kezzplayssims - Kezz Plays Sims
kezzplayssims
Kezz Plays Sims

Hi! I’m Kezz. 30-something. She/Her. Australian 🇦🇺🦘CAS Enthusiast. TS2 era lover. Maxis-Mix. WCIF friendly.

321 posts

Kezzplayssims - Kezz Plays Sims - Tumblr Blog

kezzplayssims
6 months ago
...plug A Little Weird But Shes Chill
...plug A Little Weird But Shes Chill

...plug a little weird but shes chill💯


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kezzplayssims
6 months ago
kezzplayssims
6 months ago
This Is My Girl Alma

This is my girl Alma 💞

She is the first sim I've made that I've considered an OC. I made her to do the Globetrotter Challenge but I've been hoarding her to myself for a while. I love her so much! Does anyone want to meet her family or know her life story? I'll get around to the challenge one day soon.


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kezzplayssims
6 months ago

Tonight I actually played the game for the first time in ages, instead of just CAS or build mode, and it was fun!

I really want to do the GlobeTrotter challenge and I think I will do it now, instead of waiting until every world is perfectly set up and every sim made over. Embrace the chaos!

I’ll post a pic of my GlobeTrotter sim tomorrow.


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kezzplayssims
6 months ago
kezzplayssims
6 months ago
The Smith Family
The Smith Family
The Smith Family
The Smith Family

The Smith Family

Pollination Technician 9, Jenny, Johnny and Jill Smith.


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kezzplayssims
7 months ago

bella goth is mexican btw. won’t be taking any further questions at this time


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kezzplayssims
7 months ago
Build-A-Vampire Challenge By @hauntedtrait! So Much Fun! I Don't Play With Occults So I Had To Download
Build-A-Vampire Challenge By @hauntedtrait! So Much Fun! I Don't Play With Occults So I Had To Download

Build-A-Vampire Challenge by @hauntedtrait! So much fun! I don't play with occults so I had to download some CC for her.

She is a prehistoric cavewoman vampire, maybe one of the first vampires. I kept thinking of the First Slayer from that episode of Buffy the Vampire Slayer and that's where this came from. Then I found a site that randomizes cavewomen names and one of the rolls was Bodgol and so she was born!

My prompts were: Color- (5) earth tones Hair- (dragon) ginger (oops its brown instead) Eyes- (fox) red Theme- historical Extras- (cooking) scars


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kezzplayssims
7 months ago
Happy Pride Month! These Are Cute!

Happy Pride Month! These are cute!

Happy Pride Month Hugs And Smooches To All My Fellow Queer Friends!!!

Happy Pride Month 💕 Hugs and smooches to all my fellow queer friends!!!

Source


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kezzplayssims
7 months ago
Build-A-Vampire Challenge By @hauntedtrait! So Much Fun! I Don't Play With Occults So I Had To Download
Build-A-Vampire Challenge By @hauntedtrait! So Much Fun! I Don't Play With Occults So I Had To Download

Build-A-Vampire Challenge by @hauntedtrait! So much fun! I don't play with occults so I had to download some CC for her.

She is a prehistoric cavewoman vampire, maybe one of the first vampires. I kept thinking of the First Slayer from that episode of Buffy the Vampire Slayer and that's where this came from. Then I found a site that randomizes cavewomen names and one of the rolls was Bodgol and so she was born!

My prompts were: Color- (5) earth tones Hair- (dragon) ginger (oops its brown instead) Eyes- (fox) red Theme- historical Extras- (cooking) scars


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kezzplayssims
7 months ago
BUILD YOUR OWN VAMPIRE (a Cas Challenge By Hauntedtrait)

BUILD YOUR OWN VAMPIRE (a cas challenge by hauntedtrait)

I looove cas challenges, and I've been particularly enamored with these where you roll or pick attributes based on something about yourself, I also love vampires so I combined the two! The only rule is to have fun! Also, you don't HAVE to pick attributes based on yourself, you're entirely welcome to randomly roll for those too! Use the tag #ht: vampcas to showcase your creations!

