Sims 4: The Sims get emotional

Screenshot Sims 4 - female sim outside

But we still got plumbbobs!

For 14 years, the “sims” – the small computer people invented by Will Wright at Maxis – have been the more or less constant companions of me and many others around the world. At a time when computer games was seen as a boy thing, girls and grownups embraced the ever more complex life simulation that was The Sims, The Sims 2 and The Sims 3, each of them adding more content with a stack of expansion packs as well. It did not surprise anyone that there  would be a Sims 4. It did not surprise anyone that the base game – the starter pack, if you will – would lack much of the content from the previous games. But gamers have grown a bit cynical about this over time, and with the announcement that the game would not have toddlers, a wave of disdain washed over the Net.

There are no toddlers in The Sims 4. The open town from Sims 3 is also a thing of the past – now you once again get load screens if you travel to community lots or visit other sims, although you have a block of up to 3-4 houses (depending on size) that are always loaded like your home lot. On that note, it seems that the “story progression” has also bitten the dust, the engine that kept the rest of the town living some semblance of a normal life, marrying and having children before growing old and dying. At a glance, it seems as if the game is shrinking, except for the price. And of course there are a bunch of bugs. The reviews have been less positive than at any other point in the series’ history.

I, on the other hand, am quite impressed. To me there seems to be a relentless progress in the underlying direction of the game series: To portray human life in as much detail as the current generation of computers can handle.

This time, the sims have been given emotions. They were not entirely without them before, at least indirectly: Your sims could make enemies, have a nervous breakdown, or enter “platinum mood” where they functioned at peak efficiency, more so than usual. But now there are a list of emotions to literally color their lives. (The various emotions are color coded, such as pink for romance and red for anger. Perhaps in order to map the moods onto colors already associated with them, the spectrum is not evenly populated.)

You can see the dominant color of a sim at a glance, but their portraits are also more expressive and give a fairly realistic facial expression and stance for the mood they are in. The emotions are not simply for decoration: They influence what sims can do, and how well they can do it. Social interactions tend to go down the drain when sims are angry, and this emotion tends to spread in a group because people who get insulted or shouted at take it out on others again. On the other hand, the romantic mood opens a bunch of new interactions and lends more powers to romantic options that are open more widely. Confidence also stands out as opening a fairly wide range of interactions. Some colors will improve your sims ability to learn the corresponding skills – the “focused” emotion is pretty much all about this, and is quite valuable for learning logic and programming but not for socializing. Aspies are going to feel at home in this one.

The sims have two “whims” at any one time. These are wishes that follow from their life aspiration and personality traits, or from skills they have acquired. If your sim has started getting the hang of cooking, they will start rolling whims to make food, to make group servings, and eventually to make specific dishes. But there is also a third whim, which deserves its name even better. It is only active when your sim has an emotion, and only for the duration of that emotion. If a different emotion breaks through – for instance because of some bodily discomfort – the whim is forgotten, and any effort toward fulfilling it will not give any perk points. (Fulfilling whims accumulates points that can give sims some pretty powerful benefits if you save up long enough, including some degree of rejuvenation.)

In addition to the whims, there are now separate requirements to fulfill for your sim’s lifetime aspiration. You level up toward this by doing related tasks, which may or may not also be whims, usually not. A similar system applies to jobs: In order to advance, you need to fulfill certain requirements on your free time. While most of them can be gained reliably, there are some that require luck so you will have to just keep trying till you get it. While positive emotions improve your chances of a good outcome, they are not enough and not strictly required.

One amusing detail is that emotions have a fairly strong influence on your sims’ stance and how they walk. You can set a default walk, but emotions tend to overrule it.

Not only the emotions of the sims have become more detailed, their bodies are also slightly more realistic and easier to shape in the create-a-sim module. You can zoom in and drag or push details like eye shape or ear size. Unfortunately I am too left-brained to benefit much from this, although I have learned to use the brand new butt slider. Strangely, the sims don’t react to this at all, and not to the breast slider either, which is inherited from one of the Sims 3 expansion packs. Oh well, perhaps in Sims 5 they will notice! It should be out around 2019.

Exit from Camelot

My rather defensive paladin in Darkness Falls (an underground realm in Dark Age of Camelot), battling imaginary demonic creatures. Well, at least I was on the right side.

