Autonomous reaction: Difference between revisions
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[[File:Report card reaction.jpg|thumb|right|A parent Sim reacting to the child's report card is an example of an autonomous reaction]] |
[[File:Report card reaction.jpg|thumb|right|A parent Sim reacting to the child's report card is an example of an autonomous reaction]] |
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An '''autonomous reaction''' is one which a [[Sim]] does that isn't player defined. These can be reactions to the environment, for example, a smelly trash can, an unusual event, for example, a Sim [[death|dying]], a bad [[memory]], a missing object or simply something for a Sim to do if |
An '''autonomous reaction''' is one which a [[Sim]] does that isn't player defined. These can be reactions to the environment, for example, a smelly trash can, an unusual event, for example, a Sim [[death|dying]], a bad [[memory]], a missing object or simply something for a Sim to do if they haven't been told to do anything - providing [[free will]] is on. This adds an extra dimension to the game, making the Sims unpredictable and somewhat free from complete player domination - however, a Sim will terminate most actions if the player either tells them to do so or tells them to do something else. |
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==Memory reactions== |
==Memory reactions== |
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==How free will works== |
==How free will works== |
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Unlike [[free will]] in ''[[The Sims]]'' (in which a Sim would happily starve to death without the guidance of a patient player, because the TV was closer), ''[[The Sims 2]]'' has a more sophisticated |
Unlike [[free will]] in ''[[The Sims]]'' (in which a Sim would happily starve to death without the guidance of a patient player, because the TV was closer), ''[[The Sims 2]]'' has a more sophisticated (though not perfect) way of giving Sims some common sense. It works as a scoring system. Each object on the lot gives out a signal to Sims near by, with the fridge giving out a larger signal than the TV or other less vital object. If a Sim has a low enough hunger score (i.e. is hungry) the fridge's signal is more likely to acquire a response from the Sim (according to the primary guide) basically what a Sim does is determined by needs and closeness instead of just closeness like the first Sims game. |
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The 'signal strength' is based on how much the object can satisfy a particular need, the Sim's personality, their current need levels, and the objects' distance strength. Objects broadcast a signal saying how well they can satisfy a particular need. Two chairs for example, one cheap and one expensive, will broadcast different strengths for how well they can satisfy the comfort need. The expensive one will win in this case, unless it's already taken by another Sim. Some objects can 'cheat' and broadcast need fulfillment that they don't give, such as a ringing phone. |
The 'signal strength' is based on how much the object can satisfy a particular need, the Sim's personality, their current need levels, and the objects' distance strength. Objects broadcast a signal saying how well they can satisfy a particular need. Two chairs for example, one cheap and one expensive, will broadcast different strengths for how well they can satisfy the comfort need. The expensive one will win in this case, unless it's already taken by another Sim. Some objects can 'cheat' and broadcast need fulfillment that they don't give, such as a ringing phone. |