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Official Survey on The Sims 4 Townies: Which Sims Deserve More Content and Stories?

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A new official Survey has been published for The Sims Labs looking for improvements to The Sims 4 Townies!

The Sims Team has published a new official survey last night, doing a deeper research on select The Sims 4 Townies and which one players like the most. Chosen favorite townies then get passed onto a round of describing which type of new content and stories you’d like to see for your set townies.

Let’s break down the questions so you can prepare your answers for the new official survey from EA:

The Sims 4 Townies Survey Feedback

Here are the following set of questions that you’ll get to encounter in the official Sims 4 townies Survey Feedback session:

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Survey Questions and Layout

  1. Please pick 3-5 townies you want more content with in The Sims!
  2. Which townie would you be MOST excited about?
  3. Briefly, what kind of content or stories would you like to see with that townie?
  4. Do you have any other feedback on The Sims 4 you’d like to share today?

List of Suggested Townies

  • Bella Goth
  • Mortimer Goth
  • Cassandra Goth
  • Alexander Goth
  • Bob Pancakes
  • Eliza Pancakes (Hastings)
  • Iggy Pancakes
  • Don Lothario
  • Nina Caliente
  • Dina Caliente
  • Katrina Caliente
  • Nancy Landgraab
  • Geoffrey Landgraab
  • Malcolm Landgraab
  • Johnny Zest
  • Celeste Michaelson
  • Christopher Michaelson
  • Atlas Michaelson
  • Orion Michaelson
  • Camille Soto
  • Dominique Soto
  • Molly Prescott
  • Liam Beckett
  • Sidney Price
  • Noah Kane
  • Ash Harjo
  • Kyle Kyleson
  • Caleb Vatore
  • Lilith Vatore
  • Akira Kibo
  • Miko Ojo
  • Salim Benali
  • Makoa Kealoha
  • Ukupuanipo Hekekia
  • Knox Greenburg
  • Bess Sterling
  • Tina Tinker
  • Agnes Crumplebottom
  • Judith Ward
  • Father Winter (Clement Frost)
  • Bonehilda
  • Mayor Whiskers
  • Emit Relevart
  • Princess Cordelia Thebe

Survey Images

As you can see, this official survey contains a list of Sims spanning from The Sims 4 Base Game, DLC releases all down to limited character Sims like Emit Relevart from a Sims 4 Live Event in early 2025. Including Princess Cordelia too! Her lore is expected to grow with the upcoming release of The Sims 4 Royalty & Legacy Expansion.


Take the Survey!

You can take the official Sims 4 Townies Survey down below. We’ve included a handy pictures preview of all townies right below the Survey button. Make sure you also vote in the community poll to see how other community members voted in The Sims 4 townies survey!


Who did you pick?

We’re really interested in knowing which Sims 4 Townies have you requested extra content and stories for. This unofficial community poll down below lets you pick from 3 to 5 townies, out of 44 listed in the official survey from EA. Huge thanks to The Sims Wiki for the headshot images of Sims!

Take your pick below and see how others voted:

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This is the first public feedback survey from EA for The Sims in 2026. But not the first Sims survey in general. Just a few days a new playtest survey for The Sims came out, revealing new The Sims Single Player game and new MySims game features. Click here to read more!

Let us know what you think about the latest Sims 4 Townies poll and stay tuned on Sims Community for the latest game news!

Understanding New Paralives Wants And Personality Upgrades

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In a new video posted to the various social media accounts for Paralives developers showed off some new Paralives wants and interactions that are linked to how your Parafolk are feeling, and how these can be used to upgrade your Parafolk’s personality.

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Let’s break them down and unpack how these Paralives wants and emotions can impact gameplay.

We’ve done lots of different articles covering Paralives updates, which you can read here.

Paralives Wants & Emotions Overview

The video snippet showed a Para on their phone and the player being able to choose an emotional reaction to something they have just experienced.

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Depending on which emotion you choose, you will get different options for wants that your Parafolk want to complete.

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In this example, the Para’s sad wants are to either clean something, level up their food knowledge, spend two hours outside, or watch TV for 2 hours.

Once they begin to watch TV – or do whichever activity you select for them – you’ll see the want progression bar slowly start to fill up.

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And once it is complete, you’ll begin to level up their personality.

Level up their personality enough, and you’ll unlock personality rewards. The quick video snippet showed off a couple of the available options, but it also makes it clear that, while the game is still in early access, it is still being developed.

How These Could Impact Your Gameplay

It’s becoming clear that these Paralives wants and completing them are going to be key to your Parafolk development and growth.

Using these personality upgrades, you can take two seemingly identical Parafolk and make them feel like much more unique, rounded individuals.

From the three options shown in the video it looks like these upgrades can make it easier to keep needs full and give other Parafolk buffs to increasing skills. These differ from the kinds of traits we’re used to seeing in other life simulation games like The Sims 4 where traits affect lots of areas of life, Paralives seems to be focusing personality upgrades on more niche areas, with all of the ones shown here being around food.

It will be nice to see what other areas of daily life the development team create personality upgrades for, like slower hygiene need decay or better social interactions.

Watch The Full Video Preview Here

The full clip is available to watch on all Paralives social media accounts.

As well as this new wants system, we also got to see some of the animations on screen while your Parafolk watch TV!


What do you think about this new Paralives wants and emotions system? How do you think it could be expanded on as development continues?

Meet The Dynasties: The Sims 4 Royalty & Legacy Blog

Take A Closer Look at Ondarion’s Three Dynasties in the latest Sims 4 Royalty & Legacy Blog!

A brand new Sims 4 Royalty & Legacy blog has been released, this time taking a deep dive into Ondarion’s three dynasties as they all scramble for the crown! Each of the three neighbourhoods across Ondarion is historic turf for these noble Sims. Let’s take a look at Thebe, Capp, and Darong families, as well as a sneak peek at some returning familiar Shakespearean faces!

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The Sims 4 Royalty & Legacy Blog – Dynasties

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Meet Ondarion’s Dynasties in the Royalty & Legacy Expansion Pack

Hear ye, hear ye, Simmers! You have entered the majestic world of Ondarion.

A Vacant Throne and Three Regions

With the sovereign throne standing empty, Ondarion’s future is uncertain. Across three distinct regions, powerful families scheme, scandals stir, and old rivalries refuse to stay buried.

Whether you choose to rise the ranks as a noble or enjoy the simple life of a commoner, you’ll want to know the neighbors, and, more importantly, their secrets. 

Set your trunks aside and let’s meet the Sims of Ondarion from The Sims 4 Royalty & Legacy Expansion Pack.

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Verdemar – Built on Secrets and Social Power

A bustling harbor where nobles mingle with heroic outlaws, and fortune favors the bold, Verdemar thrives on traveling and whispered truths.

The House of Thebe: Masters of the Open Sea

The great port of Verdemar is home to the Thebe family, a cunning and adventurous house known for mingling with Sims of all backgrounds, from nobles to outlaws alike. At its head sits Cordelia V of the House of Thebe, a legendary navigator and direct descendant of Cordelia I. Like her ancestor, she is an intrepid seafaring socialite with a taste for lavish gatherings, amassed riches, and complicated affairs.

Cordelia I famously took not one, not two, but four pirate lovers. From two of these unions came children, a legacy that helped shape Verdemar’s cosmopolitan spirit. 

The Abrantes Family: Ambition Beneath Devotion

Cordelia’s husband, Thiago Abrantes, is a devoted partner who loves her not for her status, but for who she is. While he enjoys the comforts of noble life, he has little interest in pursuing the unifying crown and is content with the world they share, a peace that may endure or erode should he learn of Cordelia’s secret.

Thiago’s mother, Ermelinda Abrantes, is far less content. Power-hungry and disdainful of Cordelia, she will stop at nothing to see the crown placed upon her son’s head. Her teenage daughter, Sofia Abrantes, is capable, outgoing, and fiercely loyal to Thiago. Aware of Cordelia’s infidelity, Sofia is still weighing how or if to use this knowledge.

Outlaws and Shadows of Verdemar

Separate from the family’s inner circle is Fia Acosta, a commoner who frequents the local Pirate Bar and harbors secrets of her own. Not only is she Cordelia’s shadowy paramour, she is also Ondarion’s Royal Robber, a charitable burglar whose band of outlaws hides stolen noble wealth across the kingdom.

Fia’s confidant, Aloisio Romualdo, knows every detail. An experienced extortionist, his loyalty may prove to be invaluable should the truth come ashore.

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Dambele – Art, Community, and Quiet Ambition

Though Dambele values community and the arts over the wealth and material excess prized by its neighbors, the same familial secrets found throughout Ondarion still whisper through its charming public gardens.

The Darong Dynasty: Philanthropy and Power

The prominent dynasty in this regal neighborhood belongs to the Darong family, austere traditionalists who see themselves as the philanthropic guardians of their people. The recently retired Grand Duke Adekoya Darong sits atop the family tree and hopes his adult daughter, Jawara, will campaign for the Ondarion throne on behalf of the entire family, an ambition she, the Grand Duchess of Dambele, openly shares.

The Next Generation of Dambele

Jawara has two children of her own: daughter Amarachi, an artsy teenager who actively champions Dambele’s artistic traditions, and son Obi, a child genius whose scholarly talents rival, if not surpass, those of his grandfather.

A Mysterious Suitor

Though Jawara currently lacks a partner in her pursuit of the crown, she has recently been courted by a mysterious newcomer and preeminent fencer, Akachi Onoja. While Jawara weighs her next move, her father remains deeply skeptical of Akachi’s intentions.

The Ananou Family: Artists and Tricksters

A visit to Dambele would be incomplete without a stop at the Zanbira Market, where you’re likely to encounter the elder artist Ekene Ananou, selling his handmade crafts. He’s good-hearted but a bit mischievous, so only engage if you fancy a joke or trick. 

Ekene is also the guardian of his granddaughter, Afua Ananou. Though her mother has passed, her father, unbeknownst to her, still lives in Dambele. He just so happens to be the patriarch of the Darong Dynasty, a secret he, Adekoya, and Ekene have agreed to keep at the mother’s request to shield her from the noble pressures.

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Bellacorde – Chivalry in Decline and Excess on Display

Neighboring its namesake lake, Bellacorde is a land steeped in chivalry and knighthood that has since become a place draped in excess, as the wealthy and noble parade their opulence. 

House of Capp: Power, Tradition, and Decadence

No family embodies this contradiction more fully than the Capps. At the head of the house is Tybalt Capp, a man enthralled by noble life and the relentless drive to gain more power. Though he openly vies for the crown, his more immediate ambition is to marry his three adult children into status-cementing unions, all in service of the dynasty.

The Capp Heirs: A Fractured Line

The Capp heirs reflect Bellacorde’s internal fractures. 

  • Beatrice Capp, the eldest and heir apparent, is admired for her composure, style and grace. Though often perceived as aloof, even by high-society standards, she secretly longs for deeper, more meaningful connections. 
  • Celeste, the middle child, reveres the ideals of chivalry but rejects their father’s crude materialism.
  • Virgilio, the youngest, is openly rebellious, disdainful of noble life, and… in quieter circles… his name is murmured in connection with the defacing of the great Bellacorde Statue.

Haunting Bellacorde’s halls is Consort Capp, Tybalt’s grandfather and the former Grand Duke turned ghost. A staunch traditionalist who credits himself for much of the region’s prosperity, Consort wanders the town in visible disdain of his descendants’ decadence. 