Well, it was kind of fun playing the old game again for a couple weeks. But it was almost a single-player game on the co-op server where I used to play. There were some scattered player on the combined server where all the other old servers had been merged. But over the years they have continued to develop a more and more unique culture and language, so that the public messages were a mixture of names and abbreviations that made no sense to me. I wonder if this would have happened to City of Heroes if it lived for another decade? There was some of it after 8 years, but not so much that you could not get into it pretty quickly, and there were always new people who would ask for advice, and people would answer them politely and quickly.

I guess going back to the ex after the death of your loved one just isn’t very likely to work. Not that I would know except for computer games.

I may still play it as a single-player game occasionally, perhaps. Although this is made unnecessary difficult because the game refuses to acknowledge my mapping of a network drive to store the game files, even though it should normally be transparent to programs outside the operating system. Probably some part of the Electronic Arts paranoia, the same thing that makes The Sims games so hard to run on Linux.

Return to Camelot

Screenshot Dark Age of Camelot: Prydwen Keep

Tinlad, the new overly defensive paladin, at the gates of Prydwen Keep.

It was September 1, 2006. I was writing in my hand-coded on-line journal about leaving my favorite game for several years, Dark Age of Camelot. A new, superior game had taken its place in my heart: City of Heroes. And I wrote: ” I know that unless the game gets an interface as easy and intuitive as City of Heroes, I am not going to return. Probably not even then. Well, unless CoH is closed down for some reason. Perhaps not even then.”

Both of these things came to pass. It is now almost a year since City of Heroes closed down. It is not coming back. A “spiritual successor” is slated for release in 2015. Perhaps I will still be here, and still be interested. But to me it is an ocean of time. And a while ago, I learned that somehow Dark Age of Camelot (DAoC) had survived. It was scaled back. Development is slow when it happens at all. The population is low. The subscription fee is still there, in an age of plentiful free massive online games. The servers have been consolidated, there are now 2 of them from what I can see: Gaheris, the no-playerkilling server, and one common server for all the rest.

And so, I have returned. I am not sure for how long: I paid only for 1 month, and I may not stay that long. But I did stop by.

As promised in that entry in 2006, Itlandsen the overly defensive paladin is going to remain retired, although I may visit him for reference perhaps. I have started a brand new paladin, so that I could go through the tutorial quests from the start. It has been some years, after all, and the game has also evolved for a while after I left. So let’s welcome Tinlad, the overly defensive newbie highlander paladin!  (Yes, I have just shifted a couple letters in my last name, but it was unexpectedly descriptive, since paladins spend their days in plate armor.)

The startup zone for highlanders was moved to somewhere that did not even exist when I was there. The tutorial quests were easy and the leveling quite rapid – I got to level 10 and was ready to leave the startup zone in an afternoon. In the olden days, it took days to get someone to level 10, at least alone. And I spent plenty of time getting familiar with the controls again (and changing some of them – the system is now more flexible and it is easy to set up your own keyboard shortcuts and mouse controls, or choose from popular setups.)

Some memories of the early 2000s did come back, though, once I got back to a zone I was familiar with. And when I saw the entrance to Prydwen Keep, I felt a wave of nostalgia. This was where many of my first characters spent their “childhood”, the levels up to 10. I have no count of how many hours I have spent chasing ghosts and spriggans and bandits in the area between Prydwen and Cotswold. It was also on the ramp up to Prydwen Keep that I parked my favorite character when my trial period was over and I was unable to subscribe to the game, a problem which was later fixed.

My online friends from back then are no doubt long gone. I only saw one other playable character during my stay online, but there are probably others since Gaheris is still running. But the game is playable solo, especially during the first part, as long as you don’t go into the borderlands that are designed for large-scale realm war. I wasn’t into that even back then, and I certainly am not now. Knowing that there is a real person playing the character I am killing is a super turnoff for me. Your turnoffs may vary. ^_^

The extreme longevity of DAoC also shows what a big mistake NCSoft made when they closed down City of Heroes. If they had kept the game subscription-based, slowed development to maintenance and consolidated the least populated servers, they could have had a steady income from people who just never got fed up with the game and subscribed year after year. All for the cost of electricity and fiber connection for the servers. CoH had a system for users to create new content, so it could probably have continued to grow for another decade or two or three, until the end of PC gaming as we know it.

