, ‘shy’ and ’serious’ could evolve into more social and more fun. I know my character developed after my marriage 🤷🏻‍♀️ I also don’t mind rabbit holes at all. In the sims rabbit holes allow me to interact with the rest of the family.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      yeah, I will say the ability to evolve over time could truly make a difference in an awesome way, depending
      I also don't mind rabbit holes

  • @cryingwatercolours8127
    @cryingwatercolours8127 Před 4 měsíci +2

    12:18 I’m pretty sure story progression like townies getting married, having kids and promotions is planned! Not sure where I read it, somewhere on their site I think

    • @CeliriaRose
      @CeliriaRose Před 4 měsíci +4

      @OpinionatedSimmer This is complete nonsense. First off there will be genetics in the game as it was already confirmed. Second nothing about a genetics system would be inherently too hard for an indie dev to implement. All a genetics system is is a series of rules and guidelines for passing on traits and features from parents to offspring. Nothing about that is too hard for an indie dev to implement. Even more complex concepts like recessive or dominant traits is entirely feasible for an indie dev to implement some variant of.

    • @cryingwatercolours8127
      @cryingwatercolours8127 Před 4 měsíci +3

      @OpinionatedSimmer i’ve definitely seen them mention genetics ? check again

    • @CeliriaRose
      @CeliriaRose Před 4 měsíci +2

      @OpinionatedSimmer Because it’s already done. On their roadmap if you search the term genetics there are multiple entries such as “create a child or other relatives using genetics” and “characters have genetics data” both tagged as done.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +3

      I read on their dev chats some discussions about it, quite a while ago I think (over a year, my memory is bad). I know genetics will be implemented (as they have discussed this many many times) and not 100 percent sure of the extent of story progression

    • @CeliriaRose
      @CeliriaRose Před 4 měsíci

      @OpinionatedSimmer Literally use the search function on the top of the roadmap page for the term genetics. Three best matches come up reading “Characters have genetics data”, “Edit genetics of para”, and “Create a child or relatives using genetics”. If you then click on them the first and third are listed as done while the second is listed to be added during early access.

  • @brucewayne33497
    @brucewayne33497 Před 4 měsíci +2

    I'm really looking forward to Paralives, Life By You, Inzoi, and Alterlife and i'm also looking forward to seeing the mods that come to these games oh yeah and the possible CC for these games

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      yeah, it'll be an exciting time for simulation games in the coming years!

  • @mayaha200
    @mayaha200 Před 4 měsíci +1

    I love the points system and the way it build with 3 cards. I totally buy this game when it be in early access
    I love how they add more option to the relationship and the sub skills inside a bigger skill, it's genies
    the game play look very fun and cozy

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      for sure, what's kinda cool is it feels like a bridge bringing in some of the charm of cozy games

  • @ericacook2862
    @ericacook2862 Před 4 měsíci +1

    The point system is okay, but it would be great if you could earn points to spend through life. Along with that, I think picking one for the traits is fine, but also, if you could earn traits through activity. For instance, you could start off good at nothing, but over time earn being good at music. You could start off being able to be alone and, over time, also be good with children if you have a lot of positive interactions with children. I think that would make for good gameplay, along with allowing for para development.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      Since we do know there's some element of evolving your personality, (which honestly I'd love more clarification on) I wonder if that could be part of that system

  • @rain3948
    @rain3948 Před 4 měsíci +1

    Honestly, sometimes less is more, and in this case I like the limitations. I would love to see a negative trait options, maybe even having a whole mandatory negative perk. I feel that could be fun to play, dealing with the Paras negative side :D othervise Im very happy with how the gameplay looks. There is still a lot of stuff Im hoping to see added, but Im sure thats something that could be patched in the future, like turn-ons/turn-offs, wants/fears, zodiac ect.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      For sure, when programmed to have depth, as I said, sometimes less features with more impact (depending) can be just as powerful
      I do agree I'd like more conflict/ negatvity- and seeing and enemy types it seems they could be working that way eventually
      also great point- would love to see some sort of chemistry or compatibility aspect

