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The Sims
The Sims cover.
North American box art
Developer(s) Maxis
Publisher(s) Electronic Arts
Designer(s) Will Wright
Series The Sims
Engine Custom
Aspect ratio 4:3
Native resolution 1024×768
800×600
Platform(s) Microsoft Windows, Mac OS, PlayStation 2, Xbox, GameCube
Release date(s) Windows
NA January 31, 2000
PAL March 23, 2001
Macintosh
NA July 25, 2000
PAL August 15, 2001
PlayStation 2
NA January 12, 2003
PAL January 31, 2003
Xbox
NA March 24, 2003
PAL April 4, 2003
GameCube
NA March 25, 2003
PAL April 4, 2003
EU September 21, 2007
Genre(s) Life simulation
Mode(s) Single-player
Rating(s) ELSPA: 15+
ESRB: T
OFLC: G8+
PEGI: 7+
USK: 0
Media CD-ROM (Microsoft Windows, Mac OS, Linux)
DVD (PlayStation 2, Xbox)
Nintendo GameCube disc (Nintendo GameCube)
System requirements
Input methods Keyboard and mouse (PC, Mac OS)
Gamepad (PlayStation 2, Xbox, Nintendo GameCube)

The Sims is a strategic life-simulation computer game developed by Maxis and published by Electronic Arts. It was created by game designer Will Wright, also known for developing SimCity. It is a simulation of the daily activities of one or more virtual persons ("Sims") in a suburban household near SimCity.

The Sims was first released on February 4, 2000 (one day before Chinese New Year).[1] By March 22, 2002, The Sims had sold more than 6.3 million copies worldwide, making it the best-selling PC game in history;[2] the game has shipped 16 million copies worldwide as of February 7, 2005.[3] Since its initial release, seven expansion packs and sequels, The Sims 2 and the new prequel The Sims 3 (each with their own expansion packs), have been released. The Sims has won numerous awards, including GameSpot's "Game of the Year Award" for 2000.

Contents

Origins and development

Title screen from a short promotional video for The Sims released on the SimCity 3000 installation CD[4]

The idea for The Sims is thought to be drawn from Will Wright's experience in the 1991 Oakland firestorm, when his house and many of his possessions were destroyed in the fire.[5] Wright was required to move his family elsewhere and rebuild his life; these events led to Will's inspiration of creating a simulated game about life. The game is also loosely based on SimCity, another computer game designed by Wright in which the player must manage a city and its citizenry, dubbed "Sims". The idea of "simulated people" led Wright to believe that he could program and design the perfect construct of the main aspects that a computer or video game possesses.

Wright originally proposed the idea of a virtual family to Maxis in 1993 while the idea was still in development, although the proposal was met with skepticism by staff;[6] computer hardware during the period was not thought to be capable of running such a simulation smoothly. In 1995, Wright was offered an opportunity from Electronic Arts to continue developing the concept and game so that EA could publish it.[citation needed] Development of the game, initially dubbed "Project X," commenced in 1995.[citation needed]

After production for the game finally began in 1995, Wright was interviewed about his idea in a PC Magazine article published around 1995, in which he talked about the chance for players to control computer-generated characters in their own environment.[citation needed]

In 1997, the name of the game was changed from "Project X" to "The Sims"[citation needed] as a reference to Will Wright's earlier "Sim" games, which had been very successful in the early- to mid-1990s.

Gameplay and design

Instead of objectives, the player is encouraged to make choices and engage fully in an interactive environment. This has helped the game successfully attract casual gamers. The only real objective of the game is to organize the Sims' time to help them reach personal goals.

Creation of families

When starting, the game offers players pre-made characters as well as the option to create more Sims that they can control. Creating a Sim consists of creating a "family" (identified by a last name) that can hold up to eight members. The player can then create Sims, by providing the Sim a first name and optional biography, and choosing the gender (male or female), skin complexion (light, tan, or dark) and age (child or adult) of the Sim. The personality of the Sim is dictated by five attributes (neat, outgoing, active, playful, and nice) and a specific head and body type. A Sim's body is bundled with a specific body physique and clothing. The player cannot change a Sim's face, name, skin tone, or personality once it has been moved onto a lot.

Life Stages

In the Sims, there are only 3 life states, Baby, Child, Adult. The only life stage that can be passed is baby. Children cannot grow up (unless cheats or the Makin' Magic expansion pack are used). Adults are the most advanced life stage and are able to have children, get jobs, etc.

Each family, regardless of how many members are in it, starts with a limited amount of cash (§20,000) that will be needed to purchase a house or vacant land, build or remodel a house, and purchase furniture. All architectural features and furnishings are dictated by a tile system, in which items must be placed on a square and rotated to face exactly a 90 degree angle with no diagonals. Walls and fences go on the edge of a "square" and can be diagonal, whereas furniture and Sims take up one or more squares and cannot be diagonal. Artwork may not be placed on diagonal walls in the same way as furniture may not be placed against a diagonal wall. There are over 150 home building materials, landscaping options, furnishings, and design objects (windows & doors.)