Whether DAoC will last that long, is more uncertain. And whether I will be there, even much more uncertain. But I was there today. It was … alright, I guess. ^_^ But I’m impressed that they kept my characters waiting since 2006 for me to return. Perhaps we all have something to learn from that!

Ridiculously excited

Screenshot anime

“I’m so excited!” OK, perhaps not quite SO excited, but still.

By midnight, I will be allowed to download the final expansion pack for The Sims 3: Into the Future! I am so excited! This is like my favorite expansion pack EVER!

OK, let’s back up here a little. I’m not normally this kind of guy. I have bought most of the expansion packs for the Sims 3 when they went on sale, months after their release, and even then I had a couple of them lying around for some more months before I installed them. The previous expansion, Island Paradise, I skipped completely. Even with the two previous Sims games, I did not preorder neither the game nor the expansions. So I was taken by surprise when I watched the trailer and producer walk-through for Into the Future and “fell in love”, so much so that I preordered it almost immediately. Since then I have counted the days till the official release (October 24 here in Europe) and now the hours (we can start downloading at midnight).

Of course, I do other things during those days and hours. It is not like I just sit around staring at the clock. But there is an awareness that intrudes in free moments. I suppose it is similar to human infatuation, which I have for some reason never experienced. I have had the same symptoms with computers though. ^_^

Judging from the trailers, the Sims 3 is really going out with a bang. It is a very ambitious expansion, delivering a new world that can be run in parallel with any of the earlier towns, where one or more sims can  travel freely back and forth between the worlds at their own choosing. The new technology is not simply a new skin on old functions (well, except for the hovercars and hoverbikes and some furniture) but completely new ways of doing things. And the variation of plumbots (Sims robots) that can be built is staggering, both in terms of looks (millions of possible combinations, billions if you count colors, trillions if you customize the colors) and the combination of qualities and personality trait chips.

But I think the reason for my excitement is not truly objective. There are others who are not particularly interested in this, including some who were very much into some of the earlier expansions. Rather, I think the game appeals to a part of me from my childhood. The future in the game is similar to that future I dreamed of as a child, not the future we actually got.

Don’t get me wrong, I love living in this future. I carry in my shirt pocket a library with over a million free books, and a bookshop with many more. It also doubles as a concert hall with millions of performances by some of the world’s greatest musicians. It also lets me watch HD movies, and of course it lets me look at photos and even take high-quality photos or record video of my own. It is a newsstand where I can read the news from around the world, most of it for free, and I can also buy magazines of all kinds. It is a telephone that lets me talk cheaply to people anywhere in the world, and a mailbox where I can send them letters or receive letters from them, and we can watch each other’s pictures and listen to music together if we want. It would have strained my imagination when I was a child that such a machine could exist, and I would have expected it to fill a room at least.

But the hovercars, the vaguely humanoid robots, the food synthesizer and holographic computers are the staple of my childhood and youth sci-fi, and it is the child in me that is excited. There is another part of me, which I now think of as my true “I”, who watches this with a sort of detached amusement and also some caution. Although the compass needle of my mind is moving eagerly, there are constraints on how far it is allowed to go. I am not going to where I was many years ago, when I fervently wished that Jesus would not return until after Christmas.

There is a sword that cuts soul and spirit, and the spirit is my true self, the one that belongs in eternity, undisturbed by the oscillations of emotions and desires of the mind. It is this true self that will one day, I hope, return to a Light brighter than any future that man can imagine.

Goodbye Neverwinter

Screenshot character screen Neverwinter MMORPG

At least this game does not force you to wear a skimpy outfit. 

One game I’m not going to play “into the future”.

For some months I’ve logged in 2-3 times a day to the Neverwinter MMORPG by Cryptic Studios and Perfect World Entertainment. I stayed online just a few minutes at a time, letting my characters pray and resolve consignment jobs. One of these days, one of my characters reached level 60, the highest in the game for now. And I realized that I had spent about half of those levels by the campfire, and that I had no intention of actually playing the game (as in fighting and doing quests).