The Monty Family: Love, Scandal, and Rivalry

Rivals to the Capps are the MontysJuliette Monty, Tybalt’s disowned sister, engulfed the family in scandal when she eloped with a commoner, Romeo Monty. Though Romeo, an easygoing chef, is happy with his piece of the pie, Juliette quietly nurses resentment towards her brother and the nobility she lost. Their teenage son, Dante, is a good-natured goofball who sees beyond the rivalry and maintains a close, secret friendship with his cousin Celeste.

Marriage as a Shortcut to Status

For those seeking a faster path to nobility, marriage can offer a tempting shortcut, though not without its trials. Enzo Alto, a noble bachelor and cousin of Holly Alto from Get Famous, offers such an opportunity. The perks are royal. His personality, not so much.

Across Verdemar,  Dambele, and Bellacorde, alliances can be forged, secrets exposed, and legacies rewritten. Will your Sims uphold tradition, spark rebellion, or claim the crown for themselves? In Ondarion, every family has a story, and every story is yours to shape.


Who will you be siding with in the battle for the crown? Let us know in the comments below and stay tuned to Sims Community for all the latest on The Sims 4 Royalty & Legacy!

EA Releases Another Limited-Time The Sims 4 Kits Bundle

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The Sims 4 Elevated Everyday Kits Bundle is the next Limited Time Kits Bundle!

It looks like a month filled with new The Sims 4 Kits Bundle releases. After getting The Sims 4 Warm Beginnings Kits Bundle out of nowhere just last week (Storybook Nursery + Cozy Bistro Kits), we’re being met with a new Build Kits pair.

Say hello to The Sims 4 Elevated Everyday Kits Bundle release. A combination of The Sims 4 Book Nook and Modern Luxe Build Kits, with a price tag of $7USD (or a price equivalent to your local currency) for both.

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Find the official Sims 4 Kits Bundle features down below:

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Treat yourself to luxurious modern furniture and a plush, cozy space with The Sims™ 4 Elevated Everyday Bundle† featuring The Sims™ 4 Modern Luxe Kit and The Sims™ 4 Book Nook Kit. Surround yourself with elegant, sophisticated décor as well as stackable bookshelves while you curl up in your favorite cushy spot.

KEY FEATURES:

  • A Reader’s Retreat — Arrange stackable bookshelves and décor in a way that suits your Sim’s style, whether that means a light-filled window seat or a cozy hideaway in the corner.
  • Comfy and Cozy — Sink into a good book and a cushy sofa. This kit features plush seating with soft, relaxing accents that’ll help your Sims unwind.
  • Bedroom Bliss — Design a stylish and inviting space with high-end pieces like a lavish bed with a tufted headboard, a vanity, a plush rug, and other decadent details.
  • Signs of Success — Upgrade your lifestyle with a little extravagance. Make a statement with luxury items like a TV disguised as wall art, designer handbags, sculptures, and a functional record player.


The Sims 4 Kits Bundle Availability

The Sims 4 Elevated Everyday Kits Bundle can be yours for 7USD from the following official retailer stores:

But wait, it seems like this The Sims 4 Kits Bundle is going to be a limited time offer just like last week’s release. If we assume that these Kit Bundles are only available for 7 days after they get published online, then we can expect this Kits Bundle offer to end on January 29th, 2026. We’ve also included a small handy countdown below to let you know when to expect the Kits Bundle offer to expire:

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What are your thoughts on the latest Sims 4 Kits Bundle offer? Let us know in the comments down below and stay tuned on Sims Community for the latest News and Deal Updates!

8 Noble Features We Noticed in The Latest Sims 4 Royalty & Legacy Trailer

We Have a Brand New Look at the Nobility Features in the Latest The Sims 4: Royalty & Legacy Trailer!

The Sims 4: Royalty & Legacy is still three weeks away, but The Sims Team aren’t slowing down on the trailer rollout, offering a closer look at the features coming with the latest Expansion Pack. The newest trailer dives into the Nobility system, which introduces a full royal lifestyle for Sims who rule as Monarchs, Queens, Kings, Dames, and Dukes (many titles, more on that later). Let’s break down the trailer and see what it reveals.

The Noble Career – A Right Down Regular Royal Job

As previously established in the blog post, our Sims will be able to undertake the Noble career, in pursuit of becoming the best ruler in the land (or the most evil!) Sims can begin this career as a teen and rise up the ranks as they tend to their subject’s every need, although you can choose to ignore them if you wish. It speeds by pretty fast in the trailer, but here are the career level titles I was able to decipher:

  • Noble Newcomer
  • Charismatic Courtier
  • Honorable Herald
  • Charming Chamberlain
  • Influential Liege
  • Admirable Aristocrat
  • Opulent Overseer
  • Distinguished Dignitary
  • Respected Regent
  • Kingdom Leader

The Nobility Q&A over on The Sims Discord revealed that Sims in the Noble Career will earn “quite a generous amount” but won’t directly earn the money gathered from taxes.

Royalty Exclusive Interaction – Reign Over the Conversation

With a new lifestyle comes new interactions. While were not sure how many of these are *actually* exclusive to those in the Noble career, some of them may also be available to family members of the monarch, or to those granted royal titles. Raising and lowering taxes plays a key role in keeping your kingdom running smoothly, but push them too high, and your subjects may grow unhappy and look upon you with discontent.

Knighthood is also shown in the trailer! Surprisingly, they are still in practice to this day, with countries such as the United Kingdom giving out Knight/Damehoods to individuals who have contributed significantly to society or the military, like Sir David Attenborough, for example. We don’t have any insight into what Knighood actually does, perhaps our Sims will receive the prefix “Sir” or “Dame” or another title of our choosing?

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Noble Mail is a new feature available to Sims with noble status, and it appears to function similarly to fan mail from the Get Famous Expansion Pack. In the trailer, the Sim can choose to either read their mail or throw it away, which will likely have a negative impact on their popularity or rank. Noble Sims also have the option to perform a ‘Noble Introduction’ which is performed as a deep bow with their arms to the side. The introduction category in The Sims 4 is already a little crowded, so hopefully this interaction is reserved solely for nobles themselves or for Sims greeting nobility.

Noble Exclusive Traits – Well Bred

They say that royalty are “blue-blooded”. While they bleed red as the rest of us, it certainly puts them at a higher status than we commoners. ‘The phrase ‘Blue Blooded’ is one of the new traits available to nobles to show off their status. Also available as reward traits from the Noble career are the ‘Regal Romancer’ and ‘Former Noble Hustler’ traits, the latter of which is only mentioned in the recent Q&A.
These aren’t the only new traits in The Sims 4 Royalty & Legacy Expansion Pack, as the Q&A also notes that a surprise will be revealed in good time.

Popularity & Approval – The People Have Spoken

Players who own either the Parenthood Game Pack or the Get Famous Expansion Pack will be familiar with this little semi-circular meter! As a noble, you will have to balance your approval. Between those of high status, such as yourself, and the common people you reign over. You will have to carefully consider every outcome of every interaction, as almost anything and everything will affect your Sims’ performance and popularity. At court, you will be asked to solve predicaments for others, with one choice favouring your own, and one favouring your subject. The affirmation Noble Mail may also have an impact on how the populace perceives you.

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Public disgraces will also have an impact on your public standing. In the trailer, we see a Sim suffer a ‘damp disgrace’, after which they can be blackmailed into keeping the incident a secret in order to protect their reputation. From the reveal trailer, we also know that marital affairs can affect public perception and may even result in public humiliation.

Fantasy & Mysticism – Legends and Lore

In the reveal trailer, we saw Sims kissing frogs and admiring themselves in a mysterious mirror. Thanks to the Nobility gameplay trailer for The Sims 4 Royalty & Legacy, we now have names for both of these: the Enchanted Mirror and the Noble Frog. We don’t see any outcomes from the Enchanted Mirror; however, the trailer does confirm that a kiss from a Noble Frog will result in the amphibian transforming into a suitable partner for your Sim!

Simcalibur, a Simified take on Excalibur, also makes a reappearance, with a Sim seen pulling the sword from the stone in the town of Verdemar. In the Arthurian legend, Excalibur is the blade that grants King Arthur his rightful sovereignty over Britain, either by being drawn from the stone or bestowed upon him by the Lady of the Lake. Whether Simcalibur will similarly grant Sims the right to the throne remains to be seen.
The Crystal Slippers are another new reveal in this trailer. Much like Cinderella’s glass slippers, they’re shown glistening on a Sim attending the ball. Whether these shoes carry any magical properties, or if they’ll turn your carriages back into pumpkins at the stroke of midnight in The Sims 4 Royalty & Legacy, is still unknown.

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Those familiar with African folklore will recognise the name Anansi. A god of mischief, Anansi is often depicted as a spider who uses his cunning wit to outsmart others. Doctor Who fans may also recognise Anansi from his appearance in the 2024 episode The Story and the Engine.

This trail can be undertaken in Dambele, though what it will involve and what rewards it may offer remain unknown for now.

Royal Titles – Lines of Succession

The trailer for The Sims 4 Royalty & Legacy offers a glimpse at some of the royal titles Sims will be able to choose from. In one scene, a crown-adorned Sim accepts a proposal from a noble Sim, which suggests that partners may gain titles and an official rank within the family.
Here are some of the titles spotted in the trailer:

  • Dame
  • Baroness
  • Countess
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Cuckoo Clok Death – Your Time is Up

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We previously saw the new cuckoo clock features being used as a secret passage and new WooHoo spot in the first trailer, but players who skipped the accompanying blog post may not realise just how dangerous it can be. Sims will be able to set booby traps for unsuspecting visitors, with the potential for these traps to kill a Sim outright, introducing a brand-new death type. Perhaps their ghost will even emit a constant ticking noise. Either way, it feels like the perfect, and delightfully dramatic, way to eliminate a royal rival.

Cross-Pack Kingdoms – Empire Expansion

Players who own other packs with additional worlds will be able to have their noble Sims rule over a variety of neighbourhoods. The trailer offers a few standout examples, including a Fairy Queen reigning over Everdew, a Cowboy King presiding in Chestnut Ridge, and a Clubbing Consort whose throne sits in the middle of a club in Windenburg.
For players with only the Base Game worlds, fear not, as Sims can also rule over Willow Creek, Oasis Springs, and Newcrest. We even get a brief, slightly terrifying glimpse of Nancy Landgraab holding court in Oasis Springs.

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The ability for noble Sims to preside over any world opens up a wealth of gameplay possibilities and features. Perhaps you want to emulate Scandinavian royalty and install a royal family in Nordhaven, or maybe build your own Balmoral in Henford-on-Bagley for Queen Lizzie and her gaggle of corgis. There are plenty of creative avenues to explore here, and I can’t wait to see what players come up with.


did we miss any key details in the latest trailer? Let us know in the comments below, and stay tuned to Sims Community for all the latest on The Sims 4 Royalty & Legacy!

The Sims 4 Nobility Career Q&A: Developers Share Royalty & Legacy Secrets

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A new official Q&A session took place on The Sims Discord, revealing more about the Nobility Active Career in Royalty & Legacy.

We have a new Discord Q&A roundup, this time completely unnanounced by The Sims Team. They technically did announce it 30 minutes before the meetup happening, right as the Nobility Gameplay Trailer premiered.

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This Sims 4 Nobility Career Q&A roundup contains all the official answers shared by The Sims development team who had a chance to work on this pack, including devs Azure and Sarah.

Find all the fun secrets about this new Active Career in our first ever Sims 4 Royalty & Legacy Q&A roundup:

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The Sims 4 Nobility Career Q&A With The Developers

Sim Dev Sarah: Sul Sul! I’m Sarah and I’m a Producer on the Sims 4, I’m so excited to be here! In Royalty and Legacy I worked with our incredible team on the Noble Career! Back in the day I used to be obsessed with Sims 2 and have always had a bit of a need for drama in my games.

