The Sims 2: Exotic Destiny

The Sims 2: Exotic Destiny was an idea for an expansion pack to The Sims 2. It was first proposed in March of 2006 on the official Sims 2 Website by Dozerfleet Productions, then-represented by the user named CormorantEnt. While some of its proposed features were eventually adapted by Maxis as The Sims 2: Bon Voyage, other features were never implemented - or were implemented into other games. The full measure of Exotic Destiny as a game never came to be.

Description
The idea behind Exotic Destiny was largely inspired by The Sims: Vacation, for the original Sims. Fans of that expansion started a thread to discuss what a Sims 2 equivalent should entail, and the idea evolved from there.

Proposed changes to the base game
The following proposals were made for fixes to the core game's features:


 * The player would have been allowed pick a certain number of days from a Sim's remaining vacation days to actually go to an exotic destination.
 * This feature was later implemented into Bon Voyage.
 * A promotion will immediately allow a player to determine exactly how many additional vacation days they want (with a maximum of 15 more.)
 * Once again, Bon Voyage had a similar feature.
 * The normal aging system would have been disabled for exotic destinations, allowing more time away from home on vacation.
 * This feature was never implemented. Using the aging off cheat is the closest one gets.
 * Unemployed Sims can go on a vacation whenever they wish, provided they have the money. This is not a good idea for Nightlife vampires, unless you are willing to send them to a location and order a coffin to be delivered to them.
 * This part transferred perfectly to Bon Voyage.
 * More ways to die (see below)
 * Two ways to be born (see below)
 * Travel preference attribute: In the Create-A-Sim menu, Sims would have been given travel preference attributes. These would have been similar to Turn-Ons and Turn-Offs like introduced in Nightlife.  A Sim can be an Agoraphobic (liking to go nowhere), or a Mountain Tundra, Beach, or Swamp lover.
 * Instead, the entire personality system was replaced with a trait-based system for The Sims 3.
 * New neighborhood types
 * These were implemented with Bon Voyage. (See below)
 * Several neighborhood decorations added.
 * These were implemented with Bon Voyage.
 * A huge catalog of options for winter gear and mountain climbing and hiking gear. Only some of this was implemented — in Seasons.
 * New hunting outfits for adults should have been included, and said outfits been young adult-accessible for those with University. (Though rifles are purely decorative.)
 * These were never implemented. Instead, modders took to addressing the equivalent issues in Sims 3 and Sims 4.  The Weapons System introduced gunplay and murder to The Sims 3, and Sacrificial's "Extreme Violence" mod introduced hunting, murder, and other features to The Sims 4.  His "Life Tragedies" mod also introduced serial killers.
 * The patch for Exotic Destiny would have automatically updated the game with any essentials from the Family Fun Pack for those who didn't have it.
 * This didn't happen.
 * Optional mummy outfits would have been provided for Zombie Sims (if University were installed). Why settle for just being a zombie, when you can be a zombie with class and become a mummy?
 * In The Sims 3, zombies returned in a limited capacity as a feature in Supernatural, in a gameplay parody of Plants vs. Zombies. The normal zombie playable occult state in the game was replaced with mummies for The Sims 3: World Adventures.
 * Mummy CC and Sacrificial's Zombie Apocalypse mod exist for The Sims 4.
 * Patches and built-in buffers would be included in the game so that it can protect itself from Task Normalcy Fatality Loops and other problems that occur in regards to how the cheat engine interacts with the game's reproductive and aging engines.
 * This was never implemented. Instead, The Sims 3 was designed to make most of these glitches near-impossible.

Patching BI-SWILS and CT-BILS
One of the defining features for this game would have been a safer way to give birth and a safer aging system. The patches would address common problems that occur with InSimenator and InTeenimator hacks, as well as problems with the basic design flaw of the game's cheat console itself. Normally, the conditions in the game cause what are known as TNFLs.

The most common TNFL's in The Sims 2 are BI-SWILS (Boddler-Induced Social Worker Infinite Loop Syndrome) and CT-BILS (Corrupt Twin Birth Infinite Loop Syndrome), both of which lock the player in the game with no way to exit, whilst waiting for an event which, for any number or reasons, will never happen. The patching in Exotic Destiny would have done away with these problems. Alas, this never happened.