Well, I appreciate that they had this alternative playing style, otherwise I would have quit long before. The early game is reasonably easy, but by mid-game you better make sure to spend your points wisely, and later on you better make sure to spend real money on various power-ups. They are small and affordable each, but you need to have a bunch of these or else be an expert on the game mechanics. You don’t literally have to “pay to win”, but it helps.

Either way, given that I don’t really want to play the game, I’m bowing out. It is a technically impressive game, but I am just not the kind of person this game is meant for. Or perhaps we should say, I am not that kind of person anymore. Daily doses of desperate destruction isn’t really something that resonates with my soul anymore. Well, most of the time at least, for which I am grateful.

Sims 3 in the future

Oasis Landing, Sims 3: Into the Future

Oasis Landing, Sims 3: Into the Future

The future isn’t going to be all bad, if Maxis gets their way.

The Sims 4 is scheduled for next year. I have not decided whether to buy it. Most of the expansion packs for The Sims 3 I have bought on sale months after they were released, not because I lacked money but because I felt they were not worth the full price. Even then it took some more months before I installed the last two. And the latest that is out now, Island Paradise, seems completely worthless to me. Less than worthless probably, as I hear it slows down the game more than the earlier expansions.

And that is where it could have ended, had not the Sims 3 developers decided to let the game go out with a bang. Their final expansion pack, to be released in late October, may be the most ambitious of them all: The Sims 3: Into the Future.

The name is a pun, in the sense that it is the last expansion for those who want to stick with this game into the future. But it is also a future-themed expansion where our sims can travel into the future and back, alter the time stream to bring about three different futures, and also make smaller modifications to each of these time lines by the things they do in the present day.

This is not simply a stuff pack that give new skins to familiar objects. Sure there are some, like the hovercar and hoverbike. But to a large degree, sims in the future interact with the world in a fundamentally different way. There is an Advanced Technology skill that is common to a great deal of the future objects. Not having it makes even everyday actions like showering or moving around difficult, but having it makes some other skills unnecessary (like cooking, as you can now get your food 3D-printed). The game also introduces vertical flight with the flight packs. (Even witches’ broomsticks in Supernatural were basically a motorbike with a new shape.) Even sleep has been scienced: You can now program dreams in some detail, to achieves specific effects.

The simbot (robot) from Ambitions has expanded into a myriad of forms and these are now known as “plumbots”. These can be designed in a great deal of detail, with a bot creator comparable to the sim creator. Their personality can also vary, from fairly simple to human-like to having unique traits and abilities only available to bots. Achieving the skills and getting the components to make the most advanced plumbots is a quest in itself, but luckily you can also buy bots at a specialist shop.

The world seems to be the largest yet, with a full town and a large surrounding countryside with desert and small habitations. Those who just barely get the game to go round now should probably save this expansion for their next computer. But I am sure we will know more when it is released.

The notion that actions in one town (the present) leads directly to changes in another town (the future) is new and intriguing. Even if you don’t opt to make the future into a utopia or dystopia, your life in the present will determine the fate of your descendants (if any), and you can visit them in the future and see the consequences of your life! I hope that this will have a positive influence on young gamers who play the game during their formative years.

Overall, the topic interests me more than most, and judging from the previews it is done with a solid unified style that gives a great sense of immersion in a future world. Supposedly it is set hundreds of years in the future, but the technology seems mid 20th century to me – just around the time of the Singulary. Perhaps we’ll keep playing this game until then? ^_^

Sims 3 University town won’t load

Screenshot Sims 3 University Life

Proof that the problem was solved, finally!

This post is for those who play The Sims 3: University and when their sim goes back to university, the load screen just stands just before the finish and it never completes. This happened to me. I even let it stand for about 10 hours and it never completed. I was about to give up and reset the whole neighborhood when I found this advice by Summerrainajk on the Sims 3 forum. I tried it, and although I did not get the same message, it worked!

What I did was before leaving for University, I pressed F5 and chose to edit town. Then I selected the University town in the upper left corner, and moved a house there. I am not sure it was necessary to go that far, I think just adding a new bookshelf in the library is enough, but since I did not get the message that all actions would be canceled, I went all out. Then I saved and returned to my game, and now my Sim went back to uni without problems. I was actually surprised by how fast it loaded, so perhaps there had built up some slowness during his earlier visits as well.