SimDevAzure: Hi Simmers! I’m a Producer on The Sims 4 Royalty & Legacy. I’m super excited to join Sim Dev Sarah sharing some info about the Noble Career with you all!

Question: How does kissing a noble frog get you abdicated ?

SimDevAzure: Hi Duchess! Kissing too many Noble Frogs can cause a Scandal for your Sim! That Scandal can lead to trouble for your Noble Career, or Dynasty Prestige. Other Sims could also extort your Sim to abdicate if they know your Secret.

Question: Will we be able to create custom Noble Titles, and will be be capable of utilising Crystal Creations in order to create crowns, tiaras, etc?

SimDevAzure: You will be able to create customs titles using the Kingdom Manager on the World Map. You cannot create your own tiaras and crowns.

Question: Is the guy with red hair on the thumbnail supposed to be Tybalt Capp?

SimDevAzure: The dashing fellow with red hair and a mask is indeed Tybalt Capp!

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Question: How much will monarchs earn, do they actually get the tax money as part of their income or their whole income?

  1. Will they be exempted from bills/lot taxes? One gripe of mine is that I can’t fill vaults from Get Famous with cash because the taxes get so high that it becomes literally impossible for me to pay because of the game’s 10 million simoleon limit.
  1. Can the same monarch rule multiple Kingdoms? Can Dynasties intermarry and their child can inherit multiple Kingdoms? If so, can a monarch ruling multiple kingdoms choose if all of the Kingdoms pass down to a specific child or to split them?
  1. Will there be cross-pack compatibility with Get Famous regarding Reputation and Fame? Will Monarchs be automatically famous? Also, will there be Crystal Creations support?

Will there be circlet diadem headwear? By that I mean, will there be a circlet that surrounds the head and isn’t on the head?

SimDevSarah: Hello! Just to address some of your questions. As Sims climb the Noble Career they earn more and it’s quite a generous amount, but raising or lowering taxes effects a Noble’s favor and all Sim’s in the Kingdoms taxes! We do also support cross pack play with Get Famous, as you progress through the career Sims will earn Fame!

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Question: Will my sim have to quit their level 10 job to be a noble?

SimDevAzure: Unless your Sim is inheriting their title from a family member, your Sims will have to quit their job to join the Noble Career.

Question: Is there a limit on Kingdoms? Like 1/neighbourhood or 1/world?

SimDevAzure: Hi Kiko! Kingdoms = Worlds. You can have 1 Kingdom in any residential world.

Question: Does your Sim have to ascend their role or can they just stay in the nobility role? Can one SIim or one family multiple kingdoms or does it have to be one per Sim/family? Can a royal Sim also live a regular life, as in hold a regular job and not to live in a palace or is royalty their whole job tied to them? Can any occult Sim take the royal title, like aliens? And if we have the animal packs, can we designate royal animals??

SimDevSarah: Sims can stay in the Noble Career as long as they like, however they can promise their inheritance to a child or spouse who can join the career at the same level as when your Sim abdicates or leaves!

Question: Hello, is there a limit to how many sims can hold a certain level in the Noblity Career?

SimDevAzure: Each Kingdom can only have 1 King/Queen/Monarch. So that means there’s a limit where only 1 Sim can be Level 10 of the Noble Career in each Kingdom.

Question: Can you forcefully take the throne?

SimDevSarah: As only one Sim can rule at a time, any other level 9 Noble Career Sim will become a Noble Rival (which can be resolved either peacefully or not…)

Question: The trailer showed an image of the Landgraabs at the very wend, with Johnny included. Will there be a base game update where he’s listed in the family tree as Geoffrey and Nancy’s son?

SimDevAzure: Hi Meri! Yes, in the BG update when you start a new Save, Johnny Zest will be included in the Landgraab family tree.

Question: Are there other traits like the Blue Blood trait which can be inherited, if they can be inherited? Maybe tied to a scandal like an illegitimate heir?

SimDevSarah: Although we don’t have another trait you can inherit, you can earn Regal Romancer in the career which unlocks seduce into abdication!

Question: Will there be lore?

SimDevAzure: There’s tons of Lore to discover in Royalty & Legacy! Our Premade Families have rich stories and relationships and even some secrets!

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Question: Can one king rule multiple kingdoms?

SimDevSarah: Unfortunately not! We have one ruler per Kingdom (World) and they can’t rule other Kingdoms at the same.

Question: Do we get more points for siding with the commoners?

SimGuruAzure: Favor tracks whether your Noble Sims are aligned with other Royals or Commoners. The game doesn’t make a judgement call on which is better. Both options have benefits and cons to your gameplay.

Question: What happens if the king moves out of the world?

SimDevSarah: If a Monarch moves out of the world we will demote them by one level so we don’t end up with two monarchs in the same world!

Question: is there a gender neutral title available :)?

SimDevAzure: Yes, and players are able to customize Noble titles.

The Sims 4 Royalty Legacy Nobility Gameplay Trailer 4 48 screenshot 1

Question: if my sim is a lvl 10 reaper career and his daughter wants to be queen does that make him and any of their family in the royals? Or is it tied to household only.

SimDevSarah: Family do inherit titles but only children and spouses, so in this example the father wouldn’t receive a title, if I understand you correctly

Question: How will this pack work with other packs, such as Get Famous, and Get Together, how about Business and Hobbies? Totally Interested in cross pack gameplay.

SimDevAzure: Cross Pack Functionality: Any residential World can be Kingdom so you have a Fairy or Vampire Queen if you want. Also the Dynasty system takes into account skills, careers, and activities from all of the packs. Also as you rise through the Noble Career your Fame will grow.

Question: Can you make sure that someone is not progressing through nobility when played, and just stays at their title? It’s a hassle already if you don’t want your Sim to be more than the first or second level of a career like Chef, which needs ordinary skills every Sim gets.

SimDevAzure: Yes, your Sims progress through the Noble Career is completely up to you. The Noble Career is different from other Careers in that once your Sim is ready and eligible for a Promotion it doesn’t happen automatically. Your Sim will have to accept the promotion through the Throne object in order to progress.

Question: Can I sword fight occults and thiefs?

SimDevAzure: Yes!

The Sims 4 Royalty Legacy Nobility Gameplay Trailer 3 52 screenshot 1

Question: Will royalty be able to make sweeping decrees for their neighborhood, similar to the Conservationist career Global Policies that impact your entire save file?

SimDevSarah: Decrees will indeed affect your whole Kingdom (World) and will stay active even if you switch households in the world!

Question: How does nobility differ from regular fame and reputation long term?

SimDevAzure: The Noble Career doesn’t replace Fame or reputation, rather it works with those systems. The higher you progress in the Noble Career the more famous your Sim will become.

Question: how does the cocoo clock death work in practice?

SimDevSarah: It’s part of the Secret Passageway, there’s an option to tamper with the cuckoo clock which could cause deadly consequences for another Sim who interacts with it afterwards!

The Sims 4 Royalty Legacy Nobility Gameplay Trailer 4 37 screenshot 1 1

Question: sul sul as its a career, when can you start it8 at what age) and does a child inherit the title? and how can you be a noble? can you also do it trough a job?

SimDevAzure: The Noble Career is for Sims aged Teen and up.

Question: Will randomly generated sims be barred from autonomously gaining the noble career? I don’t wanna see Lasagna McDonald wearing an eyeball ring and a bathing suit but he’s a duke.

SimDevSarah: Yes! Although you could always knight any Lasagna Sims you deem worthy and would like to become a Noble

Question: Will every world have a default “ruling system” similar to the N.A.P in Eco Lifestyle?

SimDevAzure: Howdy! Things like Noble Decrees only happen in worlds where Noble Sims live. The Noble Sims themselves have to choose and push those decrees (your choice as a player).

Question: Also, how does the noble career work if your sim goes to uni?

SimDevSarah: You will still receive Noble Duties you will need to complete as well as the coursework, so they’ll be kept busy!

Question: How many noble can you have in game?

SimDevSarah: As many as you want, but only one monarch per Kingdom

Question: Can your Sims stage a coup?

SimGuruAzure: There are all kinds of ways that your Sim can convince or force a ruling Sim to abdicate. You can pressure them, seduce them, extort them, etc.

The Sims 4 Royalty Legacy Nobility Gameplay Trailer 2 54 screenshot 1

Question: So heirs can have a job and a title? Do they have to quit their jobs once they assume their parent’s role be it as a noble or King?

SimDevAzure: Yes, the children of Nobles can have a job and a title. However, if they join the Noble career they will have to quit their other job. In order to inherit a parents title (example a Queen promising her daughter to inherit the title of Queen) your Sims will have to join the Noble career.

Question: Will there be new traits and aspirations?

SimDevSarah: We have some reward traits for the career, Regal Romancer, Former Noble Hustler and Blue Blood! There are others from the pack too but I’m sure they will be discussed in future Q&As.

Question: Does this apply to never played sims too? Will your sims never have rivals unless you make them rivals?

SimDevSarah: Noble Rivals can appear randomly as Sims progress through the career unless they reach level 9 and the current level 10 will always be their rival.

Question: So just to clarify: one Monarch per world. So we can have multiple kings and queens running around.

SimDevAzure: Correct, One Monarch per world. You can have the King of Sulani in your Save as well as the Queen of Windenburg.

Question: Are rulers always king or queen, or can you pick the title they get?

SimDevAzure: You can completely customize Royal Titles on a per World level.

Question: Would other base game families be updated with their own dynasties?

SimDevAzure: The Goths and Landgraabs will have their own Dynasties in new Save files.

Question: Can only nobility go or be invited to balls? Can commoner sims attend?

SimDevSarah: Anyone can attend balls! Although a Noble dancing with a Commoner might cause a scandal…

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Question: Is the noble career the only way to have “favor” can you not be a family of nobles? Or do you just have to play “out of the spot light”

SimDevAzure: Favor is tied to the Noble Career and is only tracked for Noble Sims.

Question: So if you can’t be a noble until you’re old enough to join a career, does that mean no young prince or princess? No gameplay for toddlers/kids?

SimDevAzure: Toddlers and Kids still inherit titles from their parents (even if they aren’t old enough to join the Noble Career)

Question: just rehashing this, can you opt certain worlds out of having a monarchy or do they all have one automatically?

SimDevSarah: Whilst all Worlds (apart from vacation worlds) have a Kingdom Manager as long as there are no Nobles in the world you don’t have to play with Nobility features

Question: Is there a system akin to a privy and King’s Counsel like we have in the Commonwealth realms but also is there a prime ministerial option

SimDevAzure: All Noble Sims are able to choose a Noble Advisor. Your Noble Advisor will show up along with other Royals and Commoner when your Sims Hold Court.

Question: Are there Royal Events?

SimDevAzure: Nobles can Hold Court and Press Conferences!


That’s all the new information we have from the latest Sims 4 Nobility Q&A Session for The Sims 4 Royalty & Legacy Expansion Pack. Tune in next week as we dive deeper into Dynasties!

What are your thoughts on the new Nobility Active Career Features and Cross-Pack Functionality coming with this Expansion Pack? Join the discussion below and stay tuned for all the latest Sims 4 News!

Over 130 The Sims 4 Nobility Gameplay Screens

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The latest information about the Sims 4 Royalty & Legacy gameplay was revealed today in the latest trailer from the team.

In this trailer, we get to look at duels, royal duties, knighthoods, new traits, kissing frog princes, ballroom dancing, Anansi’s Well, Simscalibur and more.

