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A '''relationship''' is a shared acquaintance between two characters. Whenever two characters [[social interaction|interact]], they gain or lose "relationship points," based on each character's reaction to the other character. Relationship points are added or subtracted from the "relationship score," which is used to determine the general status of the relationship between the two characters. The relationship status between two characters, as well as their [[life stage|age]], [[life state]], and whether the characters are related to one another, ultimately determine which potential interactions the characters can engage in.
 
Relationships between two characters can be casual, friendly, hostile, humorous, or even romantic, all based on the history of interactions between the characters. Over time, and without interactions to reinforce the relationship, the relationship score between two characters will return towards a baseline of zero; characters that are passionate lovers or bitter enemies may eventually be nothing more than acquaintances to one another.
 
While Young Adults, Adults, and Elders are all able to form romantic relationships with each other, Teens can only initiate romantic interactions with other Teens.
 
Relationships can have a large impact on how Sims interact with each other, and can decide which interactions can be performed or accepted. For example, Sims with a good relationship tend to have better [[conversation]]s with each other and can share a double [[bed]], while Sims with a poor relationship are less likely to positively accept each other's interactions or may even perform negative interactions on each other.
 
Sims require a high relationship to become [[marriage|married or joined]], but the state of being married or joined is not lost autonomously if the relationship scorescores declines. In order to get married, Sims have to be romantically interested in their significant others first. Then, they can advance to go steady{{Vgversion|TS3}}, propose marriage, and then get married.
 
==The Sims==
In the initial release of ''[[The Sims]]'', there was a single relationship bar whichthat ran from -100 to 100. ''[[The Sims: Hot Date]]'' turned this into the daily relationship bar, and added a lifetime relationship bar. While this arrangement was not put into ''[[The Sims Deluxe Edition]]'', it was carried forward into subsequent [[expansion pack]]s, and into ''The Sims 2''.
 
Two Sims would become friends if each one had a daily relationship of at least 50 toward the other, and the relationship would break if either Sim's daily relationship toward the other dropped below 50. "Best friend" status was not formally named or recognized, but the lifetime relationship could affect whether or not a [[social interaction]] was available, or would be accepted. Once an adult Sim's daily relationship with another hit 70, a successful romantic interaction between the two would result in a crush. If the lifetime relationship was at least 70, it would result in love. This was carried forward into ''The Sims 2''.
 
Once two Sims had any kind of relationship, the lifetime relationship between them would build as they spent time together on the same lot, even if they didn't interact. However, this increase in lifetime relationship would come at the expense of their daily relationship. Every so often, the daily relationship would drop by two points, and the lifetime relationship would increase by one point. Up to 24-28 daily relationship points will be lost this way over for relationships between Sims physically present on the lots. Sims which are not present like those who live in other households and townies, have a relationship decay of 2 daily relationship per day with no increase in lifetime relationship. In addition, some interactions between Sims, such as giving gifts, would directly affect the lifetime relationship. Lifetime relationships tended to be highly stable over time. Even if two Sims went a long time without interacting with one another, the lifetime relationship would barely be affected. Unlike Daily relationship, lifetime relationships do not decay for Sims not present on the same lot.
 
{| border="1" cellpadding="5" style="border-collapse:collapse; border-color: black; text-align:center;font-size:75%;"
<caption>'''Scores are Daily unless otherwise noted'''</caption>
 
|-
!rowspan="2"|Type of relationship
!colspan="8"|Level of relationship
|-
| -100 to -50
| -50 to -25
| -25 to 0
|0
|0 to 25
|25 to 50
|50 to 70
|70 to 100
|-
!Platonic
! colspan="1" style="background-color:#ff0000;" |Enemy (&lt;= -50)
! colspan="1" style="background-color:#ff8080;" |Cold (&lt;= -50)
! colspan="3" style="background-color:#ffffff;" |Acquaintance (&gt; -25 and &lt; 25)
! colspan="1" style="background-color:#80FF80;" |Warm (&gt;= 25)
! colspan="2" style="background-color:#0dff00;" |Friend (&gt;= 50)<ref name="amicable">These relationships are reciprocal. Both Sims in the relationship must have the necessary score.</ref>
|-
! rowspan="2" |Romantic<ref name="romantic">Romantic relationships require romantic interactions</ref>
! colspan="7" rowspan="2" |
! colspan="1" style="background-color:#FF6699;color:#FFFFFF;" |Crush (&gt;= 70)
|-
! colspan="1" style="background-color:#FF00FF;color:#FFFFFF;" |Love (Lifetime &gt;= 70)
|}
 
==The Sims 2==
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''[[The Sims 2]]'' retains the daily relationship score and lifetime relationship score that were introduced in ''The Sims: Hot Date''. However, Sims' relationships with one another no longer change simply because they spend time with, or around, one another. In ''The Sims 2'', the lifetime relationship score gradually approaches the daily relationship score, so over time, two Sims' lifetime relationships will build up as long as they continue to interact enough to keep their daily relationships high. Sim relationships can also be raised or lowered with the use of cheats.
 