Hopefully most people will find this on the Sims 3 forum, but you have to log in to read there, and I suppose many people will have lost their password or may even have changed their email address, in which case they can’t recover the password. When I started the Chaos Node, I had an email address given by my Internet Service Provider. Then they were bought up, and you can guess what happened. So any place I did not remember to change my email address in time, or where they did not have a policy that allowed you to change your email address and keep the same account, I was locked out. Hopefully I can help someone this way. But it is all  thanks to Summerrainajk, and if you share this solution be sure to credit them and not me!

***

Oh, and one bonus not-really-cheat for Sims 3 University Life if you also have Sims 3 Seasons: The super Simmunity lifetime reward, which is fairly cheap at 7500 points, protects against nausea as well as flu and allergy. You can get freebie chocolate and soda at orientation, as much as you want, and they will feed you quickly when you are hungry, give you a sugar high positive moodlet, but without the nausea moodlet you would otherwise get. So it is a great snack! ^_^

Sims 3 Supernatural

Screenshot Sims 3 Supernatural (witch on broom)

Young witch Harriet Porter knows how to fly a broomstick! 

Supernatural was the other expansion pack for The Sims 3 that I bought on the big sale in March, but did not install until September. There was a reason for that, of course. In this case, the reason was the zombie apocalypse. From the early days of the expansion, there were numerous horror stories about the game devolving into a desperate struggle for survival as endless waves of zombies rose from the ground all day, all week, turning all the nonplayer characters in the game into zombies as well.

This turned out to be a bug caused by saving and exiting the game during full moon. (It is a game feature that zombies appear during full moon, although they are supposed to revert the next morning, and certainly not spawn continually until you move your family to a new town.) Evidently none of the beta testers had tried this… Anyway, EA later patched the game, but my skepticism remained. Besides, I had plenty to do in the game as it was, and I am not as much of a gamer as I used to be, I guess. (Well, if you don’t count the 2-3 hours a day I traipse around outdoors playing Ingress. But I count that as exercise, sounds more virtuous than gaming.)

Eventually, I decided to give Supernatural a chance, since the game was ruined anyway by Seasons. (This was before I turned off rain and thus the frequent thunderstorms which made it risky for my sims to go outdoors.)

Supernatural was a pleasant surprise! It actually makes the game easier, if you have a supernatural character in the household, but not so easy as to be an “instant win button”. Each of the supernatural races has its own benefits, and there is a new alchemy craft that is very powerful but challenging at higher levels. You can now also create three of the earlier supernatural types, which in the past had to join the family during gameplay: Ghosts, genies and vampires. Vampires are slightly improved from the Late Night expansion. New types are werewolves, witches and fairies. Alchemy is available for all sims, even the plain human type.

EA has done a good job of making alchemy different from the two previous liquid amplifiers, mixology (drink mixing) from Late Night and chemistry from Generations. Alchemy is generally the most powerful and varied, but requires special ingredients instead of just time and skill. Of course, if you have maxed all three skills, you are well into superhero territory. Actually since the drinks, concoctions and elixirs are sharable, you could have three members of the household work toward one skill each and all could enjoy the results. Even with these boosts, however, your sim is still vulnerable to lightning strikes and the occasional meteorite.

Werewolves are the least super, and most natural, of the new sim types (or “life states” as the game calls them). In fact, if you turn off the lunar cycle (which you can do in the settings panel) your werewolf could go through life thinking themselves a normal sim, just blessed with a hidden talent for athletics and a longer than average natural lifespan. (Much like my own family, now that I think about it…) But come the full moon, the truth can no longer be hidden: Your sim transforms into a shaggier version with an uglier face and bigger teeth, and starts loping around on all fours. You can also trigger this transformation at will once your were-sim is at least a teen, but you cannot transform back during full moon.

Werewolves tend to transform if angry and win fistfights reliably. They also have a bizarre “hunting” skill that is actually collecting. They can “hunt” for insects, gems and seeds on a particular lot. The outcome is somewhat random, but increases with their skill. They level up through transforming, hunting and howling at the moon. They can hunt in packs, but this is a lot of stress to organize unless you have a werewolf household. (Which you could get through normal breeding – the trait is inheritable – or biting your roommates to turn them into werewolves.)

