Week 1 - Harris Household
I like to play the sims in probably a... different way than others. I like to bounce between pre-made houses, having fun telling stories that the creators set into place, while still allowing the sims their own time alone to do whatever.
So with that being said, I'm playing in the Evergreen Harbour world (or at least... starting there) with the Harris household. Let's get into it!
This is Cletus Harris. He is our matriarch's son, with his own family. His aspiration is Big Happy Family, and mid-week, I gave him the job of Freelance Crafter. His traits, throughout the week of gameplay, are Domestic, Family-Oriented, Freegan, Slob, and Vegetarian.
This is Faye Harris, Cletus' wife. Her aspiration is Master Chef, and she is in the culinary career. Her traits currently are Domestic, Family-Oriented, Freegan, Slob, and Vegetarian.
This is Francine Spencer, our matriarch of the family! Her aspiration is Serial Romantic, and we put her in the Retail Employee career. Her traits are Muser, Noncommittal, Outgoing, Overachiever, Romantic, and Self-Absorbed.
Next up, is Gideon Harris, Cletus & Faye's youngest song. His childhood aspiration is Social Butter, and his trait is Cheerful.
Coming in as a surprise for anyone who has seen this household in the game, we have Glenn Greenburg! He is the son of Francine and her girlfriend, Mary Greenburg. His infant trait is sunny 🌞
This is Jeb Harris, Cletus & Faye's eldest son. He's a teenager in high school with the soulmate aspiration. His traits are Gloomy, Good, and Muser.
And lastly, we have Mary Greenburg, Francine's live-in girlfriend. Her aspiration is Freelance Botanist, and she is in the fishing career. Her traits are Cheerful, Collector, Family-Oriented, Green Fiend, Loves Outdoors, and Muser.
The most important/exciting events during the week were:
Francine went to a lounge with Mary Greenburg, to see a celebrity. Instead, the two flirted a ton, and agreed to secretly start dating behind Mary's wife's back...
It is impossible to know what exactly happened in the Greenburg household, but within the day, Mary was asking Francine if she could crash at the Harris home for a bit. After the birth of Francine & Mary's science baby, the Harris' are beginning to think Mary has no intention to move back home.
Faye, working hard at her chef career, is regularly in the kitchen cooking up new things. Through trying all the new dishes, both her and Cletus have realized they enjoy tofu and faux-meats, and have chosen to venture down the vegetarian path.
Francine and Mary both got part-time careers, that way they wouldn't have to rely on Faye's sole income for their own lives. Cletus, as well, decided to start his own freelance job, which has allowed for him to get to know Mary a bit better; as she has a lot of experience in crafting!
Jeb, in the background of the lives of his parents & grandmother, has become addicted to coffee. One can assume this is from staying up late to do school work, perhaps? Or from writing gloomy poetry?
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10, 13 for Betty (#freeBetty), 30, 40
Thanks for the ask!! :)
This got long, so it's under a read more.
10. Was [insert fundie sim/family] always this conservative, or did they become this way over time? Were they born into a fundie family? Since being born/married, have they become more fundie, less fundie, or stayed about the same?
Christina's family, the Tidwells, were a quiverfull fundie family and Christina was the 16th of 18 children. She grew up deep in the Kool Aid and has always strived to be the best fundie she could be.
Jeb's family were also fundie, but were more relaxed than the Tidwells ("only" having 7 kids, letting girls wear dresses above the knee as long as they wore tights, etc). He believes in a lot of Christian values, but he's definitely more relaxed on it all.
After they got married, they began to even each other out. Christina made Jeb think about how to live a life that better glorifies the Lord and Jeb stops Christina from going too wild.
13. How faithful is [Betty] to the fundie lifestyle? Do they really believe in it all, or do they just go along with it?
Unfortunately, Betty's in there pretty deep. She's the second child, so Christina still had the time to give her direct teachings on fundie beliefs.
