The Paralives Hub Forums

Find answers, ask questions, and share ideas with the
Paralives community around the world.

Home Forums General Discussion What moods should there be?


  • What moods should there be?

  • Just.A.Finch

    Rising Hubkin
    May 27, 2020 at 4:49 pm
    Loyalty BadgePicture PerfectTrendsetter BadgeFriendship Badge
     Hub Points

    I just made a post on gameplay & simulation about an idea for how moods might work. Basically mood is a positive negative slider, and there are desires that come from mood affecting events. Those desires fall into more specific mood categories. So positive versus negative mood, and emotions are characterized by temporary desires. But that got me thinking about what emotions there should be…

    So here’s a brainstorm. I’m trying to break away from the pre-existing simulation game standards, but with something like mood, the list of possible options is small enough that it might be hard, but anyway:

    • Motivated: causes Paras to want to work hard at their career or at learning a skill. Caused by getting a new job, getting a promotion, getting significantly better at a skill, trying a new skill that the para is excited about, consuming inspirational media, etc…
    • Evolutionary: the para wants to make dramatic changes in their life like moving, switching careers, getting a tattoo, revamping their wardrobe, join a new social circle, etc… Caused by an extended period lacking strong emotions; the para feels held down by the monotonous, mechanical flow of life. They want change.
    • Romantic: The para has just been in a conversation about romantic partners, watched a romance, or is just feeling a little lonely. They want to partake in romantic behavior whether that’s curling up with a partner on the sofa, making an online dating profile, or flirting with attractive strangers at a bar.
    • Celebratory: something great has happened to the para, or they have accomplished something worth being proud of. They want to tell a friend about their promotion, throw a party to celebrate their engagement, or show off their newly found expert status in a skill.
    • Warm: the para is feeling warm and fuzzy about life. They got to pet a puppy, or hold a friend’s baby, or they’ve just gotten married and are thinking about children. Maybe they’ve just watched a romance movie and feel extra appreciative of their partner. The para wants to hug someone, adopt a kitten, have a baby, snuggle with their s/o, etc…
    • Disgusted: Something has irked the para, whether it be an unwanted attempt at affection by someone they’re just not that into, a poorly cooked meal, or a horrible smelling stranger. The para wants to take a shower to wash away the experience, have some tea to wash out the bad taste, tell off the offender, complain to a friend, etc…
    • Embarrassed: the para has performed poorly at work, has behaved awkwardly, has been rejected, etc… They now want to go out with friends to forget, talk through it with a loved one, etc…
    • Lonely: this para is in need of a little company whether because of spending too long without being social, or not having a lot of friends. They want to go out and have fun, meet someone new, throw a party, video chat with someone, rekindle an old friendship, etc…
    • Furious: the para has been offended by awful service from a restaurant or hired handyman, a ride para, etc… They want to tell off the offender, complain to friends, write something scathing online, or get a massage to relax.

    What do y’all think? Any other emotions you think are going to wind up in the game?

  • sweetchilli

    Star Hubkin
    May 28, 2020 at 2:34 am
    Diamond EggPicture PerfectAppreciation BadgeFriendship BadgeTrendsetter BadgeLoyalty Badge
     Hub Points

    I like the original ideas but I think we shouldn’t go out of our way to pick different names for the emotions in ts4. “Motivated” could easily be “Focused”, “Furious” really should be “Angry”, “Romantic” is probably a better name than “Flirty” but it’s still much the same. I think emotions could go on a scale e.g. Content -> Happy -> Joyous -> Ecstatic. I also think mood should directly affect autonomous actions – that would be really cool to see. I like your ideas for “wants” being affected.

    Edit: I posted this before I saw your other thread, so I apologise if my scale of emotions idea is too similar to yours! I left a like on your other post, but I think I’ve said everything I have to say on the topic here.

    • This reply was modified 1 month, 2 weeks ago by  sweetchilli.
  • cakeefeatured

    Star Hubkin
    May 29, 2020 at 2:32 am
    Loyalty BadgeAppreciation BadgeTrendsetter BadgeFriendship Badge
     Hub Points

    I hope these can make its way in the game not just for physical things affecting mood but emotional and mental hopefully as well.