There are few downsides to being a werewolf. Left to themselves they will occasionally rummage through the garbage bin, scratch the furniture and sniff other sims inappropriately, but it is a small price to pay for living 50% longer and dragging home many of the ingredients needed for alchemy.

Whereas anyone can brew elixirs, only witches can cast most spells. Your sim can be born a witch, or gain the ability through an elixir. They will learn new spells automatically as their power increases, which it will by casting spells or playing with magic, basically making small visual effects with their wands. Yes, witches need wands, and the quality of the wand influences their chance of success. So does having a familiar (cat or smaller animal) around.

The witches have a magic (mana) meter, much like mages in sword and sorcery games. The higher the reserve, the better their chance of success at difficult spells. If a spell fails, the result could be a fizzle or the opposite of the intended effect. For instance, the most basic spell is conjuring an apple, but a failure could cause a poisonous apple to appear. Luckily you can see the difference at a glance. And since your witches soon learn to transform any small object into another (random) object, the poison apples could end up becoming a gem, a seed, or even a fish in a bowl!

At the highest level, a witch can raise the dead as zombies. This sounds like a dubious activity, but luckily there is also a powerful healing spell that can heal zombie-ness. So with two successful spells, the witch can bring your dead sim back among the living. Of course, should the spells fail, the cost might be dire for the witch…

Zombies may not be fast runners, and not the brightest candle on the menorah, but it may not be a fate worse than death either. Apart from shuffling around trying to bite their fellow sims, they seem to more or less go about their lives, just more slowly. They don’t exactly kill their victims either, but there is a definite risk of becoming a zombie if you have one gnaw on you. Zombies can not be created in the Create-a-Sim, but can be created by elixir or spawned at full moon.

In contrast, vampires seem to enjoy their undeath a great deal more. They have all their superpowers from the Late Night expansion and more interactions, and you can now make sunscreen for them with alchemy. (If you don’t have Late Night, no worry, you can still have vampires with Supernatural.) There is even a lifetime happiness reward that make them immune to sunlight and stops their aging completely (they already age very slowly). This reward makes them glitter conspicuously, though…

The final new sim type is fairies, which has the five times longer adult lifespan of the vampire, none of their aversion to daylight, some spellcasting powers and the ability to run auras that benefit themselves and those around them. They also come with Green Thumb as a free bonus trait. Oh, and they can repair things without the handiness skill. Also, they can fly. All in all a pretty good package, offset by a tendency to play pranks on everyone unless you keep a close eye on them.

If you get the impression that fairies seem ridiculously overpowered, that is not far from what I try to say. The epic lifespan alone is a force to be reckoned with: Plop down a family-oriented fairy couple on a lot and go play another family, and after a few generations there are wings everywhere. Fairy children grow up as fast as other kids, but their adult lifespan lasts for generations. (So do the vampires, to be honest, and they also tend to take over town. But they have some pretty harsh drawbacks, while fairies have a great time and only irritate those around them.)

All in all, Supernatural adds a great deal of variation to the game, makes it somewhat easier if you “milk” the new features (and if you have patched it to avoid zombie apocalypse), and is as close as we come to a “superhero” expansion pack for those who develop their characters to the utmost. Surprisingly this expansion shoots up to one of my all-time favorites. Recommended!

Sims 3 Seasons

Screenshot Sims 3 Seasons (winter)

My self-sim built an alien snowman and a snow hut for it, but the aliens did not take the hint.

For a review, this is far too late. Even I bought the Seasons expansion pack months ago, but hesitated to install it. This was not a bad decision, as it turns out. Luckily I got it on sale, and after I have installed it and played with it a few days, I still would not recommend buying it at full price. Actually I am not sure I would recommend buying it at all, but if you get it as a gift and have a machine that runs The Sims 3 fast without hiccups, it does add some variation and realism to the game. Unfortunately for the new player, this realism mostly makes the game harder, not easier.

The expansion is centered on seasons (each with a holiday), weather and aliens. No, I have no idea either, except I think perhaps they could not fit aliens into any of the other expansions. Or perhaps they were worried people would not buy a mostly cosmetic expansion. Aliens came with the base game in The Sims 2, so there has probably been some demand for this. The expansion also adds some food recipes with a seasonal theme, like pumpkin for the fall. The recipes are available all year though. (As are the aliens.)

