#2127

20th Oct 2025 at 7:58 PM
Last edited by matrix54 : 20th Oct 2025 at
8:13 PM.
The way they handled Cooking Contests is emblematic of the design style that was present in TS3 onwards, which has gotten worse. A cooking contest used to be an object. You can cook for a contest and compete, and maybe win money. It was simple but works well. That's the point.
In The Sims 1 and 2, they started with a theme which encompassed the core identify of the expansion pack. There was a core mechanic that fleshed this idea out with other supporting mechanics, each with their own gameplay items. let's break this down with arguably 2's most popular expansion: Nightlife.
Nightlife is about its name: nightlife.
The core mechanic is the ability to go downtown and have a night out. From there, the game provides a collection of mechanics to facilitate this experience. You can go downtime by taxi or by car. While you can go out with friends, go on a date, or meet new people. You can go out with Sims to new venues: Nightclubs, Restaurants, and Bowling Alleys.
These are the core parts of the expansion pack and each elements is fleshed out appropriate. You can see how each element stems from the other elements, create a core experience. Everything feels cohesive.
Adventure Awaits is not about it's name. It's not about Adventures, it's about Getaways. You
can have an adventure, but it can be about a relaxing trip as well.
The core mechanic of Adventure Awaits is Getaways, which are personalized scheduled stayover events that can happen on most of the game's lots, but targeted at Custom Venues, which uses a Similar system to create personalized lots. Getaways can have added challenges, modified, and relationship or skill based competitions. The pack focuses on three types of getaways, which are an Outdoor Children's Camp, a Fitness Retreat and a romantic competition.
Already, we see the issue with Adventure Awaits: It's a lot of nothing and difficult to describe. Get together was the same way, but in the opposite direction:
"Sims can create Clubs based on different personalities, traits, etc., that can visit the new cafe lot. Clubs include a list of Do and Do Not Do rules. Clubs can unlock rewards including mood changes, decor, clothing, and secret handshakes."
This results in packs of content with no systems or random systems tied to them, or filler content. What does a closet have to do with a club? Closets made sense in Apartment Life, but not Get Together. A DJ booth is great to add to a nightclub you can go to with clubs, but Nightclubs are already in the base game. Same with pub games. Bars are a base game feature.
Adventure Awaits might have been received better if it focuses on something specific and add gameplay mechanics to support the themes:
The game focuses on Personalized Retreats on Retreat Lots, making them a clear distinction from hotels. Retreats target different people and encourage Sims to engage in different behavior with personalized activities. Hosts and Staff can also have their behavior personalized. The pack would feature a Wilderness Retreat, A Wellness Retreat, and a Romantic Single's Retreat. Sims can operate a Bed and Breakfast of their own, acting as a Host at their home, or by purchasing a Retreat Lot, where the player is expected to keep Sims happy.
Far more focused than whatever we got.