I think she has a somewhat ok ending, though. She's married to a Glutton that had a crush on her even when she wasn't size 0. It's not going to undo what Christina did, but I imagine that having a husband that supports her at any weight will help Betty live a better, happier life.
30. Do you randomize traits, storylines, etc., or do you carefully plan out each detail?
Both! When a kid is born, I use createarandomsim to decide who'll they'll become. Then I create storylines based around that and try to stick to it.
I used to use pretty much whatever came out, which is how we got Paranoid Gloomy Daniel and Glenn the literal Secret Agent Villain.
I've been more selective after Julie, though, since the first round of kids didn't turn out very fundie. Fun, yeah, but not fundie.
40. When you’re playing and not taking screenshots, what’s the daily routine of your main household?
At 4:30 in the morning, I'm milkin' cows, Jebediah feeds the chickens and Jacob plows, fool.
Okay but for real:
5am: I have Scumbumbo's alarm clocks so all the girls (and Jeb) wake up immediately. Christina takes care of her needs. Eve and Irene make breakfast. If something needs cleaning, I had Ann and Betty clean it back when they lived in the family.
6-8am: Eat breakfast and wash dishes. If Christina isn't pregnant, Jeb changes that before going to work.
Afterwards, I have the kids sit in the Kid's Room and do nothing for an hour to simulate Bible Hour.
Then it's on to skillbuilding. Createarandomsim gives them a skill, so I usually focus on that. For toddlers, it's whatever skill best matches what they'll focus on as older Sims. I use the homeschool learning system when I can to simulate some sort of homeschool going on.
Christian and Frank are the usual exceptions. I use the Explore mod to send them bowling with Tyrell pretty early on. Story wise, Christian tells Christina that he and Frank are hitting the streets to convert sinners. They do, but not until after bowling.
(This won't happen on the blog for another week, but nearly half the kids are currently experiencing punishment in my game. The punishments in the posts are actual restrictions I'm enforcing in regular gameplay, which is why I'm mentioning it.)
There's too many Sims to really do dinner, so whenever Irene or Eve get hungry they cook meals and everyone else grabs a plate whenever.
I send everybody to bed between 8 and 9.
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Storied Gaming: Chrono Trigger and Time Travel
(Note: Apparently the preview is experiencing what others have been experiencing off and on with the site. Please go through Keep Reading to see the post without the weird symbols)
The following contains minor to major spoilers for Chrono Trigger. I recommend playing it first prior to reading today’s article. It is available for the Super Nintendo, PlayStation 1, Nintendo DS, and PC via Steam.
When it comes to the more interesting ideas of the creative writing medium, whether it's on TV, movies, books or of course video games, it has to be the time-traveling motif. This narrative produces a myriad of possibilities; from making commentary on current events to creating “What if” scenarios with historical characters and figures, or the cause and effect of altering events in history itself. When it comes to time travel, we gamers think of the quintessential game that should be added to anyone's library, Chrono Trigger. What makes this game so interesting? Take a moment of your time to read this and see.
At the beginning of the game, we control our near titular character, Crono, as he begins his day before heading on to the Millenial Fair, where the people of Guardia are celebrating the turn of the new millennium. While going to the different venues, Crono (literally) stumbles upon Marle, knocking a pendant from her possession. After retrieving it and (hopefully) returning it to her immediately, the pair continue to enjoy the sights and sounds of the Fair, until an announcement of a great experiment is heard. Lucca, Crono's ingenious friend, demonstrates the power of her new invention: The teleport machine. Crono uses it first, and to the amazement of all, it works! Crono is sent from one pad to another. Marle, overcome with the excitement, wishes to go next, and this is where our story truly begins.