The same list that is on the image is under the cut for accessibility.

birth month = color scheme

1-2: bloody red

3-4: demure pastels

5-6: earth tones

7-8: dark and moody

9-10: black & white

11-12: bright and colorful

favorite mythical creature = hair color

dragon: ginger

sphynx: brown

phoenix: blonde

unicorn: white

chimera: multicolored

hydra: fantasy colors

hellhound: black

favorite animal = eye color

snake: blue

spider: black

bear: brown

wolf: purple/pink

tiger: yellow/orange

shark: white/gray

hawk: hazel

fox: red

alligator: green

favorite hobby/ies = extras

cooking: scars

fiber arts: piercings

gaming: prosthetics

painting/drawing: tattoos

sculpting: body horror

programming: glasses

outdoor activities: freckles/beauty marks

playing an instrument: weird eyes

randomly generate a theme

romantic

gothic

emo/scene

victorian

1920s

1950s

1960s

1970s

1980s

1990s

y2k

modern day

historical

rockstar

dark academia

futuristic

urban

punk

hippie

minimalist

maximalist

out of this world

western

animalistic


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kezzplayssims
7 months ago

Psssst! Hey! Yes, you! We need to talk about clubs:

Using the Clubs for Immersive Gameplay

Of all the systems that Sims 4 has, the club feature is probably one of my favourites (Restaurants are a close second, but they're not why we're here today!) Clubs are one of the easiest ways to increase your immersion when you play and make the random townies that show up on community lots just a tiny bit less random.

The Basics

Often, people are mostly concerned with the groups their active sims are in. You might already have a club to keep track of your sims' closest friends, study group, or baby daddies, we don't judge here.

Clubs are also a great way to automate what you want your sim to be doing with less micromanaging, but for immersion, we're actually more interested in clubs for the sims you don't (or rarely) play.

WTF are the neighbours doing?

Most of the pre-made clubs are kinda meh. I prefer to add my own so I can make my community lots just a bit more lively and make sure people's activities make just a tiny bit of sense because the autonomy in this game is not great. These are just for inspiration based on clubs I often add to my own game:

A group of teens who meet at the retail clothing store to try on clothes and gossip about Nancy's nose job or whatever.

A local bowling league (complete with uniforms) who meet and bowl - just don't fuck with The Jesus.

An HOA of Karens who meet at the park to clean, raise property values, and be mean to people.

Geeks and gamers who meet at the local arcade to awkwardly flirt over pizza.

Comedians who meet at the local comedy club - you can even use the club doors to make a VIP backroom only for the performers.

Sports teams - such as a basket team who meets at a local basket court, or a swim team who meets at the local pool (you can even give them tiny matching speedos!)

Scouts! The scout feature is cute but it's a rabbit hole, boo! But you can make a Scouts club, complete with uniforms, and have them show up in parks where they can do various activities and work on their badges. Add a teen or two to supervise the younglings, their parents will be so proud, aww.

A sorority or fraternity in university who meet up at the local bar in matching varsity jackets to make all the other students feel inferior.

A group of old ladies who meet at the park to knit or cross-stitch and brag about the accomplishments of their descendants.

A "business" club, usually CEOs, lawyers and such, who meet in fancy bars to hold important business meetings and probably commit white-collar crimes, so predictable.

If you have a sim with an office/work from home job and you'd like to pretend they actually go to work, you can make an office building and a group of "coworkers" who'll show up to drink coffee, chat, and work on computers next to them in the office. It'll even simulate rotating desk assignments for an instant capitalist hellscape!

The possibilities are endless, and I find the club feature really useful to add little interesting scenarios to the background of my gameplay.

Thanks to SQOTD for inspiring this!

📩 Simblr question of the day: according to you, what are the most underutilized gameplay features in the sims games you played, dlc included? - @simblr-question-of-the-day


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kezzplayssims
7 months ago
* *

‧͙⁺˚*・༓☾ 🐚 ☽༓・*˚⁺‧͙  


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kezzplayssims
7 months ago

I, Kerrie/Kezz, play The Sims.

Pretty straightforward.

 Simblr Question Of The Day: What's The Story Behind Your URL?

📩 Simblr question of the day: What's the story behind your URL?

answer in whatever way is most comfortable for you and feel free to share this SQOTD around, make sure to use the hashtag SQOTD and tag me in separate posts ~ 💛

This question was contributed by an anon ! ~Thank you for the SQOTD contribution~


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kezzplayssims
7 months ago
Darren And Dirk Dreamer (my Version)
Darren And Dirk Dreamer (my Version)

Darren and Dirk Dreamer (my version)

I really wanted some OG lore in my save file, so I'm starting with the Dreamers.