Sims can craft multigenerational lore through the new Dynasty and Nobility systems, uncover and ignite shadowy Scandals, encounter enchanted Powershifts, and explore a world of intrigue, prestige, and scandal. 

Sims 4 Royalty & Legacy description
The Sims 4 Royalty Legacy Nobility Gameplay Trailer 1 10 screenshot

All Sims 4 Nobility Gameplay Screens

Have a look at all of the recent screens in more detail below.

We have a second gameplay trailer coming on January 29th, so stay tuned for more information when we have it!

The Sims 4 Royalty Legacy Nobility Gameplay Trailer 5 5 screenshot 1

Watch the full trailer here

What do you think of the gameplay that was shown? Are you excited to rule by royal decree? Let us know below.

Maxis Announces Second The Sims 4 Royalty & Legacy Gameplay Trailer!

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Tune in next week for more on the upcoming Expansion Pack.

It appears The Sims 4 Royalty & Legacy Gameplay Trailer rollout is going a little different with this EP era. Maxis decided to split the reveal of this Pack into multiple sections, with the first Gameplay Trailer that we got today focusing on the Nobility Active Career.

Next week The Sims Team will present us with new gameplay from this Expansion Pack that focuses on Dynasties.

sims 4 royalty legacy second trailer

Tune in next week on Sims Community for January 29th, 2026 to discover more about this aspect of The Sims 4 Royalty & Legacy. We’re currently preparing a Q&A Summary and Nobility Career Reveal features we noticed. Catch the full recap in our Royalty & Legacy News Category!

Player Finds Potential Workaround For The Sims 4 Black Photos Bug

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Learn what to avoid before this annoying Sims 4 bug gets fixed in early February!

The latest Sims 4 Update promised that it’ll fix an issue with Photos turning black in the game. Unfortunately for many players, especially those who didn’t encounter this issue before – the issue returned.

Players who never reported having the black photos bug have gotten their photos turned dark with a Sims 4 Update that promised to deliver an appropriate fix.

sims 4 bugs black photos

The Sims Team addresed the Sims 4 black photos issue publicly, stating that they’ll deliver a new fix in early February. Possibly packing the fix along with the pre-Expansion Pack Sims 4 Patch that’s coming for Royalty & Legacy.

Simmers, We have identified a fix for the issue causing photos to turn black that was reported after our recent Base Game update. You can expect to see this fix in our next Base Game update in early February.

That’s still a few days left to avoid using this precious Sims 4 feature. In the meantime, there’s a possible workaround shared by a player that will help you prevent photos turning black until the hotfix comes.

The Sims 4 Black Photos Bug – Player Workaround

Reddit user u/Elfinemly shared a handy workaround that helped them from Sims 4 black photos bug happening in their game. Note that this testing was only done on a PC / Mac version of the game, so it’s not known how the workaround takes effect on the Console version of the game.

So being able to recover all my photos, I took the opportunity to test out which actions end up causing the glitch, and I hope this helps to prevent some of you from losing the photos.

Source: Elfinemly

Here’s the workaround that helped them. Apparently, it all comes down to avoiding the “Save & Exit” feature:

clipboard sc

Mind you these are actions to take if your in-game photos have YET to turn black. Also this is just what I could gather from my testing and I cannot guarantee if these will help everyone. (I play on a PC so i don’t know if this will help console users)

  1. Do not use the “save & exit” button at all! This action will turn your photos black no matter what.
    Save first and then exit without saving. This way the bug won’t occur
  2. Do not try to exit to the main menu at all from your save! Doesn’t matter if you save or not, this will break the photos in the save you left from, when you come back to it. Until EA fixes the bug i recommend closing the game completely and opening it back up if you want to change the savefile your playing.
  3. “Save as” won’t break the photos in the earlier version of the save. I recommend doing this from time to time, to make sure you have back ups of the saves. This way you can go back to an earlier version of your save and recover your photos IF something causes the bug to occur in your game.
  4. As you take in game photos, make a room with all of them, and upload it to your library. This way you can also recover them without having to go back to earlier versions of your saves later if the bug occurs.
the sims 4 black photos bug potential workaround

Source: Elfinemly


Have you encountered The Sims 4 black photos bug in your game? Did the workaround help prevent it?

Let us know in the comments below and stay tuned for more updates on The Sims 4!

The Sims 4 Royalty & Legacy Gameplay Trailer Premiere

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Tune in for new gameplay reveal from The Sims 4 Royalty & Legacy!

The Sims Team is doing a special premiere of The Sims 4 Royalty & Legacy Gameplay Trailer today – January 22nd, 2026. This feature trailer will dive deeper into new features such as Scandals, Prestige, Kingdom Customization and hopefully new previews of the Ondarion World.

The premiere of this trailer is set for 8AM PT / 5PM CET / 4PM BT. We’ve included a handy countdown right below to help you prepare for the trailer reveal times!

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Countdown to The Sims 4 Royalty & Legacy Trailer Premiere

Expect new The Sims 4 Royalty & Legacy gameplay information and coverage right here on Sims Community!

EXCLUSIVE: EA Survey Talks New The Sims Single Player Game, New MySims and Mobile Spin-Offs

A new open-neighborhood Single Player Sims game has been mentioned by an official EA Survey.

We’ve gotten our hands on a new limited-time private Sims Survey that was sent out to select The Sims players by EA. The survey heavily talks about other games and studios, the Life Sim Genre, player’s choice of purchasing subscriptions vs paid DLC and even talks of upcoming Sims games. Currently in development by EA and Maxis, the new Sims games are described by the survey as “ideas for possible future The Sims games”.

This is what the introduction of the official Sims 2026 Survey was like:

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WE WANT TO HEAR FROM YOU!

You have been selected to take a special Sims survey so we can better understand you, what you love about games, and how you play The Sims 4. As a thank you, the first 5,000 eligible participants who complete the survey will receive a $5 EA App coupon to put toward TS4 DLC you’ve been eyeing. Spots are limited, so you may not qualify this time, but there will be more chances to join future research.

new the sims survey single player game


Let’s break down the contents of The Sims 2026 Survey and what it could mean for the future of The Sims Franchise:

The Sims 2026 Survey – Introduction

The beginning of The Sims 2026 Survey starts off simple. With user research about user’s habits on spending money on gaming and DLC and which statements do they agree with most.

Things started to get a little more interesting when the official EA survey started to differentiate Life Simulation and Deep Life Simulation game experiences.

The survey wanted to see which players are interested in genuinely playing (and spending their money) on different aspects of a Life Simulation. Mentioning features including Discovery & Matchmaking, Community & Groups, Safety & Controls, Creation Sharing and Co-Play features, that already overlap to the multiplayer area.

There were also some very dramatic sliders that put The Sims in the middle of Roblox and Animal Crossing. With the answers ranging from “I don’t care about this game at all” to “I love this game and would be devastated if it no longer existed”.

the sims survey 2026

And when it comes to non-Sims news and bits of information, the last part of general questions from this Sims Survey asks about the player’s insight on general gaming news. Including Xbox Game Pass cost increase, Nintendo Switch 2 release and EA’s acquisition by Saudi Arabia PIF, Silver Lake and Affinity Partners.

At least they’re self aware!

the sims survey saudi arabia

New The Sims and MySims Games: Survey Suggestions and Features

In the first portion of the survey about The Sims games overall, EA asked players to rate 18 different statements from Strongly disagree to Strongy agree. Here’s an example of one of the questions:

the sims survey 2026 sims dlc release q

Here are all the 18 different statements that they’ve shared in the official Sims 2026 Player survey:

  • DLC packs are released too frequently for me to keep up.
  • The Sims paid content is worth the price (e.g., expansions, event packs, etc.)
  • There are not enough free content updates / releases to keep me engaged
  • The Sims games feel old (e.g., outdated visuals, clunky gameplay)
  • In-game customization options feel outdated, lacking modern trends / aesthetics
  • The Sims has a strong, supportive fan community
  • I enjoy engaging with The Sims content online (e.g. Youtube, Twitch)
  • The Sims is my favorite creative outlet to express my imagination
  • The Sims has more robust / deeper gameplay compared to other Life Simulation games
  • I associate The Sims with my childhood or teenage years
  • The Sims feels rooted in Western culture and values
  • The Sims does a good job representing diverse identities and cultures
  • I see The Sims being published by EA (Electronic Arts) as a positive
  • I see The Sims as a leader in the Life Simulation games category.
  • I trust The Sims Team to make decisions in players’ best interests
  • I trust EA (Electronic Arts) to make decisions in players’ best interests
  • The Sims is investing in the future of the franchise
  • I want to experience The Sims beyond games (e.g., movie, board game, etc.)

New The Sims Single Player Game Suggested

Here comes the interesting part! It’s worth noting that this official Sims 2026 Survey mentions these new Sims games as “possible future The Sims games”. And it’s the first time we’re getting an official description for a long-rumored new Sims Singleplayer Game!

As we’ve talked before in the initial speculative articles about The Sims Project X and EA’s reference on “The Sims Next Evolution” for The Sims Single Player, we now have a first official list of suggested survey features for this game. Confirming the original rumored open neighborhoods system.

the sims franchise roadmap 1

The game is suggested as a new single player life simulation game, available across PC and Console systems. It sounds pretty much like The Sims 4 but with Open Neighborhoods with a description like this, but you be the judge:


A new Sims single-player life-sim game for PC and console, where players create unique Sims, build imaginative spaces, and shape stories that unfold across lively open neighborhoods. Designed to feel vibrant, expressive, and endlessly creative, it’s a living world where every Sim, relationship, and choice leaves a lasting mark.

the sims project x sims survey 2026
The text is definitely there. But the random official EA player survey said “confidental” so we decided to blur that part out.

The Sims Project Rene


A new Sims multiplayer life-sim sandbox game, playable across all devices, serves as a digital hangout where players can connect, create, and express themselves through fashion, design, shared activities, and playful roleplay with friends. Here, players can discover new creations and communities in an ever-evolving city of style and apartment living.

New MySims Game for Switch, Console and PC

The official survey also mentions a new MySims game after almost two decades! Last year in January we’ve had a leaked listing of two new MySims games, including titles such as MySims Action Bundle and MySims Beacon Bay.

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It seems one of those was just mentioned in the new Sims product release survey. Read the description below:

A new MySims cozy, collaborative adventure simulation game for Switch, console and PC that invites players to explore a whimsical world, customize their village, befriend residents & pets, and uncover delightful secrets-solo or with up to four friends.

Some of the potential new features of this new MySims game have been possibly listed in the survey:

new mysims game features

New The Sims Mobile Games

There are two different Sims Mobile games mentioned in the survey. One that is most definitely The Sims Town Stories and another title that sounds unknown. Read about them below:

The Sims Town Stories

A new Sims narrative driven, town-builder mobile game where you explore the story-rich town of Plumbrook, befriend memorable characters, and unlock quests and new areas as you play. Uncover mysteries, experience meaningful moments, and discover the stories that shape the town.

Untitled Sims Mobile Game


A Sims mobile game where you begin with one household and expand into a thriving Sim Town of your own design. Build and decorate homes, customize quirky Sims, progress through careers & hobbies, and express your creativity through generations of stories.

Ending Survey With Basic The Sims 4 Questions

I didn’t look up too much into these questions. The very last part of the official Sims 2026 Survey asked me about The Sims 4 and some usual customer questions related to it. Take a look below:


The official Sims 2026 Roadmap clearly wasn’t wrong when it said that they’re preparing for the next evolution of The Sims. This is the first time we have an official acknowledgment from EA about a new single player open neighborhood Sims game. Albeit it’s refered to as “a possible Sims game” and not “100% confirmed for release”, we at least know that The Sims Project X rumors are true. Maxis and The Sims Team is working on a new Single Player game!

