Fun Fun works synergistically with your Social motive, in that a Sim with high Fun and Social scores will usually be in a good overall mood, which will help you Socialize and get promotions. Keeping your Sims entertained will make them much more easy to command. On the other hand, a workaholic Sim with no time for Fun and games will be consistently depressed, and thus less likely to make friends and get noticed at work.
Luckily, there are many dozens of items that you can purchase and utilize to let your Sim have Fun. To begin with, you should definitely buy and make use of a television set so that all nearby Sims can join in, which will help you satisfy your Fun and Social motives at the same time.
Televisions are relatively inexpensive group activities, and offer a fairly decent bang for their buck. The Trottco inch Television will offer your Sims four Fun when they sit down to watch it, and, depending on their personality traits, you can change the channel to add even more Fun. If you can unlock it at Tinsel Bluffs, then afford to pay almost 10, simoleons for it, your Sims will get to watch every channel of television simultaneously, resulting in nine Fun, eight room, and whatever television bonus your Sim gets as a result of their personality traits.
Since all channels are on simultaneously, Sims with differing personality needs can sit together and they'll all receive their bonuses. The Hellagraphix should usually be the first thing on your Fun item shopping list.
There are other group activities that your Sims can use to boost their Fun and Social scores at the same time. The most prominent of these is dancing; you'll note that there are numerous models of stereo systems available to you. If you position one of these on a surface near an area of your house where your Sims have a bit of room to move and congregate, you'll find it much easier to host impromptu get-downs.
You can also dance by yourself if you're not looking to build up your relationships. For more general, one-on-one Fun, two Sims can use the Table Tennis board for a large boost of Fun, but a pool table may be a better choice once you can afford it, simply because you have the extra option of letting your Sim use it by him or herself.
Speaking of solo Fun, you can choose to enjoy most of the group activities, such as dancing or pinball, by yourself, or you can dedicate your Sim's free time to playing computer games. An inexpensive computer is a useful tool for job searching, but any of the three models can also be used for a bit of recreation, with the Meet Marco computer doing the best job of satisfying your Sim's Fun need. In addition to pure Fun, however, you'll also want to consider items that boost your Sim's Fun score while also taking care of their other needs.
For example, there are plenty of items underneath the Skill section of your Buy menu that will help your Sim have Fun while they learn vital skills that will help them advance their careers or be more handy around the house. Your skills aren't something you need to worry about every day, like your motives, but you will need to gradually increase them to ensure that your Sim is able to gain promotions. Combining your skill advancements with Fun is a great way to satisfy your immediate motives while ensuring that your Sim's future is rosy.
Unfortunately, most of the items that combine Fun with skill advancements are fairly expensive. You can learn more about these skill-boosting items in the Careers section below. Room Room is your Sim's last and most enigmatic motive. It tells you, at a glance, how your Sim is responding to the room that they're currently inhabiting. A spacious, clean room with plenty of high-quality furnishings will enhance their mood, while rooms with dirty dishes scattered about, trash on the floor, and lamps with burnt-out light bulbs will prevent them from feeling content.
Boosting this motive will require you to buy many and sundry decorative items to place throughout your Sim's house. First, though, keep in mind that your Sim's mood is only affected by the room that they're currently in, with the area outside your house considered as a single room.
Some items add to the room score while allowing you to fulfill another motive at the same time, such as a high-end television. Items need to be used to gain motives or build skills, but any item with a room score will always add that score to your room motive, whether it's being used or not.
Indeed, most of the items that will help you with your room score will be simple decorations, some of which will have interactions, but most of which will just sit around passively adding to your room motive, and thus your Sim's overall mood, while he or she can concentrate on the more urgent motives. Apart from the high-end electronics and furniture, most of your room-boosting items will be found in the Decorative section of your Buy menu.
One of the earliest items that you should consider are the Pink Flamingos, which add two to your room score for a mere 12 dollars.
Since your Sim's mood is checked immediately before they go to work, and their mood before they get on the bus or carpool depends on your outdoors room score, you'll need to make sure that it's high, and the Pink Flamingos are a great, cheap way of boosting it.
