Autonomous reaction: Difference between revisions

From The Sims Wiki, a collaborative database for The Sims series
Jump to navigation Jump to search
Content added Content deleted
imported>Amthysteyes2
mNo edit summary
imported>Amthysteyes2
mNo edit summary
Line 15: Line 15:
=== How free will works===
=== How free will works===
Unlike the [[Sims 1]] free will (in which a sim would happily starve to death because the TV was closer without the guidence of a patient player) the [[Sims 2]] has a more sophisticated system (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 fridges signal is more likely to acquire a response from the sim (according to the prima guide) basically what a sim does is determined by needs and closeness instead of just closeness like the first sims game.
Unlike the [[Sims 1]] free will (in which a sim would happily starve to death because the TV was closer without the guidence of a patient player) the [[Sims 2]] has a more sophisticated system (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 fridges signal is more likely to acquire a response from the sim (according to the prima guide) basically what a sim does is determined by needs and closeness instead of just closeness like the first sims game.
=== Just random autonomos reactions===
=== Just random autonomous reactions===
Some sims have [[special actions]] which they can preform at random. These include a [[vampire]]'s 'bleh' and a sloppy sims need to 'pass wind'.
Some sims have special actions which they can preform at random. These include a [[Vampires]]'s 'bleh' and a sloppy sims need to 'pass wind'.


[[category:games Systems]]
[[category:games Systems]]

Revision as of 16:16, 4 June 2007

File:Snapshot 2dd72caf b2f8a3a8.jpg
A parent sim reacting to the child's report card is an example of an autonomous reaction

(Note: this article is about the Sims 2) 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 rubbish bin, an unusual event, for example, a sim dying, a bad memory, a missing object or simply someting for a sim to do if you heven't told them 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 with most actions a sim will terminate the action if either the player tells them to do so or the player tells them to do something else.

Memory reactions

If a sim suffers from a bad memory often that sim will spend a few days randomly stopping actions they decided or were told to do and crying or sighing while thinking about the memory. There is nothing in-game the player can do about this.

Event reactions

A dog mourns his owner- another autonomous action

These include reactions to fire and birthdays, weddings, births, deaths ect. When such an event takes place all the sims on the lot are called to the place where the event is taking place. With the exeption of fire (but only because the action pops up again immideatly after- most annoying) all these actions can be cancelled. Even if a sim does not witness an event such as dying, they will still react to in when they return from where they are or you visit there lot ect.

Environment reactions

These include the 'attraction' and 'smells yummy' actions that appear when a sim walks into a room where there is a sim with similar chemistry or a plate of well-cooked walm food or a similar senario. Sometimes they are nothing more than a thought bubble and a facial expression.

How free will works

Unlike the Sims 1 free will (in which a sim would happily starve to death because the TV was closer without the guidence of a patient player) the Sims 2 has a more sophisticated system (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 fridges signal is more likely to acquire a response from the sim (according to the prima guide) basically what a sim does is determined by needs and closeness instead of just closeness like the first sims game.

Just random autonomous reactions

Some sims have special actions which they can preform at random. These include a Vampires's 'bleh' and a sloppy sims need to 'pass wind'.