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Self Discovery is a system introduced with Growing Together. It's a huge addition to the game, making your Sim discover new aspects of their personality through lived experiences. Does it actually do that? How does it really work, and what affects it?

Self Discovery Categories

Self Discovery is handled partly with- yet again- a set of "hidden motives". I always call them this, but they're called "Commodities" in tuning. Really, it's just a number value that goes up and down. Motives are a type of commodity, so it's just easier to explain it by calling it a hidden motive.

When the commodity hits minimum, you can get a Self Discovery moment that aligns WITH the category it's tracking. When it hits maximum, you can get a Self Discovery moment that aligns AGAINST the category it's tracking. For example, Min Active will give you a moment for Active or Adventurous, and Max Active will give you a moment for Lazy. The min/max alignment doesnt make sense at face value, but it's just because the numbers are oriented that direction, it's not actually measuring "how active you are", but when things that count as active are counted, they lower the value. Just think of it as "more active = more active discovery" and "less active = less active discovery" anyway.

(Additionally, when you get a Self Discovery moment, you may be prompted to SWAP a trait for another, if the moment is for a Trait that conflicts with one you already have!)

Here is a full list of all the Self Discovery commodities the game keeps track of. The first bullet point is the category, followed by lists of traits that can be earned from said category.

  • Active

    • Active, Adventurous, Lazy

  • Ambition

    • Ambitious, Chased by Death, Overachiever, Self Assured

  • Animal

    • Animal Enthusiast, Cat Lover, Dog Lover (There is no distinction between types of Animal discovery tracking, which is why playing with a cat might prompt the Dog Lover trait lol)

  • Creative

    • Art Lover, Creative, Maker, Music Lover

  • Critic

    • Foodie

  • Economy

    • Freegan, Klepto, Materialistic

  • Family

    • Family Oriented, Hates Children

  • Fragile

    • Squeamish

  • Green

    • Green Fiend, Recycle Disciple

  • Hygiene

    • Neat, Slob

  • Islander

    • Child of the Sea

  • Jealous

    • Jealous

  • Metabolism

    • Glutton, Lactose Intolerant, Vegetarian

  • Mood

    • Cheerful, Gloomy, Hotheaded

  • Outdoorsy

    •  Outdoorsy

  • Party

    • Dance Machine, Party Animal

  • Relationship

    • Loyal, Commitment Issues

  • Romance

    •  Lovebug, Romantically Reserved, Romantic, Unflirty

  • Scared

    • Erratic, Paranoid

  • Silly

    • Childish, Cringe, Goofball

  • Skill

    • Clumsy, Perfectionist

  • Smart

    • Bookworm, Genius

  • Snob

    • High Maintenance, Self Absorbed, Skeptical, Snob

  • Social

    • Bro, Insider, Loner, Nosy, Outgoing, Socially Awkward

  • Tech

    • Geek

  • Virtues

    • Evil, Generous, Good, Mean, Proper

Here's an explicit example of how this works: What on earth could make your Sim discover they are Lactose Intolerant?

1. The Metabolism tracker is tracking a hidden value in the background.

2. Certain actions make the tracker go in one direction or the other.

3. When one of these directions is fully explored, you get a Discovery Moment!

4. If your Sim was experiencing a lot of things that make them seem gluttonous, they'll get a moment that affords them the Glutton trait, but only if they aren't a Vegetarian or Lactose Intolerant.

5. If your Sim was experiencing a lot of food without meat, they'll get a moment that affords them the Vegetarian trait...

6. And, if they have recently drank spoiled milk, they will get a moment that affords them the Lactose Intolerant trait.

Interactions that contribute to the Metabolism tracker include:

  • Vegetarian/Lactose Intolerant:

    • Eating food that is tagged by the game as having "Meat Substitution", or vegetarian food.

  • Glutton:

    • Eating all food, Grand Meals, Participating in the Curry Contest, Ambrosia, Boiling Frog Hot Pot, Raw Fish, Vending Machine Snacks, Food Ball (I am not sure what that is?), Netherworld Snacks, and Dumpster Food, eating when above 75 hunger

So you can see that some of these systems are a bit silly. If you shovel vegetarian food down your Sim's throat all day and then they drink a glass of spoiled milk, they'll get asked about Lactose Intolerance, but if they haven't had spoiled milk they get Vegetarian. But it kinda contributes to things feeling a bit more organic and random at the same time to handle it this way.

For every single Discovery Category, there are interactions that contribute in either direction.

I'm not going to list them all. That would be crazy. But here's some fun examples:

  • Chased by Death:

    • I am actually not understanding when this one happens, I think it may be randomly possible whenever your Sim achieves an Ambitious discovery moment. I know for a fact it works as my Sim got this one, but it's not handled the same as the others. It seems to take over for the other Ambitious traits in general, instead of being "possible alongside the others". So if your sim has been achieving a lot they may fear death coming for them before they can do more!

  • Ambitious, Overachiever, Self Assured:

    • The Ambitious category is all positive traits besides Chased by Death (which is probably why they made it work differently, rather than add a whole new set of factors to make a negative track). Ambitious rewards can come from things like:

    • Admiring self in the mirror, practicing speeches or research and debate

    • Winning: Video games, card games, hackathon, chess, hoseshoes, darts, foosball, ping pong, voidcritters, karaoke contests, video game tournaments, debates, the curry contest, the weird hunger games rabbit hole competition you can be invited to with For Rent, the finchwick fair

    • Negotiating promotions, Graduating, progressing in the Honors Society at college, asking professors for better grades

  • Another one that is entirely one direction is "Squeamish". What makes a Sim Squeamish?

