I don't know much about game design but I feel like you wouldn't go about creating a life simulator as in depth as The Sims can be, at its best, as you would with other games. But I also know how demanding a game like The Sims is even for developers like Maxis, who are backed by EA. I definitely think it's weird that they're only just now getting to the gameplay elements. Oh I totally get what they're saying too. Good foundation first, then make the game look pretty and customizable. If they don't get the basics down first then they run a good chance of things breaking or not working correctly later. Regardless of it being an indie team, of if they're "listening", or doing this or that. Paralives at the end of the day is shaping itself up as a Sims competitor, or at least giving the genre another take on simulating pixel people. But if you're working on a life simulator, what do you think should take priority before anything else? It's not a matter of taking time, that's just part of any good game's development cycle. If that means spending a good chunk of time on the customization stuff first, I'm cool with it. Make sure the game is as polished as humanly possible in all aspects before releasing it. There's no rush so just do what Maxis DIDN'T do with TS3 and TS4. But given the kind of game they're making and everything that they want to do with it, combined with the small size of their 'm fine with them taking their time. I have a Sims 4 game that I haven't even bothered to fire up in over a year because I think it's a subpar game and no fun. I mean I'm already paying $70 for some of my PS5 games anyway. I'm pretty much in that same boat as far as buying it regardless of price. I am thinking of becoming a patron, being able to communicate wishes during development is tempting, but I agree with the doubts put forward in this thread about the principle of it, and I'm also very put off by the employee argument. I did read that the game is to have the same 'rating' as TS4, which is a bit disappointing, but the themes listed to be avoided I am not interested in anyway and there are perhaps ways of dealing with serious subjects without making so called adult material. I like the sims' games, but they are not made with me in mind, and I would like games to be more mature. While other games like Animal Crossing or The Sims feel heavily tilted towards the joys of capitalism, here the fun is about unlimited possibilities without the associated grind.I will buy this game, no matter the price (almost) life simulation is a neat game concept and one of the few I find entertaining, so whatever the end result I want to encourage the variation in that genre. The result is surprisingly arresting as you create your ideal home and place people in it. It's a life simulation, but one that focuses on letting your imagination run wild rather than forcing you to earn items incrementally. Once complete,you can decide what the residents look like in the same way, before choosing what their lives have in store. You can define the exact shape, colour and height of each item you add. Using a wide range of items, you then furnish it, being sure not to go over budget. Play involves buying a plot of land and then constructing the walls to define the shape of your house. Once a house is complete, you can choose what the residents look like, what they do, and when they do it. You select the exact size, shape and look of every wall, every piece of furniture and every picture, allowing your mind to roam free. Its balance of architectural freedom and hyper-detailed simulation make it a great choice for creative and curious minds. It's inspired by games like the Sims, however, you have complete control over every aspect of the design of the house and its residents. Paralives is a simulation game where you build houses for people and then control how they live.
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