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 - 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==
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In ''[[The Sims 3]]'' and ''[[The Sims 4]]'', a grubby environment will result in a negative [[moodlet]]. As the environment's condition worsens, the moodlets are more and more negative.
 
==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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==Personality-related interactions==
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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