    • Witnessing fights

    • Changing dirty diapers

    • Seeing death

    • Narrowly escaping spider-like creatures during a specific Rocket Ship adventure

    • Sleeping in a bed someone died in

    • Apartment Problems (Mice, Goo, etc)

    • Getting Ticks from going through the Bramble Patch in Granite Falls

    • Using dirty bathrooms and counters

    • Bugs in your sleeping bag

    • Dirty public campground bathroom

So you can see that these things can come from REALLY obscure stuff.

But the gist of it is pretty simple: If an interaction would logically lead a Sim to feel a certain way, it contributes to a hidden meter that might prompt you- hey, does this sim feel a certain way?

And then you randomly get one of the potential options, depending on other traits your Sim already has, or from certain restrictions or buffs they have.

Pretty cool! IMO, this is one of the biggest features Sims 4 has ever gotten, and it's so foundational to the game now that I think any future Sims game should have it as a base game feature. It's NOT difficult for them to implement, and would only be easier to do if they started doing it right away, since it has to be put into all the interactions that make sense for it. They had to update a lot of interactions for this one. But frankly, for how complex and impactful this system is, it's deceptively simple.

NOTE TO CONTENT CREATORS: I write these posts on my own time, using my own research into mechanics, using my own ability to understand tuning and navigate through it to find what it does, where, and how. If you use this information for any purposes, such as making videos about game mechanics, please, please, please, credit me and link to these posts as the source. I know for a fact content already exists where I am the source and not credited.

Readers, if you appreciate these posts please consider a tip either here or via Ko-fi!

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Comments

omglaserspewpew

I appreciate these posts. Thank you. It's inspired me to understand some of the mechanics I didn't really get, like the WW 'casual partners' interaction tests.

Nolria

Thank you so much for this. I love reading your research about the game <3

Nova Grayson

I will stop Everything. When I see you have updated one of these types of posts for us. I love knowing the why behind things. I think it helps from a storytellers perspective as well when we play with SD's ON to know what might have lead our sim's to the decision 'they' made & either roll with it or say, no your just being dramatic bc the milk was nasty. ALSO! How very rude of that creator to not credit you, this kind of stuff isn't easy to poke around & find I would assume. Heck just gathering the notes & typing it all up so it makes sense to everyone is a HUGE time sink. There are creators I wish I could donate to & then their are modder/programmers I would love to support monthly. You def fall into the latter category. <3 I will just continue to share your links with everyone that needs to know more.

Kit Oliver

This is so interesting! Would you ever consider creating a mod so we can have an unlimited number of discovery moments? I love the idea of sims being able to change over the entire course of their lives, not being limited to 3

Sunni C

I absolutely love these posts -- I wish there was an easy way to automate sharing to our private discord, they are all amazing and full of great information. We (3 of us) are doing a rags to riches legacy challenge and triggering the traits we want through this system is infinitely helpful. Thank you for all of your hard work! (also, if you did want to write out all of the triggers, it would be totally crazy, but definitely appreciated lol) In the meanwhile, I'm sharing them there and have encouraged them to join here. :)

waffle_mix_ins

It really is a gazillion things. It's so, so, so much that it'd be an undertaking even to just take pictures of all the interactions for each thing. Glancing at one example, for Active discovery moments, there are...lemme count... about 100 different things that give progress positive or negative. (Granted, about 20 of those are different positions/interactions for basketball, because it has to be given by every "part" of certain interactions, and basketball is a very complex set of interactions) And that's just for one discovery type lol You can pretty safely assume that if it makes sense, it's probably doing it. Like, the gloomy one can come from being broken up with, widowed, fired, chickens dying, rage quitting a video game, finding out you aren't pregnant, and I think there's even a system in there where you get progress when things happen while simply BEING angry or sad. It's rich rich rich rich stuff.

Pum_pkin

ОХ, наконец-то мне это стало понятно! Спасибо большое за этот пост ♥ Не редко создавая того или иного персонажа, мне хочется заполучить ещё дополнительные черты характера. Было бы здорово иметь возможность выбрать их сразу же в CAS. А ещё хочется видеть механику "нравится/не нравится" динамичной, что бы персонажи могли отказываться от своих предпочтений или же менять решение.

waffle_mix_ins

You mean you want a post on that mechanic? It's basically the same thing, but it checks for positive or negative emotions. So if you're doing an activity and happy you fill an invisible meter and when it fills it asks if you like it. Some take longer than others to fill so it can take a lot of time doing it before it asks. I think when you decline, it doesn't pick the opposite, it just marks the sims opinion as "undeclared" so they don't get asked again.

Sunni C

It definitely would be a huge undertaking - I didn't mean to imply that you should do it, more that if someone had a temporary bout of insanity and decided to do it, it would be appreciated LOL. I've been playing the franchise since the first game and didn't even realize that TS4 had taken it to quite this level, so just *knowing* that the game is paying attention to the things we have our sims do (or presumably that they do autonomously) is invaluable information when we have a personality that we'd like them to have.