  • @cryingwatercolours8127
    @cryingwatercolours8127 Před 4 měsíci +1

    11:28 okay I have a question about the bed thing. Cuz to select multiple paras rn, they must be next to each other. So am I gonna have to make every para come together to put them to bed? That would be longer than just putting them to bed individually
    (Apologies for spamming ur comments…again)

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      Okay so first- you never need to apologize!! I appreciate you very much. I appreciate that people take time to leave behind insights, questions etc. That's the fun of making content at all for me- having a conversation!
      I wish I could answer this- and honestly? I don't know. I hope you don't have to do that. It's a little unclear to me how the selection thing works? Like, it seems good if you are near someone else, but like you said, what if you aren't? Can you call someone over? I guess you could simply though toggle your control to the other (IF you are controlling them) but what about a para you aren;t controlling?

    • @cryingwatercolours8127
      @cryingwatercolours8127 Před 4 měsíci +1

      @@SimmerErin yesss exactly i have so many same questions! i just wanna learn everything there is to know about the game and this intrigued me so much!

  • @LaOsaGamingSpot
    @LaOsaGamingSpot Před 4 měsíci +1

    I just love to watch your in depth videos because you always know how to explain things in a relaxed and objective way. I totally agree with you in all your points. i just have one little concern, that is on the fact that parafolks may not have a needs panel (like the sims), so if i play with a parafolk i'll have to wait for them to let me know what they need instead of me looking at their needs. Dont get me wrong, i love the UI in this game, its clean and simple, so maybe thats just me because of my lil simmer heart. I would also want to see some sort of fear. i also hope they can implement some sort of a cheats mechanism in the future. Amazing imput as always Erin!!!! Hope you get better very soon!!! 💙🤗🐼😊🎮💙

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      Thanks so much, I really appreciate your comment.
      Yeah... good point. I honestly don't know? I feel like a panel would be preferred even with those needs pop ups- but maybe my mind is so sims oriented? I wonder how many needs there are too- they only mentioned hunger and sleep

  • @nelumboandrews6762
    @nelumboandrews6762 Před 4 měsíci +1

    I really like the way that this game is very similar to some of those more RPG like games that I've played on mobile and steam like it has the Sims as a big inspiration but it also leans into the earlier Sims titles Allegiance Point systems and progression. I don't like the micromanaging of The Sims 4 and I think that a game like this which would allow me to play families in a bit more of a hands off way letting the Sims live their lives and I get to intervene sometimes would be really great

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      hopefully- I def am more also on the I like things to happen outside of my control
      and certainly, in some ways they may be borrowing elements from more than one sub genre of game

  • @Lovely30xa
    @Lovely30xa Před 4 měsíci +1

    But one big issue with the together card is how will we initiate mean interactions I feel like the together cards are slightly too limiting

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      honestly not sure. I think the idea of it is kinda cool, but it's unclear to me if that means we only ever get 3 options to interact? in given situations? or maybe it's mostly for groups?

  • @garthst.claire3459
    @garthst.claire3459 Před 4 měsíci +1

    Yes, I would like to have more categories on the points system, and more than one "vibe" and such (two would be good), but maybe the evolving personalities will take care of that.
    Two things I'm not sure about: I feel like I want to see the wants like in Sims (though I'm sure I can get used to this), and with the autonomy....I just don't want it to interfere with the stories I am planning for my paras. Like, I don't want the Para I'm setting them up with suddenly go off and marry some other NPC before I can pop the question and such.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci

      I'm kinda curious to learn more about how said wants are determined and generate- and how they may impact NPCs? To your end, I wonder what kind of impact it has for ignoring vs following wants

    • @TheDawnofVanlife
      @TheDawnofVanlife Před 4 měsíci +3

      i think a vibe is just that, a vibe. A generally gloomy person can still have a fun night on the town with their friends. Just like I think the “good at” gives you a boost not a restriction. Having something like musical talent gives you a boost, but you can still learn music without that edge. Just might take you longer. It actually makes things more layered in a way I like.