 * Confronting CT-BILS

If after two Sim-hours, the second twin is present on the lot but the animation for its birth has failed to execute, the game would have then automatically reset itself and perceived the animation as having occurred after all. That way, it wouldn’t wait forever for an animation that doesn’t exist.
 * Instead, the birth system became even less stable! And in Sims 3, Corrupt Singular Birth Infinite Loop Syndrome exists!


 * Confronting BI-SWILS

If upon the first try a Social Worker fails to pick up a Baby, Toddler, Boddler, Bild, Tild, Been, Bault, Byault, Belder, Toolder, Tyault, Tault, Teedler, Cheen, Chyault, Chault, or Chelder, then the game would have automatically forced these bugged Sims to become a Child in both skeleton and animation age group classification, so that they can then be safely removed from the lot by the Social Worker.

Tenyaults, Tendaults, Telders, Yaulders, and Aulders would have been ignored, as the Social Worker doesn’t care about these groups—and the player can always force-age them to correct them with the Tombstone of Life and Death on non-Resort lots. Alas, one more feature that EA never bothered with.

Exotic destinations
This includes the Beach lot type. All these features were implemented into Bon Voyage.

Realistic birth
Mothers may drive or teleport to the hospital to give birth. This was implemented into The Sims 3 and The Sims 4 instead.

Pregnancy tests
Pregnancy tests would be used instead of magic chimes to indicate pregnancy. EA decided this was too adult a theme to include in the game. However, in The Sims 4, players may use pregnancy tests with either TurboDriver's Wicked Whims or Wonderful Whims mod.

Elaborate weather effects in the sky
The Sims 3 eventually did this with its Seasons pack, topped only by The Sims 4 in every area except fog.

Travel preference attribute
Choose whether they like dense forests and mountains, sandy beaches, or icy polar lands more. Similar to Turn-Ons and Turn-Offs. As mentioned above, this instead became a new personality-by-trait system in The Sims 3.

Life / occult states
At the time Exotic Destiny was first being pitched, Pets had not yet been released. Werewolves were being suggested. However, Pets made werewolves a possibility in The Sims 2. It was suggested that they be added regardless if someone had Pets installed or not, similarly to how Supernatural would add vampires to The Sims 3 - even if one didn't have Late Night installed.

Winter clothing
A huge catalog of options for mountain climbing and hiking gear would have been added. Other kinds of outerwear are now possible with Seasons. These features are also in The Sims 3, for its Seasons expansion. The features were then copied for The Sims 4, for both its Seasons and its Snowy Escape expansions.

Chainsaw-wielding homicidal maniac NPC
This movie villain archetype would have arrived unannounced on lots, much like the Streaker in University, but would only scare Sims into screaming, running away, and disappearing for a while. (Wouldn’t have actually killed anyone with his chainsaw.) He could have chased them off the lot, but wouldn’t have physically done anything to them. Being frightened by him would have had the same effect as being spooked by a ghost.

This would've only resulted in death by fright if a Sim’s needs were already too low. He would have only appeared on resort lots.

He would have had a special preference for choosing Teens as terror victims and liked to hang out in swamp areas more than any other place. Once he would have scared a victim away or scared them to death, he would have then run away and not been seen again for at least 20 Sim hours. It was never expected that EA would go with this.

In The Sims 4, however, Sacrificial introduced a more deadly version of this, by implementing serial killers into his Life Tragedies mod.

Exotic destinies

 * Several Exotic Destination Neighborhood Templates would have existed:
 * The Island (Hawaii)
 * The Peninsular Beach (Florida)
 * The Swamp (Louisiana)
 * The Forest Mountains (Colorado and Wyoming)
 * and the Tundra (Alaska)

EA decided to forego this in favor of Three Lakes (Mountain), Twikkii Island (Tropical), and Takemizu Village (Far East.) These would later be replaced with France, China, and Egypt for The Sims 3: World Adventures. In The Sims 4, the camping mountain destination would be replaced with a setting in Outdoor Retreat, and jungle play would be in a pack called Jungle Adventure.

Lot types: Residential, Community, Resort(hotels, motels, beach front cabins, etc.)
 * This mostly came true in Bon Voyage.

Sims that live in the Exotic Destination Neighborhood would have been able to operate the same as if they lived in the default neighborhood or a Nightlife Downtown.