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kezzplayssims
7 months ago
[JK] My First Job Was As An Assistant Producer For A Video Game Company Called Interplay In Irvine, CA.
[JK] My First Job Was As An Assistant Producer For A Video Game Company Called Interplay In Irvine, CA.

[JK]  My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.

[JK] My First Job Was As An Assistant Producer For A Video Game Company Called Interplay In Irvine, CA.

[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".

[JK] My First Job Was As An Assistant Producer For A Video Game Company Called Interplay In Irvine, CA.

[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!

Now for some of the development and lore related questions:

[JK] My First Job Was As An Assistant Producer For A Video Game Company Called Interplay In Irvine, CA.

[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along. 

Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.

On playtesting & the leftover sims data on various lots:

Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing. 

It was fairly organic, and as the game's functionality improved, so did our starter houses and families. 

The thought process behind the creation of the iconic three neighborhoods:

I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.

Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)

Pleasantview:

Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.

Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.

Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.

Strangetown:

Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.

The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc.  So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).

Veronaville:

But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.

[JK] My First Job Was As An Assistant Producer For A Video Game Company Called Interplay In Irvine, CA.

[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.

[JK] My First Job Was As An Assistant Producer For A Video Game Company Called Interplay In Irvine, CA.

[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.

We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.

In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.

[JK] My First Job Was As An Assistant Producer For A Video Game Company Called Interplay In Irvine, CA.

[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.

[JK] My First Job Was As An Assistant Producer For A Video Game Company Called Interplay In Irvine, CA.

[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.

[JK] My First Job Was As An Assistant Producer For A Video Game Company Called Interplay In Irvine, CA.

[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.

--

I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.


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kezzplayssims
8 months ago

not a flop post not to me if my 1 mutual likes it


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kezzplayssims
8 months ago
Sexy Farmer Man Outfit Check And A Chance To Ogle Him!
Sexy Farmer Man Outfit Check And A Chance To Ogle Him!
Sexy Farmer Man Outfit Check And A Chance To Ogle Him!
Sexy Farmer Man Outfit Check And A Chance To Ogle Him!

Sexy Farmer Man outfit check and a chance to ogle him!


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kezzplayssims
8 months ago

I don’t remember many careers from TS2, I know I liked running a store in Open For Business.

But for the very short time I played TS3 I LOVED the active firefighter career. I played it so much I totally neglected the rest of the family but I was BUSY!

 Simblr Question Of The Day: What Is Your Favorite Career From Any Sims Game?

📩 Simblr question of the day: What is your favorite career from any Sims game?

answer in whatever way is most comfortable for you and feel free to share this SQOTD around, make sure to use the hashtag SQOTD and tag me in separate posts ~ 💛

This question was contributed by: @igglemouse ! ~thank you for your SQOTD contribution~


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kezzplayssims
8 months ago
So I've Been Hanging Out In Chestnut Ridge And Watching 'Farmer Wants A Wife' And That Culminated In
So I've Been Hanging Out In Chestnut Ridge And Watching 'Farmer Wants A Wife' And That Culminated In
So I've Been Hanging Out In Chestnut Ridge And Watching 'Farmer Wants A Wife' And That Culminated In
So I've Been Hanging Out In Chestnut Ridge And Watching 'Farmer Wants A Wife' And That Culminated In

So I've been hanging out in Chestnut Ridge and watching 'Farmer Wants a Wife' and that culminated in Sexy Farmer Man. What a way to spend a Wednesday night.


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kezzplayssims
8 months ago
Spent Tonight In CAS. Single Dad And His Daughter. I'll Probably Never Do Anything With Them But They
Spent Tonight In CAS. Single Dad And His Daughter. I'll Probably Never Do Anything With Them But They

Spent tonight in CAS. Single dad and his daughter. I'll probably never do anything with them but they can live in my save.


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kezzplayssims
8 months ago
kezzplayssims
8 months ago
Spent Tonight In CAS. Single Dad And His Daughter. I'll Probably Never Do Anything With Them But They
Spent Tonight In CAS. Single Dad And His Daughter. I'll Probably Never Do Anything With Them But They

Spent tonight in CAS. Single dad and his daughter. I'll probably never do anything with them but they can live in my save.


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kezzplayssims
8 months ago

what do you play the sims on?

I dont know if you're talking about drugs or devices but i play sims on antidepressants and a laptop


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