Now for the bad news:

If your computer was already working up a heat running the game, this expansion pack may be hard on it. Rain, snow, hail, fog, moving branches and falling leaves all put some strain on the video card. I am not sure how much of a problem this is, since any computer with enough memory to run the game without long pauses will probably also have a video card able to pull off the new graphics. But for the borderline cases where the computer is already struggling, this is not a recommended purchase. It adds more new graphics load than any of the others, since there is now much more movement on the screen.

If your sims are rural, back to nature types, you should be aware that gardening is now possible only approximately half the year, fishing a bit longer. (You can however change the seasons in the settings panel if this bothers you.) For outdoorsy types in general, there is now a risk of freezing to death in winter and catching fire in summer, so you should perhaps not leave them unattended as much as you could before. This makes the game more challenging, especially if you already have a lot of things going on and are taken by surprise. Save your game regularly.

Lightning is a risk in rainy weather regardless of season. Sims wearing an umbrella are more likely to get struck. Thunder and lightning are quite common on rainy days, so save your game regularly if you value your sims.

Alien abductions can now happen even if you don’t have a telescope. The deciding factor seems to be space rocks. If your sim has recently collected a number of these, they may be abducted in the middle of their daily (or rather nightly) activities. So if you don’t want your male sims to get pregnant, you should probably be careful about collecting rocks. I am still not sure why aliens have a place in an expansion focused on realism; I hear the game is made in California, though, so that might explain it. Anyway, avoid picking up meteorites if your idea of realism does not include male pregnancy and green babies.

New features:

The four seasons are each 1 week long unless you change the length in the game settings panel. As mentioned, you may want a longer summer if gardening is important to your sims, because both spring and fall include cold snaps of random length when your plants go into hibernation. It takes a bit more to freeze the ponds and sea, but winter will do it.

Near the end of each season, there is a season-themed festival. The sims will have the day off from school and work, and one of the public lots in town will become a festival lot for the duration of the day, where your sims can have fun and get some special stuff. You can also arrange parties with a seasonal theme on this day. There is also a small positive moodlet all day regarding of whether you engage in the festivities.

Summer is the first season when you start a new game. Many of the summer days are quite hot. You can have your sims change into bathing suits to avoid overheating, but sometimes this may not be enough. A parasol helps, and swimming and eating ice should also cool them down, although I have not needed these so far. Staying indoors should keep them cool as well. Summer is the only seasons safe from cold snaps, so get your garden going.

Autumn is visually appealing, with red leaves slowly falling. Unfortunately your garden may go dormant even early in the season if the weather is clear, bringing frost at night. If it rains, expect thunder. A Halloween-like celebration occurs near the end, complete with trick or treat and costume parties. Sims can woohoo in leaf if you rake it together.

Winter is the greatest difference. Snow falls frequently and covers the ground most of the season, radically altering the neighborhood view. Your sims can have fun building snowmen (different types can be discovered depending on their personalities) and snow huts that can be slept in. Sims can woohoo in snow huts. Flu is almost certain if you don’t get vaccinated, but there is also a super immunity trait that can be bought for lifetime happiness point. Finally, you can also freeze to death.

Spring doesn’t look all that different from summer, once the garden thaws out at least. But there are now wildflowers, a new type of collectible. I am not sure if they can be used for anything except selling. Probably. I doubt sims can woohoo in them though, there are just scattered individual flowers. Allergies are almost certain if you don’t get vaccinated or have bought the super immunity trait. The thunder is back. Save early, save often. Preferably get Awesomemod, since it has an autosave-feature with adjustable interval. I use half an hour.

The aliens have been strangely quiet in my game: I have played for about 3 generations and had only one abduction (a young teenager, no pregnancy) and one friendly visit (the game crashed while talking to the alien). I’ve heaped up space rocks, which is now supposed to be what attracts them, but they remain shy. So not much to tell about them. They supposedly have superior brain powers, so I wouldn’t mind try playing one.

Are the new features worth the hassle? For me as a highly skilled player with a fast computer, yes, but just barely. For a new player, the game can be hard enough without being harassed by lightning, spontaneous combustion, freezing to death or getting pregnant by alien abduction.