    Envious (doesn’t have to be romantic oriented it can be just how their life is going and noticing others lives around them compared to theirs if they’re a jealous para or not)

    Confused/Indecisive (this could be based on them unsure about things going on around them or situations)


    On guard

    Guilty (could work for little white lies; if a partner cheats and hasn’t told the victim yet; stealing/crimes; not helping a para in need; being mean to another para; maybe if a parent scolded a child they could pet (coddle) them after)



    Desire (because i think aroused maybe too bold lol but itd be for adults obvious reasons)





    • This reply was modified 1 month, 2 weeks ago by  cakeefeatured.
    • This reply was modified 1 month, 1 week ago by  cakeefeatured.
  • annie14229

    May 29, 2020 at 10:11 pm
     Hub Points

    Although a nice idea, I did not like how moods were implemented in the Sims 4. I think it’s refered to as emotional state where it’s not the same as mood but similar. The entire gameplay was about managing your sims’s emotional state and it was a core feature in the game which I do not like. I don’t want moods to be like how it is in the sims 4, I did not like it. I prefer how moods work in the sims 2 if we are comparing. The sims 2 sims are filled with realistic emotions. The moods affected the colour of the plumbob. If the sim was in a good mood then it would be green if not it would be red. The greener the plumbob the better mood the sim would be in. Sims who are in a bad mood which is indicated by the red plumbob in the sims 2 would at times refuse to build skills, do poorly at work, or react negatively to other sims etc.

    • This reply was modified 1 month, 2 weeks ago by  annie14229.
    • This reply was modified 1 month, 2 weeks ago by  annie14229.
    • sweetchilli

      Star Hubkin
      May 30, 2020 at 6:36 am
      Diamond EggPicture PerfectAppreciation BadgeFriendship BadgeTrendsetter BadgeLoyalty Badge
       Hub Points

      I enjoy ts2 and the ts4 system definitely wasn’t enough, but I think we need more nuance than “good” emotion and “bad” emotion. I’ve been playing ts2 recently. When a sim died, some of my other sims had super high mood, so although they cried a bit they generally were not affected by losing a loved one when it came to gameplay and how they lived their lives. In fact, the sim’s widow remarried immediately and nothing stopped me from doing that. I think we should have realistic moods with relevant consequences e.g. a mourning widow might not be receptive to romance, and an embarrassed teenager would be afraid to go back to school.

  • reilly

    Seasoned Hubkin
    May 29, 2020 at 11:28 pm
    Loyalty BadgeTrendsetter BadgeAppreciation BadgeDiamond EggFriendship BadgePicture Perfect
     Hub Points

    I like the idea and can’t wait to see how they would implicate it.

    Zoned out

    Unmotivated(similar to tired but not physically)

    Unflirty/Not in the mood

    Homesick(If they are away from home for an extended amount of time/university)


    sorry if anyone already said these

  • Dizzardy

    High Hubkin
    June 28, 2020 at 1:41 pm
    Loyalty BadgeFriendship BadgeTrendsetter Badge
     Hub Points

    I think one of the things I don’t like about mood and emotions in the Sims 4 is that it kinda takes away from your own interpretation of their story as a player.

    It might be more “unrealistic” in the Sims 2 to not have sims react as strongly to certain life changing events, but it does have the benefit of allowing you to come up with your own story and interpretation of how your sim is responding.

    With emotions I feel a bit like the game is pushing a narrative on you.

    I’m not quite saying not to have emotions in Paralives, but I do hope they’re less overwhelming than they are in The Sims 4. (or more nuanced) Emotions in that game kinda feel like an oppressive force to me. (like how when they’re happy they have a permanent smile plastered over their face, that kind of thing)

    • This reply was modified 2 weeks, 1 day ago by  Dizzardy.
  • bailey

    Star Hubkin
    June 28, 2020 at 5:50 pm
    Trendsetter BadgeLoyalty BadgeFriendship BadgeAppreciation BadgePicture Perfect
     Hub Points

    Those sound like good ideas. They work across a wide range of events too.

  • cakeefeatured

    Star Hubkin
    July 3, 2020 at 6:25 am
    Loyalty BadgeAppreciation BadgeTrendsetter BadgeFriendship Badge
     Hub Points

    I think we don’t really have to list the moods out in words in the status bar of paras that they each go through and feel, but, they could have the interactions and animations (physical,verbal,non-verbal,and facial expressions) of such emotion(s) they’re feeling at the time which is more important to convey the emotion(s). But, if we needed to have extra clarification for storytelling,we could click on the para (or have another para ask them) and ask how they’re doing and they’d tell us the specific word of the emotion they’re feeling, that’s connected to either one of all the mentioned above.


Log in to reply.

Original Post
0 of 0 posts June 2018

New Report