You have many more items that are available for your indoors areas. Most of the cheap items will only boost your room score by one or two points, and can actually wind up costing you extra money and time in the long run.
It's usually best to stick with static, nonliving items like paintings and rugs. As you scroll through the item listings, you'll notice that there are many different items that offer the same room boost at varying prices.
Some of these items, like the Love in Baghdad movie poster, have random appreciation, meaning that they have a slight chance of becoming more valuable after you buy them. In general, though, you're going to have to rely on your job to bring home the bacon, so choose the cheapest item that has the room score that you're looking for.
The best high-cost item is the Portrait Grid by Payne A. Many of the insanely expensive decorative items actually offer a smaller room boost, or improvements that simply aren't worth the money. As far as bang-for-the-buck goes, the Portrait Grid is definitely something you should save up for.
Lighting also affects your room score. Not all lighting options will read out as having a room boost although the more expensive options will , but your Sims enjoy staying in well-lit rooms, so ensure that the common areas of your house are brightly lit with multiple lamps, if necessary. Lighting is generally cheap, so feel free to be profligate with the expenditures here.
If you value your room score, it's important to keep your house clean and free of unpleasant messes. Each dirty plate or puddle of water on the floor can effect a huge swing in your room score, so be sure to get the best kitchen equipment possible, and charge one of your roommates with always picking up after the messiest guests.
Maid service can help a great deal with general maintenance of this sort, so be sure to call one up and let her deal with the worst situations.
The exterior of your house, as mentioned, is important due to the effect it has on your Sims' mood before they go to work.
There aren't quite as many options for improvement outside as there are inside, but with Pink Flamingos and a variety of plants which you can buy using the Build menu, instead of the Buy menu , you can make sure that your outdoor parties are a hit, and that your Sim catches the ride to work in an upbeat mood.
If you notice that your exterior room score is nose-diving, you may want to sell any dead plants that are scattered around these will have a sell value of zero dollars in your Buy menu , or knock down a wall leading to the interior of your house so that the room scores can be combined.
Relationships Whether you're playing in Free Play or Bustin' Out mode, a large portion of your Sim's time will be dedicated to making and keeping friends. Although having a large group of friends has benefits in and of itself, it's also important because each career path will require your Sim to have numerous friends before you can earn promotions. Before you get to the highest level of earning in a career, your Sim will need to have at least half a dozen close friends; acquaintances don't count!
This chapter will tell you how to make, and more importantly maintain, your friendships. Meeting Other Sims In either mode of the game, your Sims will have the opportunity to interact with dozens of other characters. They will have the opportunity to become friends with the other Sims that they live with, any neighbors who stop by to visit, or they can call up any of their acquaintances and ask them if they'd like to stop by. You're going to need to take advantage of all of these avenues of relationship-building if you want your Sim to be healthily Socialized; this will keep his or her Social motive near the top of the bar, but will also let them build up a network of friends.
You can keep track of your Sim's friends by pressing right on your controller's d-pad; while holding the button down, you can use your right analog stick to scroll through the Sims that he or she has met. A Sim won't appear on this relationship menu until you've interacted with them in some way. After you've talked to a Sim, you'll be able to check up on your relationship score at any time. This score is on a scale of absolute enmity to best of friends.
Positive interactions will boost this score upwards; while interactions that cause two Sims to like each other less will send you towards the negative zone. Luckily, there's a lot of feedback during your Sims' interactions; pleasing Social transactions will result in large green plus signs floating above your Sim's heads, while displeasing interactions result in red minus signs.
You'll know when a mere acquaintance becomes a friend: you'll spot a big, green happy face float up above their head on the game screen, and another happy face will appear next to their portrait on your relationship menu. This doesn't occur until your relationship score reaches above 60, so you'll have a lot of work to do to transform a Sim from a stranger into a friend. Keep in mind that, although two Sims usually become friends at the same time, it is possible for Sim A to consider Sim B a friend, while Sim B doesn't have Sim A as a friend.