***

Edit to add: In the end, I was on the verge of uninstalling the expansion, but decided to actually open the game settings panel (F5 in-game) and look at the Weather and Environment tab. It allows some fine-tuning, but in the end I just turned off rain altogether. It is not realistic, but far more realistic than having to stay indoors a quarter of the time due to lightning. Well, I suppose the realism depends on where in the world you live. But here in southern Norway I estimate rain to take up perhaps 15% of the time and lightning 3% or so. My best guess for the game was around 30% and 25% respectively. At least that is what it felt like, and in a game that is all that counts.

 

The Many Faces of Go

Screenshot Many Faces of Go, newbie mode

“Play the obvious local response to last move” – which of these three will it be?

As recently mentioned, I imagined an alternative timeline starting around the end of October 2009, in which I devoted substantially more time and attention to mastering Go (igo / baduk / weiqi), the classical Asian board game. One important factor was the computer program “The Many Faces of Go”, a Windows program created by David Fotland at www.smart-games.com. The program doubles as either a tutor or an opponent, depending on your needs.

Daydreaming with dice is serious business, so naturally I have gone and bought the program so that I could verify for myself whether it would have the necessary impact on my alternate timeline. (That, and mostly I was curious, having read good things about it, except the price.) My estimate is that yes, it is a good alternative for people who don’t have access to a Go club or other human players. It set me back $90, which is insignificant here in Norway but may be a problem in less developed countries.

You can download the game for free, but in that case it simply plays as an opponent with strength of 18 kyu. If you shell out the $90, you get a bunch of other features, and variable opponent strength from newbie up to early dan levels.

In addition to being one of the strongest artificial intelligence Go players, the game is a versatile tutor. If you know nothing about Go, it will even teach you the basic rules. (But if you know nothing about Go, I am not sure if I would recommend you pay $90 up front…)

The program has a database of thousands of commented games, both by professionals and amateurs, so there is a good chance that you will find something interesting there. You can step through these and read the comments. However, the Internet is overflowing with such commented games which you can read with a free kifu reader (kifu = game record in Go). In fact, many amateur games in this database is from the Go Teaching Ladder, which I am pretty sure I have praised before. It is nice that this is included in The Many Faces of Go, but this is not where the program justifies its price.

There are also databases of fuseki (opening patterns) and joseki (corner patterns), which more advanced Go players may want to study. These are also things that you can scrounge together for free with a little work, but integrated into the same package.

Where The Many Faces of Go really shines, in my opinion, is as an interactive tutor. You estimate your strength (starting at 30 kyu for a brand newbie) and the game gives you the suitable number of handicap stones and adjusts its playing strength. Then, as you play against the program, you can ask it to explain its moves, why it does what it does. You can either ask about individual moves, or turn on the function so that it explains each move as the program makes it. The explanations are very general, but give a good idea of things to think of. If you keep this commentary running, you just might get into the habit of thinking that way yourself. It also marks other spots of interest on the board that it considered but did not play, so you can learn from that as well, although it does not explain why it did not pick any of them.

Perhaps even better, you can at any time ask MFoG to give you a hint. It will then list three alternative moves in order, with the reasons for making each of them. It is then up to you to choose which of them to play, or perhaps none of them. Again, it marks other spots of interest on the board as well, if you want to branch out further.

Of course, if all you do is ask for the next move and click there, you are not quite playing Go. It may not be a bad idea for a beginner, though! In the anime Hikaru no Go, which is written in close collaboration with an expert, the main character learns Go by being the hands of an expert player. (In the anime the expert player happens to be a ghost, so having someone place the stones for him is pretty important, and Hikaru is the only person who can see him.) Sai, the 1000 year old Go player, reads out the coordinates of each stone Hikaru should place on the board, but he also adds a word that describes the type of move it is. Japanese have many such words that describe the function of a move. It is not quite as detailed as the explanations in MFoG, but it teaches the young boy some aspects of the game. In one memorable scene, Sai tells him: “Don’t just place the stones, try to feel the flow of them.” This is good advice for anyone using Many Faces of Go as well.

In the anime, Hikaru became so good that he eventually did not need the ghost anymore. Hopefully the same will happen with the “ghost in the machine” here. But with someone as anti-talented at Go as me, that could easily take many years. I am not sure I will spend years of my real life (such as it is) playing Go. But for those who have that intention, this might be a good way to get started.