The Resort Lot type would have allowed Sims to move in for the duration of the selected vacation days they chose. They could have shortened the trip at any time without extra cost or consequence. The time spent on a Resort lot would determine the fee.

Instead, Sims in Bon Voyage can own vacation lots and stay there for a certain amount of time rather than in the hotels. World Adventures allows a similar feature, but duration of stay in that game depends on visa levels.

If Sims were at Resort lots (such as a motel) for too long and couldn't pay the bills, they would have become Townies in the default neighborhood, and the player would have lost all control of them. Children would have been taken away by the Social Worker. Babies would have been force-aged to toddlers and taken away by the Social Worker. The forced aging would have been a measure to prevent age-related bugs. Suffice to say, Bon Voyage and World Adventures don't work this way.

In The Sims 4, the Snowy Escape expansion finds various workarounds in order to make all these potential bugs a needless non-issue. However, Snowy Escape limits players to only a Japan-themed neighborhood destination. Yet, the new lot type for rental lots allows for players to add such lots to other neighborhoods, to allow every neighborhood to become a vacation destination. To have vacation-only adventure, one needs Outdoor Retreat, Jungle Adventure, and / or Journey to Baatu - which is the Star Wars Sequel Trilogy crossover pack.

Sweety the Shark
Sweety the Shark would no longer have just been a reference on the “Sweet Tooth’s Revenge” pinball machine. Instead, Sweety the Shark would have roamed the beaches. At any given random point (or if a boolProp-activated lot’s user shift-clicked on the water), Sweety would have arisen. If no Sims were in the water, he would have disappeared. If there were Sims when he arrived, he would have discriminated by age—choosing the youngest Sim in the water and started a chase with that Sim. All other Sims would have fled the water.

Once the chase ensued, the Sim would have had a 50/50 chance of making it to shore. If they succeeded, they would not want to swim for at least three Sim-hours after the attack.

If Sweety caught them, he instantly would have devoured them in a similar way to how the Cow Plant devours victims. Rather than unceremoniously spit out a tombstone on the beach though, the Grim Reaper would have arrived and planted the tombstone. If a survivor successfully plead with the Reaper and won, then the Reaper would have made Sweety jump several feet in the air and spit the victim out. The Reaper would have then performed his ritual, and the Sim would have received a “Was Saved from Death” memory.

There are ways for Sweety to choose victims based on age group, (which would have detected and ignored corrupt Boddler ages):


 * Babies and Toddlers are not allowed in the water.
 * Children are Sweety’s first and favorite victims. The younger, the better.
 * Teens are chosen only if there are no children. Teens and children the same age as one another will result in random selection by Sweety.
 * If no Children or Teens are in the water, then Young Adults will be chosen, same random rules apply. Sweety will discriminate by semester.  After this, then Adults are targeted.  Elders will only be attacked when there are absolutely no younger age groups swimming.

Just like with the Chainsaw-Wielding Maniac, EA turned this offer down. However, killer sharks do appear in The Sims 3: Island Paradise and The Sims 4: Island Living. But none of them are named Sweety.

The Abominable Snow Monster
At a random point in time in the game, if a mountain is selected as the Exotic Destination, then an Abominable Snow Monster would have attacked and eaten a random Sim. This would have been as rare as the Satellite death, but could be easily forced by a player. ASM cannot attack Babies or Toddlers, but can devour Children. Unlike Sweety, ASM discriminates in favor of eating the oldest Sim present.

Instead, Bon Voyage gave us Bigfoot. And he was boring.

Whackles
Romance Sims can kiss goodbye the days of fooling around like rabid bunnies. Now, there's a price to pay besides possible pregnancy. Sims can contract and easily spread the most dreaded virus of them all: Whackles!

Whackles is an STD designed specifically for Sims. Sims who get it are considered in a paranormal state that they cannot leave until they die, similar to being a Zombie. There is no cure, save for a hack, for Whackles, just as there is no cure for being a Zombie.

The Whackles virus spreads to anyone who woohoos with someone infected. One time is all it takes. Repeatedly coughing on someone has a slight chance of spreading it. Kissing someone infected increases greatly the likelihood of getting it. When a Sim gets infected, a pop-up announces:

"Congratulations! You've got Whackles!!!  Now you're gonna die, ha ha ha ha ha!!!"

Sims that have Whackles are more prone than other Sims the rest of their lives to rapid aspiration decay, lesser diseases, and faster comfort decay. Sunlight operates on the comfort need much the way that it does all the needs of a vampire.