With that being said, let’s see what you think about the possibility of jumping over in our recent unofficial Community Poll!

[totalpoll id=”185443″]


What are your thoughts on the latest official Sims 2026 Survey? Let us know in the comments down below and stay tuned to all the latest Sims News and Information on Sims Community!

The Sims 4 Royalty & Legacy Bundle Giveaway: Win 1 out of 5 Copies!

We’re celebrating the limited launch of a Grand Bundle (Royalty & Legacy + 2 New Kits) with a Grand Giveaway!

Giveaway Winners

GIVEAWAY UPDATE: The giveaway has ended! Thank you all who entered this rounds of Sims 4 Pack Giveaways. The winners chosen by random.org for The Sims 4 Royalty & Legacy Grand Bundle are:

  • SimQueenie95
  • Azurrka
  • Lueur
  • HenfordSims
  • Sophia

You will be emailed with an inquiry about your preferred platform for The Sims 4 Royalty & Legacy Bundle code.

For all of those who entered thank you so much and make sure you stay tuned to Sims Community for more giveaways in the near future!


It’s been a while since we last hosted a giveaway on Sims Community. We’re back to soft launch our regular Sims Community giveaways and celebrate the launch of the next Expansion Pack with a Sims 4 Royalty & Legacy Bundle Giveaway.

This giveaway offer is applicable for users across PC, Mac and Console supported platforms (Xbox and Playstation). And if you’re wondering yes – this Giveaway also includes the contents of the Grand Bundle offer. Containing the Regal Treasures Digital Content, Silver Screen Style and Tea Time Solarium Kits.

This giveaway is open worldwide to all the players who can play The Sims 4 on supported platforms, plus the rules to entering are pretty quick and simple. Let’s break it down below!

The Sims 4 Royalty & Legacy Grand Bundle Giveaway

The next Sims 4 Expansion Pack titled Royalty & Legacy is set for a February 12th, 2026 release To celebrate the occasion for our readers we’ve decided to host a Grand Bundle Giveaway as a thank you. There are going to be more retroactive Sims DLC code giveaways and giveaways from other Life Sim Game genres in the near future. Stay tuned!

the sims 4 ondarion world map reveal10
the sims 4 royalty legacy giveaway grand bundle icon

Five lucky winners will be chosen through a random generator using random.org. Your comment ID number will be used in the final comments number draw, and we’ll let the website randomize the rest!

This giveaway ends almost two weeks before the release of the Expansion Pack bundle. You’ll be able to leave your single comment entry by January 30th, 2026 at 10AM PT / 7PM CET / 6PM BT. We’ve also included a handy countdown below which lets you exactly when the giveaway entry period is over!

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Before entering this Sims 4 Royalty & Legacy Bundle Giveaway, make sure you’re met up with all the official giveaway rules we’ve listed below:


That’s all there is to know about entering The Sims 4 Royalty & Legacy Bundle Giveaway! Make sure to bookmark this page for February 2nd, 2026 at 10AM PT / 7PM CET / 6PM BT when we’ll announce 5 lucky winners!

Want to know more about The Sims 4 Royalty & Legacy? Catch up on the latest Expansion Pack 21 News!

The Sims 4 Cozy Bistro Kit Review

Let us take you through all the items available in the Sims 4 Cozy Bistro Kit to see if this could be the kit for you.

This kit is aimed at builders who want to give their Sims cosy spaces to meet up and share a meal, featuring cozy booth seating, a new table, chairs, shelving, wall decorations, various lighting options, a new privacy divider, a bar, and a coffee maker.

The Sims 4 Cozy Bistro Kit is currently available in a limited-time Kits Bundle titled The Sims 4 Warm Beginnings Bundle! The Bundle is paired with Storybook Nursery and Cozy Bistro Kits for 7USD, or a price equivalent to your local currency!

We’ve reviewed lots of other Kits available for The Sims 4, you can read all our posts about the different Kits here.

About The Sims 4 Cozy Bistro Kit

According to the EA app listing, this is the kit for you if you want to make cosy dining spaces.

Stop by your favorite hole-in-the-wall bistro and take in the antique ambiance of The Sims 4 Cozy Bistro Kit. Craft a space that’s all about good Nectar and great company. Decorate with all the trappings of a treasured local bistro, including wood-paneled walls, polished metal accents, and vintage furniture that’s been beautifully maintained. Serve the finest Nectar by night and the richest coffee by day. Fill your bistro with candlelight and classic décor to create the perfect spot for Sims to connect with friends or dates.

Craft a space that’s all about good Nectar and great company. Decorate with all the trappings of a treasured local bistro including wood paneled walls, polished metal accents, and vintage furniture that has been beautifully maintained.

Serve the finest Nectar by night and the richest coffee by day. Fill your bistro with candlelight and classic décor to create the perfect spot for Sims to connect with friends or dates.

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Everything Included In The Sims 4 Cozy Bistro Kit

Here are all the catalogue images and descriptions for each item included in this kit.

Catalogue thumbnails

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Buy mode items

Build mode items

Item swatches

Here are all of the swatch options for each item included in The Sims 4 Cozy Bistro Kit.

Quintessential Bistro Chair

Vintage Velvets Dining Booth

Trattoria Barstool

A La Carte Table

Debonair Display Shelf

Trattoria Barback – Small

Trattoria Barback – Large

Trattoria Bistro Bar

Notable Nectar Rack

Vintage Vignettes

Foodie’s Focus Mirror

Tableside Lace Curtains

Cozy Evenings Awning

Table for Two Menu

Verandah Menu Panel

Intimate Divider

Quaint & Cozy Dining Lamp

Around The Globe Sconce

Bistro Sign

bistro sign

Verandah Entry Door

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Verandah Open Doorway

Bistro Bliss Wallpaper

Sentimental Bottle of Nectar

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Verandah Window

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Gilded Decadence Tile

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Atlas Shrugged Pendant

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Buongiorno Drip Coffee Maker

New Gameplay

This kit comes with two new drinks – Plum Berry Nectar & White Llama Nectar, which your Sims can learn at Mixology Level 1.

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Sims 4 Storybook Nursery Kit Review

Our Review of The Sims 4 Cozy Bistro Kit

One major highlight is the matching swatches and theme. Doors and windows come in a broad range of colours with matching swatches across items; there are multiple awning styles, matching signage, vintage art pieces, and thoughtful details like menu boards and display shelves.

However, the kit does not introduce a new lot type, there’s no dedicated “bistro” lot category, and unless you own Dine Out, Get To Work, or Businesses and Hobbies, you can’t have a live service gameplay where Sims work as staff or manage a bistro themselves. Many players on forums have pointed out this limitation: it’s purely aesthetic and build-focused, so while it creates great visuals, it doesn’t add much gameplay.

Also, the quality of the nectar bottle item leaves something to be desired.

Overall, the Sims 4 Cozy Bistro Kit is a stylish kit that gives builders plenty of decorative tools to craft charming cafés and intimate hangouts. But if you were expecting deep new gameplay systems like owning or managing a live bistro, you might be underwhelmed, as this kit focuses on aesthetics over mechanics.


Is this kit for you? Let us know below.

How Players Shaped The Expansion Pack: The Sims 4 Royalty & Legacy Blog

Maxis tells all about collaborating with EA Creators in a new The Sims 4 Royalty & Legacy blog.

The Sims Team has released a brand new The Sims 4 Royalty & Legacy Blog, featuring a new story talking about collaborations with its players. And how Sims content creators within the EA Creator Network have helped develop some of the Lots, Stories and Features for this Sims 4 Expansion Pack. This also includes early work where public players got a say in The Sims 4 Expansion Pack theme, during one of the previous official Sims 4 Surveys when The Sims Team suggested “Modern Monarchies”.

the sims 4 royalty legacy blog entry new
Screen: @SpringSims

Learn more in the official blog entry below:

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How Players Shaped The Sims 4 Royalty & Legacy Expansion Pack

Player collaboration has always been at the heart of The Sims, and The Sims 4 Royalty & Legacy Expansion Pack is no exception. Our Player Experience team worked closely with players to test everything throughout development. From the very beginning, your ideas, reactions, and feedback helped shape how this pack came to life.

Today, we’re sharing a closer look at how players have helped guide, inform and support this regal expansion pack, playing a key role from early concepts to the final playtests.

sims 4 royalty legacy blog

How Players Informed the Theme

Research began a year ago, after two passionate marketing team members and long-time Simmers, Chelsea Nesbeth and Lexi McIntosh, pitched a modern royalty concept based on their listening and engagement with The Sims community. With support from Anna Huerta, The Sims Creative Director, the team incorporated the idea into their exploration of various expansion pack themes as part of a survey for players worldwide.

“We knew that if we did royalty, we wanted to explore it in a way we hadn’t before,” says The Sims 4 Brand Manager Lexi McIntosh.

When we introduced the Modern Royalty theme in the survey, we saw a strong positive response from players, helping to reinforce it as the theme we would pursue for the upcoming expansion pack. Players were drawn to Modern Royalty as a way to enhance legacy-driven storytelling, up the drama, and add power plays. That excitement also came with clear feedback. Players consistently emphasized the importance of depth, noting that Modern Royalty would feel most compelling when supported by dynamic systems and interactions that meaningfully expand how stories unfold.  

Once it became clear that Modern Royalty resonated with players, our Lead Producer, alongside the Design and Art teams, began defining the pack through an early concept exploration study. 

Early concept exploration studies help us gauge how players felt about the team’s early ideas. The Design team used player studies to support many decisions from helping to validate the feature list to informing the directions of the feature designs. 

“This pack was created with the player in mind every step of the way,” says Azure Bowie, The Sims 4 Lead Producer. 

One variation emerged as a clear favorite, focusing on the drama between having status and responsibility. It explored what it means to belong to a prestigious family, honoring or reshaping a legacy while navigating the weighty expectations of the crown and the household. The results showed that players were most drawn to the fantasy of legacy, status, and long-term family progression.

Designing Stories You Can Make Your Own

As we continued to develop the pack, we used storyboards and mock-up designs in Player Experience Studies to further support and validate key gameplay and feature priorities. Early on, some players expressed a desire for touches of fantasy. The team knew, from this feedback, to prioritize Powershifts, a system built around dramatic, storybook moments that influence a Sim’s ascent to Nobility or their downfall. 

Adding nuance to how both your Sims and the world around them respond was important to capturing the complexity of royal life. To support this, the team designed the Dynasty and Nobility systems as separate but complementary experiences, allowing players the freedom to engage with them together or independently. Whether you rule your dynasty, your world, or both, it’s entirely up to you.

“We didn’t want to lock players into a single narrative. Our goal was always to provide Simmers with systems and mechanics that support a wide range of stories that felt right to them. We keep in mind that each player should engage with the simulation in the way they prefer.” says Xènia Peña, The Sims 4 Lead Game Designer.

Similarly, we wanted to make sure players had plenty of ways to create organically messy and dramatic moments. Enter the Scandals system. The game recognizes, reacts, and remembers these misdeeds like if your Sim is having an affair or a secret child. If discovered, these scandals can have undue consequences on your Sims’ social, personal, and professional lives. 

Building Authentic Worlds & Neighborhoods Together

We saw an opportunity to embrace the vast concept of royalty and imagine a place where people from different backgrounds intersect and coexist, reflecting the diversity of our own community. West Africa was a foundational influence throughout this vision, and getting it right meant incorporating diverse voices and perspectives into the process.