Sims are able to maintain romantic relationships with either gender. However, each Sim has a preference for each gender, which may be positive or negative. Romantic [[social interaction]]s affect a Sim's [[gender preference]]s, depending on the other Sim's gender. For example, romantic interactions with a female Sim increase the Sim's preference for females and decrease his or her preference for males. A Sim's gender preference can be checked through the use of [[testingcheatsenabled]] or with [[Package editor#SimPE|SimPE]].
 
In ''[[The Sims 2: Pets]]'', pets develop relationships with Sims and other pets. Sims gain relationships with pets by doing positive interactions, such as praising, playing, or giving love. Negative relationship points are given when a Sim scolds or yells at a pet. When teaching a pet tricks, the relationship goes up and down, depending on how fast the pet learns, but will be higher in the end.
 
===Relationship levels in ''The Sims 2''===
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*'''Just Met''': The two Sims have met, but have not interacted enough to have a definite relationship. Daily relationship will be close to zero, though it may be positive or negative.
 
*'''Acquaintance''': The two Sims are not friends, and the one whose relationships are being looked at does not consider the other an enemy. The relationship scores may be positive or negative. This is independent of [[family relationships#The Sims 2|family relationships]]; parents and children can be acquaintances if their relationship is neither strongly positive ornor strongly negative.
 
====Inimical====
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*'''[[Friendship|Friend]]''': Each of the two Sims has a daily relationship of at least 50 toward the other.
*'''Best Friend''': If each of the two Sims has a lifetime relationship of at least 50 toward the other, this relationship will be set when they have a positive interaction. Talking on the [[telephone]] will set this relationship, but chatting on a [[computer]] will not.
*'''Best Friend Forever''': "Best Friend Forever" was introduced in ''[[The Sims 2: FreeTime]]''. This relationship <u>''may</u>'' be set when two Sims have been best friends for a certain amount of time, but it appears that other factors are involved. It also appears that time spent on a lot as a walkbywalk-by or visitor counts. The two Sims involved do not need to interact for this relationship to be set. In fact, the player has no control over when two Sims who are best friends will become "best friends forever". These relationships do not decay as rapidly, and are therefore easier to maintain. Players should note that Sims who are in a pre-set best friendsfriend relationship, such as [[Dustin Broke]] and [[Angela Pleasant]], will not become BFFs unless the best friend relationship is lost and regained.
 
====Romantic<ref name="romantic" />====
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====Relationship-related [[Wants and Fears|Wants]]====
 
Sims who have just become children may have a want to make a friend. Sims of any age and aspiration may have wants to become friends with Sims they know, or best friends with one of their friends, though these wants are much more common for [[Popularity]] Sims. With ''[[The Sims 2: FreeTime|FreeTime]]'', Sims of any age and aspiration may have wants to become BFFs with their best friends, though these wants are more common for Popularity Sims. Popularity Sims may also have a want to simply make a BFF. [[Family (aspiration)|Family]] Sims who aren't in love with another Sim will often have a want to fall in love. Similarly, [[Romance]] Sims will often have a want to fall in love with a specific Sim, or to have a certain number of lovers.
 
====Relationship-related [[Wants and Fears|Fears]]====
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===Contacts and Fury===
{{main|Contact|Fury}}
[[Contact]]s and [[Fury]] were introduced in ''[[The Sims 2: Nightlife]]''. Contacts are Sims who have heard of a Sim from a mutual friend (They can be playable or Downtownies). They will phone that Sim asking to go downtown on an outing or date. The relationship between your Sim and the Contact is given a boost for a short period of time. Their picture will be blue.
 
Sims can feel furious at Sims that had a hostile interaction with them. It also occurs when Sims are caught cheating. It decreases the relationship drastically while it's in effect, putting both Daily and Lifetime scores below -50, depending on the "offense" committed. The target of a Sim's fury will have a red overlay on his or her picture. The amount of red roughly indicates how much longer the Sim will remain furious.
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The relationships in ''[[The Sims 3]]'' and ''[[The Sims Medieval]]'' are slightly different from their predecessors. The number of "relationship points" a Sim has is not measured, and Sims only have one relationship bar instead of two.
 
Before two Sims meet, they are strangers, but upon their first interaction, they become acquaintances.
 
The next level in an amicable relationship is friend, then good friend, then best friend. Teen Sims also have the option to ask another teen Sim to become BFF (Best Friends Forever) if their relationship is at the best friend status. Long-lasting amicable relationships eventually become marked as old friends.
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|
|-
|Fiancee
|Fiance
|
|-
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==The Sims 4==
''The Sims 4'' has two bars indicating the relationships between Sims. The first bar indicates the Friendship level, which affects the amount of friendly and funny interactions Sims can do with other Sims who together have a high Friendship level. The second bar indicates the Romance level, which affects the amountnumber of romance interactions Sims can do with other Sims who together have a high Romance level, although the Friendship bar can help lower the chances of Romance interactions being rejected unless the Sim is [[flirty]].
 
When Sims meet they are all strangers and become acquaintances when they meet. When their Friendship meter goes up, more interactions such as "Ask about day" and "Discuss interests" will unlock with a lot more friendly and funny interactions. When their Romance meter goes up, more interactions like "kiss", "dip kiss", "embrace" will unlock with a lot more friendly and funny interactions.