Other than a possible horrible death, the worst side effect of Whackles is that everyone who gets it is periodically tormented by a menacing hallucination they will invariably suffer from, one of an evil clown also named Whackles.

Whackles appears as an evil clown, constantly making the Sim hurt socially in the same way that the Social Bunny tries to help. Whackles sometimes generates a Repo Man out of nothing to take away all the furniture.

He starts fires in random places if Aspiration is in the red. He breaks the kitchen sink whenever he visits. He clogs the toilet and torments the Sim in other ways. The only escape is death. If Sims spread him to each other, it produces a guilty memory. If he gets a Sim at just the right time, he can torment them to death. Because he spreads through coughs and kisses as well as sex, even children can contract Whackles!

EA ran as far away as possible from implementing this item. However, Wicked Whims by Sacrificial does introduce STDs to The Sims 4. None involve Sims hallucinating demonic clowns, however.

New 1849 Prospector NPC
This old, bearded man of legend roams the Mountain destination areas, wielding a pick-axe. Answer his riddle correctly, and a large stash of gold will be added to your inventory. This can be traded in at a shop for a ton of Simoleons. Instead, EA implemented a Ninja, which can give Sims the power to teleport.

Get Busted More Easily Global
Sims who attack more than one Sim in public on the same lot can be reported by another Sim if there is a phone on the lot. The police would have hauled that Sim home in handcuffs. This is useful for making it easier for teens to get busted. This would have also eliminated the need for the DMA NPC worker set by Valdea.com. It was never meant to be. However, Sims in the Criminal Career in The Sims 3 can be caught and sent to jail. And teens out past curfew are often busted. However, no fancy arrest animations.

To this date, no official police state mod exists for any Sims game. The closest matches to it are Sacrificial's Extreme Violence and Life Tragedies mods.

Build Mode Changes

 * Auto-basement tool
 * Implemented in The Sims 3 and later also The Sims 4
 * More window designs
 * Implemented
 * Swampy, rotten wood wall coloring
 * Implemented in Free Time and Apartment Life
 * More tree types
 * Implemented in Bon Voyage
 * More shrubbery options
 * Implemented in Bon Voyage
 * Wild flowers and dandelions(including aged dandelions)
 * Not implemented
 * Poison ivy
 * Not implemented
 * Park Pads (for Nightlife users, as a horizontal extension to driveways, so users don’t need garages or multiple driveways)
 * Instead, we have helipads with Free Time.

Objects

 * Trashy décor and objects
 * Not implemented
 * Anything else needed for an Exotic Destination, including entries previously found in The Sims Vacation or the Sims 2 Family Fun Pack.

Music

 * Celtic station, featuring numerous Celtic music performances in Simlish by groups such as Celtic Woman and Clannad
 * Didn't happen
 * Caribbean station
 * Something similar happened.
 * Christmas station
 * Didn't happen in The Sims 2, though there was a Holiday Pack for The Sims 4.
 * Talk radio, which lets Sims analyze the speaker and agree or disagree with the speaker to gain logic points
 * Didn't happen.

TV stations

 * Wander-I-Go Network, parodying the Discovery and Travel Channels
 * Something similar happened in Free Time.


 * BM4AllTV (B-movies-for-all television), to go with the werewolf theme. Will spoof TNT in some ways.
 * Something similar happened in Free Time.

New Consoles for Sims Besides SSX3

 * Black and White 2
 * Didn't happen.
 * Medal of Honor: Frontline
 * Didn't happen.
 * The Sims 3
 * Heavily advertised in Apartment Life instead

Impact
While most of the pitch for Exotic Destiny was later canonized in other games by EA, and much of the rest adapted to later games by modders; the biggest impact of this pitch was on the future of pack development protocols for Dozerfleet Labs itself.

At the time the pack was pitched, no one at Dozerfleet had the knowledge or skills to actually create all these game objects and features. An early attempt to adapt these for The Sims 4, to capitalize on nostalgia over The Sims 3: Into the Future, led to The Sims 4: Into the Future Conversions Stuff being made. This laid the groundwork for a Blood Over Water-friendly Big Rapids-themed pack of 2000s college nostalgia, dubbed The Sims 4: Oughties Big Rapids Living Stuff, which was released in August of 2020.