#4

24th Aug 2022 at 2:44 PM
Last edited by simmer22 : 25th Aug 2022 at
12:31 AM.
Posts: 14,118
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I'm more of a storyteller, so I don't generally give my sims actual TS2 jobs, I just write the jobs into the story and cheat their money. Can't have them wandering off the lot for several hours... Back when I used to play more family-style, it depended on the family. Sometimes I'd have one sim working (I hated having to use a nanny), occasionally both, but usually regular careers. I've also had sims run several OFB businesses going on over the years.
TS2 OFB careers are a lot more "do whatever you want, there are *some* rules, but have fun figuring them out" - which gives you a lot of freedom to explore. If you're selling stuff, you have to work for the reputation, and you gotta use your noggin' a bit to figrue out what's the best approach. Getting a 5-star business takes time. The fun thing is - you can pretty much set up any kind of business you like. Want to sell stuff from buy menu? Sure. DIY projects? Absolutely! Activities? Sell tickets. Run the business alone? Good luck. Family business? Sure, go ahead! Hiring people? That's okay, too. But you have to keep people happy, both the employees and customers, and that's not always easy. There aren't prompts that tell you exactly what to do to get a gold star. You can tell how satisfied the customers are, and whether your employees are about to run for the hills, but that's about it. And that's fine. Hand-holding isn't necessary.
Haven't tried out any CC active careers in TS2, but it's nice that there are options (and creative CC-makers/modders). A lot of them seem very interesting.
I only have GTW and C&D in TS4 so I can't speak for the later careers other than what I've seen on playthroughs, but in TS4 the active careers tend to have a very same-y feel to them when you've played through a couple or so times. They're not particularly difficult, and require very little thinking - follow the prompts and eventually you get a promotion. I guess the freelance ones like selling things might be a bit more challenging, depending on the rules you set for yourself. The sims just seem to buy everything you're selling, no matter the pricing, no matter what it is, no questions asked (a million simoleons? No problem!). Whenever they launch a new career or "go to X with your sim" kind of option, it looks good on paper, but looking at playthroughs I get the feel it's just a shell of what it could've been. Honestly, GTW isn't too bad, considering there were 3 careers, retail, and an alien planet all packed into one EP, and now you barely get half a feature per EP... I'll revisit the medical and science career once in a while, just for fun. Occasionally the vet career, too. This tends to scratch that "itch" for watching sims work.
I played TS3 for a while, but it's been so long I can hardly remember all the active careers. Firefighter, ghost hunting and medical, probably a few more. I think I prefer the TS4 medical over the TS3 one, because the TS3 was mostly rabbit hole with the occasional active bit. Firefighter and ghost hunting were quite similar - put out/catch 5 fires/ghosts, maybe save a sim or two. Fine I guess, but most of the time between fire alarms it was just hang around on the fire station doing "nothing much".
Both TS3 and TS4 active careers have the "same-y" feel to them, in that once you've done the careers a couple times the hand-holding does get a bit tedious, and you very quickly see that the careers are built in the same format, with the variation mostly being cosmetical.