Within a fictional narrative, we aimed to celebrate and pay tribute to the richness of West African aesthetics and its coexistence with Southern European influences, all while maintaining the utmost respect. For both cultures, our goal was to reflect how each has evolved in meaningful and positive ways through different periods, remaining culturally valid, influential, and alive up to the present day.

“Each stands on its own with distinct beauty, identity, and lore, while existing together harmoniously. The complex process of creating this pack, drawing from many different inputs and cultural influences, became a meaningful metaphor for the experience we wanted to deliver,” says Eva Garces, The Sims 4 Art Director.

To ensure the world of Ondarion and the neighborhood of Dambele, was built thoughtfully, the Design and Art teams worked closely alongside consultants from the Pan African Gaming Group (PAGG), as well as a group of Simmers, NardvillainSpringSimsOshinsimsEbonixEmeraldStoriesCreativelyanzy, whose combined perspectives reflect connections to West Africa and the broader Black diaspora in the United Kingdom and North America. We also partnered with these groups for last year’s free West African update. Both these players and PAGG were present through every phase of research, including regular check-ins and reviews with our Art Directors and Production.

Internally, Design and Art partnered with the Games for All team to facilitate and gather feedback from PAGG, weaving in cultural details across the pack’s decor, setting, and gameplay – such as the Anansi’s Trials Power Shift, to handmade patterns and motifs, hairstyles, how fufu is eaten, and much more. Games for All is a team dedicated to helping game teams create experiences where every player feels welcome, safe, and can see themselves reflected.

“The Design, Art and Production teams’ interest in understanding everything from symbology and tradition to emerging trends and regional differences made collaborating with consultants on this pack especially rewarding,“ says Otilia Joao, Senior Specialist, Games for All.

Refining the Experience Through Playtests

With all these features and blends of perspectives, it was time to put them to the test. Through playtesting, which players can sign up through The Sims Labs to get involved, feedback at this stage ensured gameplay was not only fun, but also readily accessible and easy to understand. 

We made swift improvements, including clearer tutorialization and better progression cues within systems.

At its end was the birth of an ambitious pack rooted in legacy where players revel in chaos, calculated rule, good-hearted leadership, and everything in-between.

A Kingdom Built Together

We want to thank everyone who played a role in shaping this expansion pack. We’re deeply committed to our players and communities, and listening to your feedback and collaborating with players will continue to shape and refine future experiences. After all, that’s what makes The Sims special: it’s your story, we just provide the tools. 


What are your thoughts on the collaborations done for the upcoming Sims 4 Royalty & Legacy Expansion Pack? Let us know in the comments down below and stay tuned for more Sims 4 Royalty News!

Former Sims Developer Reveals The Sims 3 Facts and What Shaped The Sims 4 Development

In a Reddit AMA, The Former Developer Reflects On Building Three Generations of The Sims and how the Franchise Evolved Behind Closed Doors

Former Creative Director of The Sims, Matt Brown, answered fan questions on r/Sims3 back in May 2025, delving into many unknown Sims 3 facts and The Sims 4 Development challenges. Matt joined Maxis in 2002 during the early development of The Sims 2, starting as a Technical Director before later serving as Creative Director on The Sims 3 and SimCity. He then went on to become Studio Creative Director for The Sims 4 and several of its expansion packs.

Let’s take a look at some of the questions fans put to him, and how he chose to answer them. His replies offer a clearer picture of The Sims 4’s early development, a handful of unexpected Sims 3 details, and even a few glimpses into how The Sims 2 grew behind the scenes.

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Matt Brown – Former member of The Sims Team

Reddit AMA With Former Developer Matt Brown

TALKING

Scrapped Ideas & Packs

u/survivorfan1123:
Were there any scrapped EP ideas? Also, were there any ideas you pushed for that never made it into the game?

Matt Brown:
I can provide some context here actually.

Well, this probably isn’t a fun answer :), but I really can’t recall any particularly interesting expansion pack ideas that were thrown away entirely. One thing about designing the Sims at that level is that every pack needs to be broadly appealing, because we don’t release that many of them and they take a long time to create (SPs not withstanding, which can be more niche). I know people sometimes complain how many were released, but trust me, we thought carefully about each of them :). EPs in particular need to satisfy all of the core player types and play styles (story tellers, builders, CASers, dollhousers, etc.), and any EP idea has to have fertile ground in all of those areas.

What does happen pretty commonly though is that a pack idea is deemed too small or too big, and then it gets either expanded or combined with another concept, or if it’s too big, it might get chopped up into multiple, possibly smaller packs. Sometimes the approach changes from iteration to iteration.

In Sims 3 for example, vampires, werewolves and whatnot were combined as none was deep enough to support an entire EP, but in Sims 4, we felt vampires had enough in them once you wpul [sic] from the Buffys, Twilights, What We Do in Shadows etc. that they could support a GP. And the team itself is usually so in tune with what fits with the Sims that while there are wacky ideas during brainstorms, they get whittled down pretty early.

As for ideas that I pushed for that didn’t make it… Probably the biggest, and it’s not really a single feature, but it was really important to the core of the game was in Sims 3. Central to the “reinvention” of the game was this idea that you were moving up Maslow’s hierarchy (both the Sims and the players). Sims in earlier games spent much of their time worried about peeing and sleeping and starving. And the bulk of the design detail was at that level. But in modern life, that’s not what most people spend most of their time thinking about.

They’re thinking about how they’re going to maybe pay rent. They’re thinking about how they’re going to get fired and if they’re raising their kids right, and higher order goals like that. And I wanted to shift the entire experience to those higher level needs and desires and away from the emphasis on peeing and the sleeping and the eating. And I wanted the underlying systems and simulation to shift the detail to those elements and remove detail from the lower order needs.

We tried probably a dozen different ways of doing that, and it just became clear that we weren’t going to be able to maintain the semblance of a little being going through its daily routine while maintaining the flexibility and potential for emergent chaos without those motives. I’m proud of the progress we made though, and I think Sims 3 definitely takes the emphasis off of the peeing significantly, while leaving those motives to serve their purpose as part of the simulation. So from a player mindset, I think, I guess we did technically ship it, although mechanically I was never able to get rid of those motives entirely as I’d hoped.

The Sims 4 Vampires 2

Sims 4 Updates and “The Apology Tour”

SkysEevee: Thank you for introducing the toddlers back into Sims 4!

Matt Brown: Absolutely! I can’t take credit for the fact of them being added and making them free, and all of that. Maxis was already well into what I jokingly referred to as their “Apology Tour” when I rejoined the studio, adding back in features that were absent from Sims 4 but which were expected from previous iterations (ghosts, pools, etc.). And toddlers was always going to happen at some point. They were clearly extra missing.

I personally like toddlers in the Sims as a designer because they do something that I have a silly name for. I refer to a specific aspect of design, as “perturbing the strategic landscape”… which is intentionally pretentious because it makes me giggle.

What I mean by that in the case of The Sims, is that you have a lot, a house, a family, careers. You’ve got things working. You have a sleep schedule. Your Sims don’t pee themselves. Somebody can cook. You’ve got decent objects and whatnot. It’s all humming. And you feel like you’ve got this, just like in real life sometimes.

And then you have a baby. And then they grow up and become a toddler. And they fundamentally screw up everything that was working perfectly, and you love them deeply, but now you have to re-solve all those problems in new and creative ways.

They perturb the strategic landscape.

And as a parent, that felt extremely core to what makes a toddler a toddler. You felt that in the Broke house in Sims 2 for sure, probably too strongly. That house was almost unplayable :). And I wanted to get that back double in Sims 4. I also wanted to add more depth, so that you actually felt like you were raising the toddler, and that to sort of drive that anxiety of being a parent, where you don’t know what to do, and you’re sure that everything you’re doing is screwing them up, and sometimes it is, and sometimes it’s actually making them something incredible, but you just couldn’t see it.

The team really squeezed a lot more than was supposed to be in there into that. We argued for more time. We went way over budget and apologized. I apologized a lot. It was a huge effort across every discipline, and the team was very very passionate about it. There were a ton of people involved (on the design side that was Lakshmi, who was pregnant at the time and presumably not made less anxious by her design 🙂 and later Dan Klein… I think that’s the first time I’ve realized that the designer for toddlers had a baby while designing them… that’s funny).

Item Description Inspiration

u/move_along_home:
How do you come up with the item descriptions in build/buy?

Matt Brown:
The item descriptions, I think, are something that it’s easy to take for granted, and definitely lots of people never even read them. But generally the way it worked was someone on the team, usually a producer, who had a particularly appropriate sense of humor, who “got it” and was a decent writer, would take it on. And then they would work their way through them bit by bit as the game was developed. We’ve had a professional dedicated writer from time to time as well.

At various times, we tried to codify the style to keep things consistent, but for the most part, that consistency came from the fact that the people writing the the descriptions were/are really big fans of The Sims and were very familiar with the tone of the games that came before them. So they sort of organically played it forward.

I think that scrappy human-ness and that lack of any heavy structure is part of what gives it that weird charm.

The Sims 3 Scrapped ‘Internal Memory’ Feature

u/jannaromantic:
This is really cool! I’m curious to know if there are any in-game features (in any iterations, but esp Sims 3) that you feel like not many people know about? Or any features that didn’t get the traction you expected?

Also, are there any interesting in-game features that didn’t make it into the final version(s) that people may not know about? If so, why didn’t they make it in?

Matt Brown:
Absolutely! I love talking about The Sims and gaming history and development in general.

And that’s a really good question. I’m sure I’m missing something (I’ll post back here after I poll some of the other designers). I think at this point, the game has been around long enough, and the community is so passionate about digging in and finding everything that I really don’t think there’s anything super secret hiding in there.

At this point, I can say that the best chance of there being something that no one’s ever seen is probably in The Sims 3, just because we made it so easy to add random little features or little one-offs, Non-art content (e.g. books) were so incredibly cheap to make that it didn’t really matter if no one ever saw it. You could still justify slipping it in. But looking through the wikis, I can’t think of anything that people haven’t found.

The meaning behind some of the random text and objects might not be known, or the origins of common terms like “rabbit holes”, “moodlets”, etc. But those aren’t really easter eggs per se.

One huge planned Sim 3 “feature” that many of us felt very passionately about was full player scripting of new content in C# (a well-known flexible programming language). I was and still am a C# fanboy, and I felt that moving away from the rickety visual scripting language in Sims 1 and 2 (called Edith) to a “real programming language” that was still accessible to hobbyists would significantly open up what we could do with the game as well as allow us to give players the same capabilities and just generally unleash the crazy :).

The goal was to basically provide a “Sims SDK” with a robust and documented API that anyone could use to create pretty much every type of content in the game. Objects, interactions, careers, rabbit holes, new motives… anything.

In the end though, The Sims really was the first game/entertainment oriented product to actually try to use C# in that way (Unity, which uses C# extensively, didn’t even exist yet). And while we managed to build the game on that foundation, and the flexibility of it definitely enabled the crazy breadth and depth of The Sims 3, enabling it for players ran into too many additional hurdles (legal, security and safety, performance, etc.) and had to be cut. Bruce Wilkie (also the guy that did genetics in Sims 2 amongst many other things) was driving everything C# related and made amazing progress, but we just couldn’t address all of the complications.

The Sims 3 2009 05

Reasons For Bella Goth’s Disappearance

u/OcarinaGamer4:
The Sims 2 Bella Goth plot line, what was the inspiration for her to go missing? Fan circles have speculated for years that it was because she was accidentally deleted during the games creation but that always sounded far fetched to me.

Also, what sims 3 and 2 towns would you choose to live in? I love Sunset Valley and Bridgeport!

