Talk:Elixir of Life: Difference between revisions
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== Integration in the game mechanics == |
== Integration in the game mechanics == |
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The Elixir was poorly integrated into the simulation rules and acted more like a cheat device. The "days left" counter was increased, but people didn't realize it, remember it or wish it to happen. A sim could be surrounded by ten bottles of it, but still think of death, and be excited to "grow up" into elder. As stated |
The Elixir was poorly integrated into the simulation rules and acted more like a cheat device. The "days left" counter was increased, but people didn't realize it, remember it or wish it to happen. A sim could be surrounded by ten bottles of it, but still think of death, and be excited to "grow up" into elder. As stated in the article, elders don't remember how old they actually are, and teens go to school forever. Even InTeenimater didn't consider the Elixir and made teens return to school as if they never left it. |
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It would have made more sense if this revolutionary invention allowed people to live forever, as originally wanted by Will Wright, rewarding the player for his precision. As a recent discovery, proven by the fact that many old people, including Mortimer, exist, it doesn't yet always work as expected, and some people still die, some stop aging as teens. They could have added successful social life and woohooing as a trigger or catalyst for the elixir. |
It would have made more sense if this revolutionary invention allowed people to live forever, as originally wanted by Will Wright, rewarding the player for his precision. As a recent discovery, proven by the fact that many old people, including Mortimer, exist, it doesn't yet always work as expected, and some people still die, some stop aging as teens. They could have added successful social life and woohooing as a trigger or catalyst for the elixir. |