Autonomous reaction: Difference between revisions

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{{Era|FA|TS1|TS2|TS3|TS4|LS|PS|CS|TSM}}[[File:Report card reaction.jpg|thumb|right|A parent Sim reacting to the child's report card is an example of an autonomous reaction]]
An '''autonomous reaction''' or '''interaction '''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 that [[free will]] is on. This adds an extra dimension to the game, making the Sims unpredictable and somewhat free from complete player domination - howeverdomination—however, a Sim will terminate most actions if the player either tells them to do so or tells them to do something else.
 
==Emotional responses==
If a Sim suffers fromreceives a bad [[memory]], that Sim will often spend a few days randomly stopping actions in their queue to cry or sigh about the memory. There is nothing the player can do about this. If a Sim is [[fury|furious]] with someone, they willmay showthink hatrednegatively throughabout that Sim in anger, depicted with a burningfiery thought bubble ofcontaining the loathedface of the Sim withthey threatingare handfurious gestureswith.
 
Some [[moodlets]] may havecause the Sim to feel, act and behave a certain way.
 
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==Response to objects==
 
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 objects such as the fridge giving out a larger signal than other less vital objects, such as the TV. 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). In general, what a Sim does is determined by both needs and closeness, instead of just closeness like the first game.
 
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==Social environment==
{{main|Social interaction}}
Sims that are of a certain [[social class]] will greet others with the respective gesture. Certain social interactions or actions they perform to other Sims is usually specific to the type of relationship they have. Sims that are friends are likely to behave morepositive nice and respectiveinteractions, while enemies likewise tend to behave meannegative and rude to other. These include a [[vampire]]'s 'bleh' and a sloppy Sim's need to fartinteractions.
 
==Personality-related interactions==
Some reactions are based upon the Sim's [[personality]]. For example, a sloppy Sim may get up from the table after eating to fart, while an outgoing Sim will greet others in the room as they're walking.
Some Sims have special actions which they can perform at random. These spontaneous interactions may or may not be unlocked for player to initiate. From washing windows that get dirty overtime to sliding down on banisters, from stuffing face in the refrigerator when hungry to tucking someone in. These actions, like with object action advertisement, are attracted accordingly to corresponding personality the Sim has to be initiated.
 
{{Feat art|2008}}
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