Louis Labelle shakes the hand of a customer he has just sold a book to.
I wanted Louis to have a bookstore, so I started him a home business and figured I'd let him sell bookcases, and that would be close enough. Imagine my surprise when customers were buying books off the shelves instead - it's built right into the game! The number of books on the shelves goes down (at certain increments they change in look, so it's obvious they're depleted), and then they need to be restocked.
The green graduated thingamabobs over the customer's heads are a sales indicator. When I direct a Sim like Louis to sell something to a Sim, the indicator fills up, and when it gets full enough, they buy. Sometimes sales interactions go bad, though, and it goes down instead of up. There are sales badges depending on how well a Sim has mastered the various types of sales interactions. (I generally avoid the 'hard sell' since I find it tends to go bad the most often). There's a complicated system of customer star points that determines the rank of a business (from 1 to 10). Then there are business rewards, like being able to assess what kind of mood a customer is in. If you really cared you could look up all the details on one of various fan sites, but I'm just trying to give a flavour of how well thought out all these pieces of the game are.
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