  • @derekwarren4563
    @derekwarren4563 Před 3 měsíci

    I personally wish I could choose more than one talent. What if I want to be good at music and physical fitness, for example?

  • @Cibbic
    @Cibbic Před 4 měsíci +1

    Im Skeptical on some things like the fact that the para kept going out of the work place, makes me think its a rabbit hole kind off and also about how the language sounds. Doesn't feel natural. The traits also feel limited

    • @SimmerErin
      @SimmerErin  Před 4 měsíci

      I'm not sure I understand your comment, so to clarify: yes, the jobs are rabbit holes, which the team states in their explanation that I read here in this video.
      What is it that doesn't feel natural?

  • @MagnusItland
    @MagnusItland Před 4 měsíci +1

    Looks good, but it is far in the future so I won't spend much time and thought on it now.

  • @arcanumelite4853
    @arcanumelite4853 Před 4 měsíci

    I think you should have more social perks if you have more points in charisma.. maybe 1 per point in charisma... if your character is very charismatic it might make sense for your character to be very good at making friends AND relationships ect.

  • @peenurmobile
    @peenurmobile Před 4 měsíci

    i'm ready for more simulation, less dollhouse. dwarf fortress is really really good when you treat it like an ant farm.
    but both options are always good if possible

  • @DreamtubeCAM
    @DreamtubeCAM Před 4 měsíci

    I agree I don’t like the limitations with only picking one personality, vibe etc as it limits the complexity the parafolks can be.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci

      it could.
      It's hard for me to tell until I see how it fully works- a lot also has to do with how deeply the other factors actually impact the para? It may imo also help to expand more choices for each category.
      I can understand it's probably a way to make coding feasible- and I do think it may be possible for them to expand during the early access period?
      I still think it has tons of great potential, while ofc I do want to be fair and point out limitations (which to be fair all of these upcoming games will have various limitations, etc)

  • @sews1523
    @sews1523 Před 4 měsíci

    simmer erin legend

  • @JustVizzing
    @JustVizzing Před 4 měsíci

    Honestly it looked more like closed world rpg, and not life simulation, but if its what the dev and other players want🤷‍♀️

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      It will be open world , with rabbit holes. You can find those details on their website,
      while one may see some intersection with rpg, ir is a simulation game

  • @kyoyo9350
    @kyoyo9350 Před 4 měsíci +1

    I must be in the minority but I agree that the personality system they have seems restrictive, it even seems more limiting than sims 4 in some ways. People are saying the limits are good but they aren't. If they gave us more traits and personality points that doesn't stop anyone from using less. But by limiting them this means that many people won't have the freedom to create the character they want to. This is enough to be a deal breaker for me sadly unless it can be edited or modded to have more. I don't like for a life sim to force restrictions on my creativity like this. The 5 traits in sims 4 was already incredible stale.

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      yeah, it's tough. It could be good in terms of allowing them to develop something that codes more easily. and I do see how they are trying to add nuance. at the same time, part of me does hope it expands in some way= more points, or more options for each facet

  • @cryingwatercolours8127
    @cryingwatercolours8127 Před 4 měsíci

    Wait wait… business partner?

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +1

      yeah, not sure exactly what that will entail but sounds promising- could we one day start our own business too?

  • @aurered6387
    @aurered6387 Před 4 měsíci

    i stop u there u want paralive to look more like sims than different game at all and they dont want be sims copy

    • @SimmerErin
      @SimmerErin  Před 4 měsíci +2

      I'm not asking them to make a sims copy. I did a 18 minute analysis, which it seems you did not listen to.

    • @TheDawnofVanlife
      @TheDawnofVanlife Před 4 měsíci +2

      @OpinionatedSimmer If you think the Paras look like something out of a coloring book, you don't know anything about hand drawn art. The art style is a choice, not a mistake. I am into it, you are well within your rights not to be.