This is because each Sim keeps his or her own relationship score with each other Sim. Generally these scores will be close enough for each other for any two Sims to always be friends with each other, but if you let your relationship score with another Sim drop dangerously close to 60, that other Sim's score may actually be lower, so they may stop considering you a friend before you do. If you notice that one of your relationship scores is nearing the lower threshold for friendship, you'll want to call up that Sim and get some relationship points before they start to drift away!
Your relationship scores with other Sims automatically decay by two points every day, which means that even a steadfast friend will slowly but surely become a mere acquaintance if you don't attempt to stay close.
Before We Begin It's important to remember that other Sims in the game world have their own needs and, indeed, their own motive ratings. Although you won't always be able to see these motives, they will affect every other Sim's mood during the game, and thus, their ability to Socialize with your Sim. Relationships are a two-way street, after all, and even if your Sim is having a grand old time at a party, if every other Sim there is in desperate need of a bathroom break, you can expect to have a hard time making friends, since everyone else will be fretting about their impending loss of Bladder control or mortified about the mess that they've left on the floor.
When Sims arrive at your door, they'll usually be in dire need of food and Bladder relief. After they've satisfied these motives in that order , they'll start to consider moving on and getting some Fun and Comfort.
For this reason, your kitchen should be situated as closely as possible to the primary point of entry into your house, which is usually the door that's closest to the sidewalk. Ideally, this door should open directly into the kitchen, or at least onto the countertop where your Sims place food after preparing it on your stove. Since other Sims will be wanting food first, you should always choose the Serve option when clicking on your refrigerator to make a plate of meals, at least during "visiting hours".
Guests will never come by between 1 AM and 10 AM, so don't worry about making extra food then. A nearby table should have at least six chairs around it.. Next up is the bathroom. You'll notice as you play the game that Sims dislike having to pee when other Sims are in the same room. You'll therefore want to have at least two toilets within easy reach of your kitchen and Fun areas.
These don't have to be elaborate affairs, and in fact the room score of a bathroom isn't something you need to worry about at all.
As long as a bathroom has enough room for the toilet, and perhaps a floor lamp, you're golden. You can add simple 2x2 rooms onto the exterior of your house, where applicable; put a window onto one of the walls for light, add a toilet and a sink, and your bathroom is finished. Adding one, two, or even three of these to your house will help prevent your guests from getting bunched up in bathroom doorways.
Don't worry about showers or baths; your guests will never attempt to satisfy their Hygiene scores while visiting you, except via hand-washing. Lastly, you'll need to have somewhere to entertain your guests. If possible, have this in a separate room from your kitchen, to avoid a dropping room score due to messes there, but if this isn't possible, don't worry overmuch.
You'll need to have a few Fun items that your guests can interact with, preferably in groups. We'll mention the Hellagraphix console multiple times in this guide; it's unlockable at the very beginning of the Paramilitary career track, and offers nine Fun to anyone who plays with it.
It is expensive, but very much worth the money. You should also throw in a nice stereo system for your more Active guests. Visitors will gravitate towards group activities, so spending an exorbitant amount of money on a computer or other solo-Fun object isn't recommended. Don't forget to spend extra money on the most comfortable couches and recliners available for this area.
Getting to Know You Transforming a character from a stranger to a friend isn't a difficult process depending on the character , but it can be time-consuming. It greatly helps to have a Sim with high marks in the Outgoing and Nice personality traits; they'll have more Social interactions available to them, and will be more likely to get positive results when they attempt to engage other characters.
If your Sim is nice and outgoing, you can accelerate the rate at which you make friends, which helps you scale the career ladder at a quicker pace. When you're in the early portions of the game, your careers won't require a large number of friends, so you should concentrate on making one or two friends and getting your relationship scores with them as high as possible.
As your career begins to require more and more friends, you'll need to expand your Social horizons while not letting your earlier friendships disintegrate, all of which requires a precarious kind of balancing act. Pimps should be greeted promptly upon their arrival. First off, though, you'll need to know how to make a friend. Socialization options are obviously available with your roommates, but you'll need to expand beyond just the people you're living with if you want to gather a large enough group of friends to earn the highest promotions.
During the game, you'll notice that Sims will continually be dropping by your house and ringing the doorbell. None of these Sims will come in unless you greet them, which consists of walking outside and shaking their hand.
