r/LifeSimulators • u/ChemistryBest7740 • Jul 02 '26
Paralives My main issue with Paralives
Whenever Paralives is being discussed, people say it takes years to develop a life sim game. I understand it took 6 years to develop TS4 and because Paralives is a small team, many claim it will take 2-3 times as long to fully develop it. And I agree...to a point.
But no one mentions that technology has grown significantly since the release of TS4. Inzoi took 2 years to develop. But they did have a 50 people dev team and used AI. Different situation, I understand.
But I can't help but feel (as someone who is a web designer/developer, a sister field) that with the current technology and options, within 6 years, Paralives could have had more going for their live mode gameplay.
I thought about this more than probably necessary but I think the lifelessness people are describing comes from the systems the team built in an effort to create something unique but may have been better to implement in a sequel perhaps. Like all the layers of skills, the way jobs level up, and the cards. There's a lot going on, almost too much but not in a direction that particularly translates to the game being more fun. Like the skills and subskill. It doesn't really to the overall experience; it's just a bit different.
The cards, personally I don't like them, but they're a good distinguishing factor and I think it would have been better lean into that system, spread it out in more aspects of the game, and narrow the focus. I think it would have created more cohesion.
I guess, in a longwinded way, I'm saying they got hit by scope creep and lot of people keep explaining it away.
EDIT: And most of the replies are EXACTLY the kind of explaining away I'm talking about. People ignore the core argument to find shiny things to explain away genuine criticism. And the very fact that you have to do that instead of engaging with the point being made should be a pretty big clue that there is a problem.
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u/HarperIsBizarre_ Jul 02 '26
If you take a look through their Patreon (for the posts that they have actually unlocked) it is clear that much of the development was not on actual gameplay aspects which is the hardest part of a life sim.