Matt Brown:
Wow. You guys are really into Bella :). I confess I don’t actually recall what the actual reason for that was, or if there was a deeper reason than just it sounding interesting. (if someone’s here from the dev team that remembers better, please chime in :))

Really the only constraints we put on those stories were that, we wanted them to be true to the players who knew these characters and their histories from previous games/packs, and we had usually had some design requirements. We often wanted to show off the diversity of new game mechanics, whether it’s genders or personality traits, aging, whatever… anything, that would showcase as much of the game as possible across these different families. But beyond that, I don’t know. It definitely was not that she was deleted. We have backups of backups of everything. And you know, recreating a character like that, is not particularly difficult. It’s a fun theory though :).

As for which towns/neighborhoods I would live in… I know they’re not the objectively “best”, but honestly, I’d live in Pleasantview and Sunset Valley. I just spent so much time with those OG towns during development that they’re special to me. And they’re cozy for all of the little quirks and things that I can see that could have been better and that were often improved upon significantly in subsequent towns/neighborhoods/worlds. But I love ’em 🙂

The Challenging Side To Development

Deleted User:
What gameplay ideas sounded good on paper but were horrible to implement? Did any of them make the cut?

Matt Brown:
Well, I don’t think this is maybe quite what you mean, but in Sims 2, where we introduced genetics, or playdough genetics at any rate, where your children would inherit physical traits of the parents, that was a feature that I really, really wanted. I prototyped it myself in a little app with actual art (thank you Charles London :)). You could mix and match facial parts, edit a mom face and a dad face, and then keep making kids to see that they look like the parents and that they didn’t fall apart or break down (at least not in the prototype :)). I even made each change or baby generation needlessly squashy stretchy bouncy so that it would feel playful for no reason. Whenever you generated a new head, it went BOING.

That took me maybe three days, maybe a long weekend, and I showed it off, and the team loved it. But actually translating that into something that worked within the incredibly complicated environment of The Sims, and so that the Sims could do everything that Sims need to do, all of the things necessary for a sim to be a real sim while looking like their parents in the actual game was significantly harder.

And the outstanding engineer implementing that, Bruce Wilkie, then had to spend almost a year just getting back to what I had hacked together all smoke and mirrors and shown off in a little prototype. I’m still apologizing to him for that, but the end result, I think, was pretty awesome. There are little issues with it, but I think just that it exists, is amazing.

Another feature that I can think of along those lines would be, anytime we try to script or overly direct Sims behavior. It always seems like something that it should be easy to do, or that’s necessary, but then just the nature of everything else in The Sims is so emergent and organic. It’s just so against the grain of what The Sims is that just never works. You see this in, I think a lot of Sims 4 expansion packs (although it’s not unique to them), where there’s extensive “scripted” behavior (e.g. restaurants). The scripting fights against the existing emergent systems. And it also loses a lot of the opportunity for emergence that is inherent in the underlying simulation. Just loosely bounding them a little bit, but not not actually prescribing what they do, ends up being far more interesting.

So those are more a class of features that somehow always make it in. They’re much harder to implement than people imagine, and then they largely don’t work very well.

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The History Of Sim Deaths

u/amburgundy:
Was it your idea for meteors to hit schools and take out an entire town’s child/teen population in ts3? not cool, man.

Also, would love to hear more about the development & design processes of the cowplant & of plantsims- what did early drafts look like? What was changed from the original ideas?

Matt Brown:
The meteors aren’t specifically my fault, no :). But Sim deaths have an interesting history. When designing Sims 2, we recognized that some Sims 1 players really enjoyed torturing or killing their Sims in funny, creative ways. We really wanted to acknowledge and “yes and” that.

So in subsequent iterations, we tried to come up with more fun ways for Sims to die beyond removing the pool ladder. And initially, the intent was entirely, sort of fan service, or to give players more of what they were enjoying and but not to take away any agency from the player. Over time though, some of that intent has been lost, and various ways to die have been either more catastrophic or game ending than fun emergent storytelling. They’ve too often become not driven by the player or at a minimum, the player’s risk taking.

Unfortunately I wasn’t involved with the cow plant, but I did always have a design mantra of 80% stuff you see every day, 15% stuff you have maybe never personally seen but you’re sure it happens, and 5% ridiculous/farcical/magical or just weird. The cow plant was clearly in the 5% 🙂

will wurth ts4 cowplant

Planning For The Future

u/Sad_Click5373:
If this isn’t too personal, what’s the reason for your departure from EA/Maxis?

Edit: Another question I have is, were the number of Stuff Packs & Expansion Packs to be released for The Sims 3 predetermined during its development?

If not, why did the series end with Into the Future specifically? I’m aware ITF coincided with TS4 release but TS4 was criticized for being an unfinished game (I.e., no toddlers and no pools in the base game).

Surely EA could’ve taken time to release more packs for TS3 while simultaneously giving devs extra time to polish TS4?

Matt Brown:
I’ve actually left EA/Maxis twice :). Once in 2008 and once in 2018.

Near the end of Sims 3, I began focusing on spinning up Sims 4, largely focusing on identifying the key areas we’d need to dig into first if we wanted to make the Sims an MMO. At the time, I’d made two Sims games end to end, and having witnessed the alpha/beta/live of Sims Online and seen all of the issues, I really wasn’t at all on board with the idea of making another “Sims MMO”. I also had the opportunity to go to Blizzard to co-lead the design at the very beginning of a new MMO (ironically enough) that would let me bring my quirky Simsy-ness to a whole new genre. If I was going to learn how MMOs are developed, I figured I should do it where my favorite MMO was made :). That was Titan fwiw. I plan to talk about some of those prototypes on my site and do some deep dive videos in the next little while. It’ll be clear why it was relevant 🙂

In 2018, the stream of EPs, GPs, and SPs had become a little rote, and I’d spent the last 6-9 months helping spin up a reinvention of SimCity (lead by Eric HW) that had morphed into something more creative and sandboxy and Maxis silly magical to the point that we stopped calling it SimCity. We’d gotten to a place where the studio was seeing something special there, and I wanted to find another way to “pay it forward” I guess. Roblox (what I left for) ended up being the perfect opportunity to work with young creators and to build systems and tools to help them discover game development and content creation and become game developers themselves.

EDIT: Not really, no. We always know we’ll end up making additional content, for no other reason than we had so many fun ideas during base game development that just wouldn’t fit. But I’m not aware that we ever plan packs ahead of time. There are a few “gimmees” like pets that we know we’ll end up doing at some point, but nothing beyond that.

I wasn’t there for the transition from Sims 3 to 4, but from what I understand, there was some regret later that there wasn’t more overlap. I think there’s always a “but if we don’t stop making the old one, they won’t buy the new one” with executives, but I’ve never seen that play out on any franchise I’ve been a part of. New iterations are mostly additive. If you loved the previous game, you’re not going to ignore the cool new version of it. And just because you buy the new one, you’re not going to throw away the game you’re already so invested in.

The Removal Of Open Worlds

u/CadyMoring:
What was the reasoning behind removing the open world? It was such a step backwards. Sims3 is the best and I’ve played less than 5 hours of Sims 4, just not the same vibe.

Matt Brown:
While I was only involved in the first couple of months of planning for Sims 4, my understanding of why the open world was removed was due to the mid-project shift in development goals. Sims 4 was initially designed to be a multiplayer MMO-like experience (although I’m not sure how big the world was or how heavily it relied on streaming… maybe one of the designers who bridged Sim 3 and 4 will see this and chime in :)). As such, it had very different technical requirements and a whole host of its own complexities and hard problems.

My understanding was that once they decided to go back to a single player experience, the shortest path to shipping was to simplify things back to what had worked in Sims 2 (more or less). There just wasn’t time to rearchitect everything.

(apologies to anyone who was directly involved for any misrepresentation, but I think that’s pretty much the gist)

ts3 seasons fall sunsetvalley

What Would You Go Back And Change If You Could?

u/Ezuu:
What was your favorite thing to work on for the sims 3? Also now looking back at the game after all these years, what are some thing you would do differently or change if you could?

Matt Brown:
It’s maybe not the sexiest element of Sims 3, but I would have to say my favorite was probably the personality traits. They were loosely inspired by the advantages and disadvantages system in a tabletop RPG system called GURPS.

The specific implementation in Sims 3, I felt, was very elegant. It was incredibly flexible and easy to add traits that could affect pretty much anything. I think they really, really helped give a lot of character to Sims and a lot of storytelling opportunities. I really, really wish that we’d been able to open up the scripting though so that the community could have created their own personality traits. That would have been magical and justifiably insane. I also really enjoyed the design process for those and how different people came up with different traits and how they could be manifest in the in the game. Everyone bounced off of each other creatively. A gameplay engineer might be implementing some random object, look at the list of traits and often could trivially add a little tweak or modulation to their system/object based on a Sim having that trait. It all just kept building on itself.

I also have a soft spot for story progression, but I know that’s contentious :). The concept and design and the prototype (a Ray Mazza gem) were just this “Oh wow. This can work! And we can do all sorts of cool shit with it!”. The reality of implementation in a shipping game unfortunately couldn’t quite live up to that prototype hackery (see Sims 2 genetics above), but I still have a soft spot for it. I have a deeper dive on youtube if you’re curious about how it was original intended to work.

I also loved the customization. I’d wanted that for Sims 2, but we just weren’t ready. That it worked as well as it did is still amazing to me. I still can’t believe that that many very talented and patient engineers and artists actually put up with me for so long getting that all to work. It was pretty herculean on their part.

That customization is also one of the things I would have done differently. I’ve also been a proponent of creativity tools that almost “trick” you into feeling more creative than you actually are :). But the Sims 3 customization was so exhaustive that it wasn’t easy to work with. You could do anything in the world, but you had to be an interior designer to make anything look even remotely passable. I still can’t make a pretty sofa, but I really enjoy making my ugly ones :).

I would have loved to have focused more attention on the player experience and invested more in making it more accessible to everyone.

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How Is The Game Prototyped?

u/Bus_Stop_Graffiti:
When starting the development of The Sims 3, what was the very first system/function of the game that was focused on and made it to the first prototypes and how did this shape the rest of the development?

Matt Brown:
That’s an easy one… the open world, and how we could get 100 Sims (I think 160 was our original target) in the world, existing, doing anything, and then simulating in the world simultaneously without the whole thing just falling over. That included the LOD system so that you could have those hundred Sims on screen at the same time if necessary. Probably a close second and third were the material customization and the usage of C# as the scripting language. Those were also core to the vision for the foundation that we wanted to build this new experience on.

Those were largely tech prototypes, but almost all of our designs had to start with “how will it work in a big seamless world with hundreds of sims”. Transportation (“How can you travel across the map? We need cars? Do I need a garage? What if I walk bit by bit across town? Do I have to walk back because I left my car at home?”)… How can I keep from losing my Sims?… Do I need to account for my commute time when leaving for work?.. those sorts of things.

The crazy customization didn’t affect design all that much, but it fundamentally complicated a lot of engineering work that now had to account for its unique performance characteristics. And it most definitely complicated asset creation. Sims 3 artists (including my wife who was the lead for object art :)) had to look at everything very very differently than in previous games. Rather than mapping a painted texture to shirt with a painted on pocket and sleeves, they now had to think carefully about how that shirt would be cut and sown. They were effectively creating a sowing pattern that would then be overlaid on a player-chosen print (like a pattern over fabric) and then remapped onto the shirt geometry. It’s a very alien way for artists to work and difficult to get your head around. If you didn’t do that, things like pockets or sleeves wouldn’t look like real clothing, cushions on sofas wouldn’t look at all like real cushions, etc. When it clicked though, it let us do incredible things that looked great and gave players that ridiculous creative freedom.