A temporal (time-related) accident occurs involving Marle and her pendant, sending her 400 years into the past. After some time, Lucca manages to recreate the accident, sending Crono to the past to search for her. Chrono explores his homeland of the Medieval Era until he goes to Guardia Castle, where he finds Marle, whom the people believe to be a queen. Moments later, as they spend some time alone speaking, she seemingly disappears in front of his eyes. Lucca manages to travel to the past as well, explaining that Marle is not only of royal blood but that during this time in history the real Queen of Guardia has been kidnapped, only to be rescued sometime later. Marle looks like her ancestor, and thus the search was called off. To this end, she explains,“As I recall someone was supposed to save her. But history has been changed!.. if the real Queen is killed... Marle will simply disappear.” Without the real Queen to mother her ancestors, she would simply disappear from existence entirely. Marle is then saved by her two friends by rescuing the real Queen, with the help of their ally, Glenn the Frog, who originally rescued the Queen. After, the three return to the spot where the time portal sent them, though instead of going back to the present, they instead go into the future, where they discover an unfortunate fate.
The beginning of the game presents a more common trope when it comes to the time traveling narrative: The Grandfather/Grandmother Paradox, and the concept of Time Erasure. The Grandparent Paradox is when the time traveler goes back in time to when either a point before their grandparent or parent is born, becoming involved with the relative of that era, and from there perpetuates the ancestral line as intended. However, when Crono meets with Marle, she disappears, as if removed from all reality. This is explained by Time Erasure theory, where a disruption in the course of history alters the present, and the result of the disruption causes the subject to disappear completely as if they never existed. Since Marle hadn't continued the family line with her great great grandfather (gross), and the real Queen never returned, Marle nor her mother would ever have been born, and thus that line of ancestral succession would have been lost, causing Marle to be removed from time itself.
Now, not all past altering experiences are as horrendous as Time Erasure. Near the end of the game, we are presented with quite a few side quests that require us to go back and forth through time. One such side quest involves the restoration of a forest. In 600AD, where Marle was nearly erased, there is a rather desolate wasteland seen on the world map which is caused by a tunneling monster. After defeating it, the robotic companion Robo offers his services to a botanist to help plant trees. Though we see him in the world map plugging away at the fields, it isn't until we return to 1000AD where we see the fruits of the labour at its fullest, with a sprawling forest covering the landscape, and a small shrine dedicated to both the botanist and a powered down Robo, who is later restored with the help of Lucca.
Even some game mechanics are affected by time. Some dungeons make a return from one era to another, both housing the same treasure chests. In these occasions, the treasure in the future can receive updated loot inside it, while you can go back in time to loot the original treasure for its item. Conversely, if you choose to loot the treasure in the past, it will remain open and empty in the future. There are also some dungeons and locations that, while they are visible in the past, cannot be accessed or fully explored until you go into the future. Only one location of interest, the Sun Temple, exists throughout all history of the world and is attributed to the Sun Stone side quest, which unlocks Lucca's ultimate weapon (Wonder Shot), and some awesome sunglasses (or, Sun Shades).
So while we have discussed some examples of how it conveys a time-traveling narrative, the main question to ask is: Is it scientifically sound? The short answer is no, but that isn't to say that the team who worked on this didn't try their best with what they knew. They did apply the Time Travellers Immunity theory, where those who travel through time retain the memories of the eras they visit, as well as the changes in history that otherwise would have been rewritten, but that isn't to say everything we know or theorize about time travel is applied in this game. It was released in 1995, and what we thought even then wasn't as extensive as it is now. Even my own knowledge of time travel is limited to narratives like Back to the Future, so to fault them with today's knowledge seems fruitless.
Does the lack of temporal knowledge diminish the quality of Chrono Trigger's story? Not in the least. The storyline and gameplay are still a marvel as they were back then. The characters are engaging and differ wonderfully. The progression of the plot is not at all jarring nor inconsistent. The soundtrack still holds up. Today, theories and speculations, musical remixes, fan art and fan fiction stand as a testament to just how much dedication and love there is for Crono and the gang, even after 20 years. For what it offered, in an era where JRPGs were still trying to hit the mark on Western audiences, I can honestly say it was a title I would always return to.
So what did you think of Chrono Trigger and time travel? Did it make you think about your nostalgic past? Let me know with a reblog, a like, or even a comment down below. I'll see you in the future with another article. Until next time.
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