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At their worst, moments like these are briefly frustrating. At their best, though, they're often hilariously silly. Are they game-breaking? Hardly. Having your computer freeze up is, obviously. But I'd argue that less consequential glitches are practically part of The Sims aeshtetic at this point.

Player criticism #2: Many essential features from previous Sims games were left out for no good reason, other than the possibility that they'll be turned into DLC which you'll then have to pay extra for.

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To be fair, EA has explained some of the changes it made in The Sims 4 as best it can. One of the game's producers told Kotaku last month that they didn't add swimming pools simply because they're not sure how these kinds of environmental features would work in the new engine, for instance. You might not like that justification, but you can't simply dismiss it.

As for the concern about how additional content will be added to the game and how much it might cost, there are still too many unknowns here for gamers to jump to conclusions. The Sims 4 launched with a "Premium Edition" that includes three extra chunks of objects and outfits for an additional $20. And there was one trailer that came out earlier this summer that hinted at some sort of Sims 4 "membership" that would grant players early access to new goodies and exclusive material. But we can only speculate about the future of The Sims 4. So why not stick to present instead? Because who knows what could happen? Nintendo grossed out Mario Kart 8 fans earlier this summer with its Mercedes Benz DLC. But then it won them over again with Zelda and Animal Crossing.

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Player criticism #3: In general, it just feels incomplete. There are too many conspicuous absences to consider this a proper Sims game right now.

The current structure of The Sims 4's world leaves much to be desired, I'll admit. And this isn't just an issue of leaving out various tchotchkes. Many Sims 3 fans feel that the new game has taken a step backwards by abandoning the open-world system of the 2009 installment.The Sims 4 keeps you fixed in a single "lot" at any given moment, which means that you can't switch over to another Sim in a household if they're not in the immediate physical vicinity of the character you're controlling. If I send Fred to go start testing out some new material on the drunks at the local bar, for instance, I can't simultaneously steer Autumn over to the gym to start working out. At the same time, the lots are only confined by their geographical boundaries, so I could just put a treadmill somewhere at the bar so they can both get a good workout in. But that's sort of defeating the purpose if my goal is to treat The Sims 4 as a proper life simulator.

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What makes the current lot system frustrating to me, however, is that it doesn't measure up to the many improvements that EA has brought to The Sims this time around with the new multitasking and emotions features. Having to travel between different lots constantly makes it unnecessarily tricky to keep track of all your Sims (especially if you have more than 3 or 4 in a household), while also adding countless extra loading screens into the game. Those are never a good thing in my book.

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As for the overall lack of...stuff in The Sims 4? This is the hardest concern for me to tackle, because I have no idea how to assess the "completeness" of an experience—be it mine or anyone else's. I can't review The Sims 4 for every single Sims player any more than I can play the game for them. The many ways that Sims 3 fans have broken down the new game, meanwhile, strike me as incredibly persuasive. If you're measuring the success of The Sims 4 by the sheer amount of stuff it has in it, then it's invariably going to come up short in comparison to a game that's been out for half a decade and has received a plethora of updates and expansion packs.

At the same time, however, I'm also starting to see glimmers of excitement in the entrenched Sims community. One self-described "long-time Sims player," for instance, admitted that The Sims 4 does indeed feel smaller, but "in a good way." The diminished scale actually made the game feel less lonely, and thus more plentiful, to the player.

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"My Sims 3 characters would go out to the park and not see another living soul - the 'open world' was so open that it spread the NPCs way too thin," this player concluded.

One of my favorite comments, meanwhile, came from someone who first showed up to post a massive list of "89 features missing from The Sims 4." It's tempting to take that as a dismissal of the new game. But once I asked how the reader felt about that, they had something far more nuanced to say:

It makes me a little sad, but at the same time, it makes things much more manageable. I've been playing the Sims since the first release, so I was disappointed in how much stuff was not really in the game, but once you get down to it, it comes down to fun, not features. And I am having a ton of fun at the moment.

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"Fun, not features." The two need not be mutually exclusive. But it's far more difficult to add the former than it is the latter.

Last week, I said that "this is just the beginning" for The Sims 4. I was speaking pragmatically at the time. But I think the statement holds up in a grander sense. If its predecessors are any indication, there's still a lot more to come in The Sims 4. EA might have new outfits for all of us to try on, new venues and locales to explore. Proper Sims 4 artists could come up through the game's "Gallery" system to share their best Sims and houses with the rest of us. There are untold mods to be made, secrets to be uncovered, new methods of torturing Sims to be tested.

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I want to be around to witness all of this as it happens. More than just that. I want to play it.

To contact the author of this post, write to yannick.lejacq@kotaku.com or find him on Twitter at @YannickLeJacq.