And lastly, the usage of C# heavily affected development in that it allowed us to do certain things much much more cheaply (creatively, not necessarily performance) than in Sims 1 and 2 and it gave our designers and “object engineers” (the team members creating objects, socials, etc.) the flexibility to prototype, often to a near shippable quality, almost anything really quickly.

That also allowed for way more of what I call “long tail” designs. A long tail design is a design that very few players may ever see or care about, but which the players that do experience it will appreciate. They can make a game feel much larger than it is because you have the feeling that even years later, you might discover something new. Every corner could be hiding something magical or just plain silly… often more magical and silly because you can’t believe it’s actually there at all.

Those designs are normally the first to get cut because the cost/benefit just isn’t there or is difficult to measure. But the ease with which the new foundation allowed for certain content to be created meant that a ton of those long tail features and quirky fun edge cases could be slipped in almost for free. That in turn was what allowed them to exist at all.

The Sims 3 Engine & Worlds

u/HouseUnstoppable:
From what I can see, the Sims 3 runs on a heavily upgraded Sims 2 engine right? Was it difficult taking that and making it go from the single lots to an open world?

Was is ever intended for the game to launch with more than one world, before Sunset Valley? Or was Sunset Valley always meant to be the big one?

Matt Brown:
I can see why people might think that, given that some key aspects of the game, like interactions on objects, object placement, rendering houses, build mode fundamentals, etc. could have been done in Sims 2, at least on the surface. But Sims 3 was an entirely new engine, from the ground up. Very ground up to the point that, we started with a green square and 100 instances of the same sim standing there in that field as a test. Everything from the core of the rendering to the language everything is scripted in to customization and the entire simulation are brand new. The requirements were just too different between Sims 3 and Sims 2.

Sims 2 was built on much of the core of Sims 1 however. The rendering, animation, build mode and whatnot were all new as they were much more sophisticated and properly 3D. But the simulation, scripting system, etc. were evolutions of the original game. Sims 4 is also an entirely different engine than any of the others… again, due to wildly different requirements, at least at the start of development.

I confess I couldn’t initially recall if we ever planned multiple worlds at launch. If we did plan that, we scaled it back so very very really really early that I blocked it out entirely :). In fact, according to a friend who was directing the engineering, World Adventures was extra difficult due to assumptions in the code that there would only be a single world. Properly supporting multiple worlds was part of what made that first pack particularly difficult.

ts3worldadventures franch scooter

Scrapped Sims 3 Ambience Feature

u/LizaKhajiit:
Hi Matt! Mike Sellers, who was a lead designer on The Sims 2 early in development, once talked about a feature that didn’t make it into the final game: an adaptive environment system that would change the lighting, music, and camera angles based on the kinds of objects the player placed – like shifting the tone toward horror or romance depending on your decor. He said it was his favorite removed feature.

Do you remember this system? I’d love to hear more about how it was supposed to work, how far it got in development, and why it was ultimately dropped.

Matt Brown:
That’s really interesting. I don’t know that Mike and I ever overlapped. Although, when I came on as the technical director, initially on Sims 2, the game barely existed as a game. It was kind of a green screen with some gray boxes and really, really early, build mode largely brought over from Sims one. But the 3D engine was propped up, and the Sims 1 simulator and the Sims 1 tool chain for scripting objects and whatnot, was functional… very, very buggy but technically functional.

As to that specific feature, I wasn’t there when it was being discussed. That must have been extremely early in development, and I never saw a design for it. I think I heard it mentioned briefly in a conversation. The description on that Quora page sounds roughly like what I heard mentioned. The idea was basically to analyze various contextual elements moment to moment (objects, placement, sims and sim state, current interaction, etc.) and then procedurally place cameras and lights, trigger music and SFX, etc. to create a more cinematic moment that (hopefully) amplified and elevated the moment.

Personally, I wouldn’t have incorporated that design, and in the end we didn’t. I would see that as having similar issues to emotions in Sims 4 in that it over prescribes a narrative. I got into the emotions design a bit in an earlier answer and why that seems cool on the surface but largely goes against what makes The Sims special. I could see providing those same tools to builders or puppeteers though, so that they could apply them to a room, or even apply them to a sim, so that when they did a certain social that always happened. I think that could be really funny, and it would allow players to create some compelling moments and some very strange ones :).

But similar to the emotion discussion, I think that runs the same risk. Sometimes you’ll get it right, and it’ll be almost like a magical easter egg that the game noticed all clever like and really embraced and amplified what you were trying to do. But more often than not, you’re likely to be wrong. And that means you might be trying to have a romantic moment, and your Sims are kissing for the first time, and suddenly it starts playing horror music and lights everything demonic red, because there’s a Sim who hates you standing in your front yard, but you didn’t even see them.

Obviously, you can imagine a system that’s perfect, but you also can imagine that it likely rarely would be and in general I would consider those violations of players’ mental models to be more negatively impactful than the benefit that you might get from occasionally correctly guessing their intent. Moreover, you’d need to do a crazy number of them or players would get tired of them really quickly, particularly in an “evergreen game” like The Sims.

The little “life moment” cinematics in Sims 2 (e.g. first kiss, giving birth, etc) for example, already bug people, and even though those were intended to be extremely low frequency and were quite well done, they still get old fast.

But that’s just my take. Design is subjective :).

The Removal of Create-A-Style

u/sosteph:
Why step away from the customization of sims clothing and all items?

Matt Brown:
With the caveat that, other than a month or two of some very preliminary planning for Sims 4, I was not involved in the development of the base game… I’m very aware of its development history.

But the main reason from my understanding is that that level of customization, that sort of layers and layers and layers of every material on every object that could be comprised of any print with multiple regions with custom colors for every region… All of that was extremely difficult to to implement and extremely difficult to make performant (and it arguably still isn’t always). So that capability was baked into the very core of the engine from the beginning. It was actually something I’d wanted to do on Sims 2, and when we started Sims 3 from scratch, I finally had a chance. So it’s baked into the “soul” of that engine.

When they went to make Sims 4, it was being designed initially as an MMO… a massively multiplayer client/sever sorta joint. And those often rely very heavily on optimizing streaming and compression and lots of things to make the world function properly at that scale without load screens. And as a result, MMOs generally have very different constraints and limitations than traditional “load-screen” games.

And with that many players just running around with individually customized Sims in their pink and purple paisley slacks all willy nilly, and everything being unique, it really just couldn’t have been done practically in that world. Then when the Sims 4 pivoted back to a a single player experience that customization hadn’t been baked into the core of the engine, and there was no practical way to bring it back in time. Incidentally, we did largely pull this off many years later in Titan at Blizzard (before it pivoted to Overwatch). Unironically, Bruce Wilkie also worked on that :).

That’s my understanding. It’s possible there were some design disagreements as well. There was always a contingent that thought being able to change the materials on an object kind of screwed with the gameplay mechanic of nice objects satisfying motives more efficiently and being more expensive, and lame objects being less efficient, cheaper, and more ugly. That crazy Sims 3 level of customization basically decoupled the aesthetic from the function, and I know there were some people who didn’t care for that. That was part of the reason we didn’t do it in Sims 2, but I don’t believe that’s the reason that it was removed between Sims 3 and 4.

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How Modders Impact Development

u/casey4190:
Did the modding community impact the development of the game in any way?

Matt Brown:

Oh definitely. The modding community had a significant impact on the way we thought about a lot of features. I can think of several examples where the consideration of the health of the modern community and all of that were significant factors in the design.

For example some of the communally viral ways that people played sims 2, like legacy challenges and similar “long play” challenges were always front of mind during Sims 3 development, as both from a technical perspective and a design perspective, we needed to make sure that everything stayed as stable as possible when played that way. We wanted the game to keep running as well as possible when you’ve played for 20 generations, and we also needed the game systems and simulation to continue to function that far down the line. When things simulate and systems run for long timelines, they often accumulate small (rounding)errors, imbalances, multiplicative compounding (see Sim genetics :)), etc.

In many cases in and out of The Sims, designs don’t have to deal with those issues and can be much simpler for it. Often that’s due to most systems having natural “reset points” like levels, rounds, runs, matches, etc. that prevent most systems from accumulating state. Thanks to legacy challenges, we didn’t have that luxury :).

Another example might be the extensive customization of objects… materials, prints, colors and all of that. That was a something I was very passionate about (since early Sims 2). I wanted the capability as a service/present to custom content creators, as they clearly love that sort of customization, and this felt like a crazy enabler for them. But on the other hand, I had a real concern that this could gut the modding/custom content community. So much custom content, at least superficially, was retextures and recolors, and making it trivial might devalue that content to the point that no one bother to share it. That simpler custom content creation also served sort of as an “on ramp” for creators to more sophisticated custom content, and building it all into the base game could potentially remove the motivation to step into that broader custom content world.

In the end we decided that it was important enough and sort of transformative enough for the franchise that we were willing to take that risk with the hope being that the community would step up or step into other types of customization. And they clearly did. 🙂

And I’d also consider the use of C# as the scripting language in Sims 3 (used for all of the systems, objects, etc.) to be heavily influenced by the modding community. The primary reason for using it was to enable modders to do much much more than they could in previous games and to make it actually “professional” and properly supported. Imagining what crazy things future Sims 3 modders would want to do (based on the Sims 2 mods at the time) was key to designing the whole environment.

In the end, we weren’t able to ship it to players (reasons and longer discussion elsewhere in this thread), but the crazy depth and breadth of content in Sims 3 is a direct result of using C# for scripting and the flexibility that gave us… and that was motivated by the modders (even if they never got to unwrap their present).

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The Sims 2 Development Troubles

u/LizaKhajiit:
What was the most stressful part of developing The Sims 2?

Matt Brown:

There were several notably stressful bits in The Sims 2 development. For me personally, I was directing the engineering for the sequel to one of my favorite games at arguably my favorite game studio, and I desperately didn’t want to screw that up.

But as to the game itself, I’d say the most stressful part was probably how incredibly successful The Sims had already been. Some of the original team was working on Sims 2 and that helped bridge the gap, but Will wasn’t involved, and there was a pervasive sense that no one was really quite sure exactly what made it so successful. I used to joke that our “mission” on Sims 2 was “Don’t screw it up”. That largely led to what I call a 3M design (3M = More More More) in which you mostly look at what worked in the previous version and just do a bunch more of it. There’s nothing inherently wrong with that, and it led to vastly expanded build tools, gorgeous visuals, tons more objects, teenagers, etc.

However, it also meant that as we were nearing the end of development, we realized that the core of the game loop felt eerily similar/identical to the original game. There was a bit of a panic at that realization and a worry that all a “pretty Sims 1” wouldn’t be enough to carry the franchise forward. That wasn’t a remotely accurate or fair assessment of what was there, but it stuck with someone, and we needed to propose a “fix” (not really quite how game development works :)). In the end, we promised that if we could get another 6 months (iirc), we could add “key new features that will more clearly differentiate Sims 2 from Sims 1”.

In the end, they did give us the time, and those features turned out to be a bunch of extreme personality-based behaviors/interactions/socials and Wants and Fears. I don’t know that those transformed the experience (although wants and fears did give the Sims more depth and could make them feel “smarter”), but the extra time also let the team fix tons of bugs, optimize things, and to add a ton of smaller little bits that really made the game feel loved. And being trusted enough to be given time to “extend” and polish the game ended up being a positive thing for the team.

Plus… those heavy handed personality bits pointed the way towards personality traits in Sims 3, and Wants and Fears led to Dreams and Promises (both of which are some of my favorite systems).


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