After they've been greeted, your guests will make themselves at home and begin abusing your hospitality. Note that this greeting action is required for both random passers-by and Sims that you call on the phone and invite over. Also note that Sims won't arrive in a mood suitable for Socialization; see the Before We Begin section above for more information on this.
When you move your cursor over a character, you'll notice that a few different interactions become available. The most basic of these is the plain talk option; this is a low-risk way of getting a character into your relationship menu.
You won't earn a huge amount of relationship points from simple talking, but conversely, you won't be risking any huge losses, either. Sims are more likely to be offended by overly friendly actions, like joking or compliments, if they don't know your Sim very well. Also, even if a Sim dislikes the topic of discussion, their relationship score with your Sim will never drop more than three points, which is relatively insignificant.
So start out by talking, and repeat the action until you hit a relationship score of around After the Sims have hit it off, you can move on to more powerful, but still relatively low-risk actions, like joke and compliment. Joking more than doubles the relationship score bonus of talking, when your target laughs out loud at your witticism, but it also has a larger penalty for backfiring, so you may want to preface this interaction with talking to gauge your target's mood before proceeding.
Other mid-level interactions, like scare, tickle, and tease, have disproportionately large penalties when they backfire when compared to the bonus when they succeed. Best to stick with the jokes; you may offend a Sim, but not as much if you try to touch them when they're not in the mood.
As you get closer to the 50's and 60's, entertainment is also a good choice. Overall, though, compliment is your best bet for non-friend interactions. I'll Be There For You After you've made a friend, you'll be able to move on to the riskier physical interactions, which will help you get your relationship score up to Reaching isn't always necessary, unless you intend to propose to that character, but getting up around 80 with each friend will help forestall the inevitable backslide in your relationship score, and give you a couple of weeks before you'll need to call that Sim over to Socialize.
Of the physical interactions, Dancing is definitely the least risky. If your partner accepts your invitation, your Sim will gain eight relationship points, while the other character gains ten. If they choose not to dance, you both lose five points, which is not much worse than with a failed talking interaction. For this reason, a sound system should be prominent in your Socialization room, and don't skimp on the cost; a high-end stereo will let your guests fulfill their Fun motive on their own, before you move in and take advantage of their excellent mood.
Hugs are also good ways to get large bonuses to your relationship scores. Although the penalties for a failed Hug go up negative ten points for both characters, you're much more likely to get a neutral reaction from a character you're already friends with.
Neutral reactions aren't great, but they do add a small number of positive points to both characters' relationship scores. At any rate, once both characters acknowledge each other as friends, the physical interactions are much more likely to succeed. Things like Kissing and Hugging can also lead to a romance between two Sims. Let's Get It On After you've become very good friends with a character, your Sim can try to take things to the next level by becoming lovers.
As mentioned above, the more physical your Sims get, the more likely they are to get large boosts to their relationship scores, which in turn lets you attempt the riskiest maneuvers. After you've gotten a character into the 70's or 80's on your relationship menu, you can attempt to Kiss or Flirt with them, which should initiate a romance.
You'll see hearts float above each of your heads, which will let you know that you're now considered to be lovers. Other intimate physical interactions can lead to love, which has its own drawbacks, so try to avoid anything involving kissing or touching. Hugs are safe, though. Interactions like this one quite often immediately precede the playing of Barry White albums.
Being a lover with another character gives you a much better chance of pulling off the high-boost interactions like Feather Tickle or Passionate Kiss, which should rocket you to a score very quickly. It's very important that you make sure your partner is in a good mood, however, because these interactions have huge penalties if you fail.
Passionate and Friendly Kisses, for instance, knock off 15 points from your relationship score when your partner rejects you, which wastes time, since you'll have to work your way back into their good graces before trying again. After you reach the high end of the relationship spectrum, you can try to lock on the ol' ball and chain by proposing to one of your lovers. It's difficult to get a Sim to accept a proposal; they'll need to be in a very good mood, they'll need to be of the opposite sex, and both of your relationship scores will have to stay near for a while.
You can expect to be shot down after your first few attempts at proposing; your lover will usually give you an idea of what's wrong. They may be hungry, or tired, for instance. You'll have to take care of whatever ails them before they'll accept your proposal. One way to boost your chances of success is to propose early in the day; if your lover and you sleep together, try to get both Sims to hit the sack at the same time, then propose as soon as possible after you wake up, when your lover's comfort and Energy scores should be nearly maxed out.
If they're hungry, serve them a meal and then try again. Keep hammering away, and eventually you'll have a spouse! In Bustin' Out mode, you can only propose to a Sim from one of the free play houses, which means you'll either have to call up the Tutti or Frutti houses and invite someone over, or visit them and get your charm on.
Even after you've obtained a spouse, you still have to be careful to maintain your friendship. If you let your relationship with your spouse slide too far down the scale, he or she will eventually get fed up and move out. Also, be aware that your lovers don't particularly appreciate polygamy.
The game doesn't penalize you outright for being a skank, or even for cheating on a spouse, but if your spouse or lover happens to see you getting intimate with another character via pretty much any interaction that involves physical contact , he or she will get very upset, and will usually attack your paramour, leading to bad feelings all around.
Feel free to satiate your carnal desires all you like, but ensure that you're alone with your partner when you do. This also works in reverse, though; if you have a lover who insists on dancing the day away with your guests, your relationship with the guest will drop through the floor, and what's more, your Social motive will plummet as your Sim becomes more and more despondent.
For this reason, it's a Very Bad Idea to become lovers with Sims that you can't control, such as Dudley, because you'll essentially be forced to retreat from whatever room they're in when a party is going on, lest your Social motive plummet to the bottom.
In point of fact, there isn't much point in making a Sim your lover if you don't plan on getting married, so you may want to stick to the basic Social interactions until you find that special someone. Fill in your details below or click an icon to log in:. Email required Address never made public. Name required. Join 52 other followers. Create a free website or blog at WordPress. Follow Following. Sims 2 Bustin' Out Join 52 other followers. Sign me up. The only really impressive aspect is just how many animations there are.
The Sims are a lot more active, have a more variation in animations since there's more stuff to do , which keeps watching them interesting. Your Sims are also a lot more physical, often taunting, tickling, fighting, or towel snapping other Sims.
Regardless, there are still some frame rate problems. Occasionally, the screen will stutter as you move the cursor about the screen. But, for the most part the game stays fairly consistent and load times are minimal unless you count the travel from place to place. Sound There isn't much of a musical score, unless you can catch a couple phrases of the theme music. However, there's usually enough other noise going on in the background that you won't notice the lack of soundtrack.
There's the murmur of conversation between Sims, the sound of dishes being washed, the night time noises, flushing toilets, alarm clocks, fire alarms, shrieking of near death experiences. It's all very well done, but nothing that you wouldn't be expected. Verdict Bustin' Out is like an expansion pack to The Sims that's being marketed as its own game.
It takes the same elements from The Sims , but tweaks a few things and adds new objectives, careers, items, and interactions to collect. If you're the kind of person that finds watching artificial lives entertaining than you'll probably be happy with Maxis' effort.
YES NO. In This Article. THE SIMS are making a big return to the console and this time they are bustin' out of the house and exploring all-new locations around town. Along the way, players can unlock and collect over a hundred of new objects and social moves exclusive to the console. Release Date. What did you think? IGN Logo Recommends. Only time will tell. He doesn't seem to stand up for himself much, as he constantly gets upset when people swear at him.
He doesn't understand social norms either, as he tickled a woman named Fanny that showed up on his doorstep and would also soil himself rather than using the toilet. Tim is also shown to be a loner, as he plays strip poker by himself quite a bit while Mimi is doing something else. It's possible that Tim is a kleptomaniac, as he stole all of his mom's belongings and sold them without her knowledge. He did the same to some of Mimi's furniture as well, though he replaced it with items of equal value.
Tim is also a furry, as he brought it up multiple times during the video. Many viewers on the video pointed out that Mimi is supposed to be the player's sister, therefore making Tim's relationship with Mimi an incestuous one. However, nothing on The Sims Wiki that confirms the player is related to Mimi, so this is just speculation.
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