Sims' lives

Sims are directed on the basis of instructing them to interact with objects, such as a television set, a piece of furniture or another Sim. Sims may receive house guests, which are actually based on the Sims of other game files. The player cannot control "visiting" Sims, although it is important for Sims to interact with one another in order to develop a healthy social life and gain popularity.

Sims, if enabled within the game, have a certain amount of free will, meaning they will engage in activities when left to their own devices, though player commands will override anything a Sim decides to do on its own. However, Sims may not perform important commands, such as find a job or conceive a child, on their own initiative. Unlike the simulated environments in games such as SimCity, SimEarth, or SimLife, the Sims are not fully autonomous. They are unable to take certain actions without specific commands from the player, such as paying their bills. Thus, if left alone, without any player supervision, the Sims will eventually develop overdue bills and their property will be repossessed.

A lazy and sloppy Sim

The player must make decisions about time spent in personal development, such as exercise, reading, creativity, and logic, by adding activities to the daily agenda of the Sims. Daily need fulfillment must also be scheduled, such as personal hygiene, eating, and sleeping. If the simulated humans do not perform need fulfillment, they suffer consequences. For example, if they do not eat, they will die of starvation. If they do not go to the bathroom, they will wet themselves. If they do not have fun, they become depressed and unwilling to do things. When Sims have low motives they are more likely to be nasty to other Sim characters by insulting them, slapping them and even attacking them.

Financial health is simulated by the need to send the Sims to find jobs, go to work and pay bills.

There are several career tracks, with ten steps in each. A Sim that makes a number of new friends and learns the right skills can get promoted, and receive a raise and changed work hours. The original careers are Business, Entertainment, Law Enforcement, Crime, Medicine, Military, Politics, Pro Athlete, Science and Xtreme. The expansion packs add new careers.

The inner structure of the game is actually an agent based artificial life program. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions by themselves, although often the player/controller's intervention is necessary to keep them on the right track. The Sims technically has unlimited replay value, in that there is no way to win the game, and the player can play on indefinitely. It has been described as more like a toy than a game.

A neighborhood in The Sims consists of a single screen displaying all playable houses.

In addition, the game includes a very advanced architecture system. The game was originally designed as an architecture simulation alone, with the Sims there only to evaluate the houses, but during development it was decided that the Sims were more interesting than originally anticipated and their initially limited role in the game was developed further.[6]

The first game of The Sims has several limitations, most notably that children never grow up to become adults, though babies do eventually become children. Also, adult Sims never age (or die of old age), and there is no concept of weekends. For example, adults and children are expected to go to work and attend school respectively, every day. In particular, adults receive a warning if they miss one day of work, but they are fired if they miss work for two consecutive days. Children can study at home to keep their school grades up.

While there is no eventual objective to the game, states of failure do exist in The Sims. One is that Sims may die, either by starvation, drowning, perishing in a fire, electrocution or by virus (contracted from a pet guinea pig, which can happen when its cage is left dirty). The ghost of the deceased Sim may haunt the building where it died. In addition, Sims can leave a household (and game) for good and never return; two adult Sims with a bad relationship may brawl, eventually resulting in one of them moving out. If a child has failing grades for too long, he or she will be sent to military school and also leave the lot for good. There are also more complicated ways of killing Sims, including getting them into a pool and deleting the steps, or putting them into a room then deleting all of that room's doors.

The Sims uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered as high-poly-count 3D objects, but the house, and all its objects, are pre-rendered, and displayed dimetrically.

Reception

In 2002, The Sims became the top-selling PC game in history, displacing the game Myst, by selling more than 6.3 million copies worldwide.[2] As of February 7, 2005, the game has shipped 16 million copies worldwide.[3] Critics praised it with positive reviews. It has been a success in many ways—attracting casual gamers and female gamers (the latter making up approximately 50% of players)[7].Open-ended gameplay has been done before in games, such as the farming-based simulation series Harvest Moon, but The Sims has certainly gained popularity for this particular style of gameplay. In March 2009, Electronic Arts announced that The Sims, as a fanchise, has sold more than 100 million copies.

Simlish language

Simlish is a fictional language appearing in Maxis' Sim series of games. Inspired by the code talkers of World War II, the Maxis development team created the Simlish language by experimenting with fractured Ukrainian, French, and Tagalog; Sims creator Will Wright also suggested experimenting with Navajo.[8] Debuting in 1996's SimCopter, the constructed language is prominently featured in The Sims series, and, albeit less frequently, in SimCity 4 and Firaxis' Sid Meier's SimGolf. Conscious of the need for in-game dialogue, designer Will Wright dismissed using a modern language due to repetition during gameplay and financial costs for international translation.

Expansion packs

A Sim using a virtual reality simulator

The Sims is one of the most heavily expanded computer game franchises ever. In all, a total of seven expansion packs were produced for The Sims (listed in chronological order):

The Sims: Livin' Large

Release date: August 31, 2000 (North America)

The Sims: Livin' Large (known as The Sims: Livin' It Up in Europe) is the first expansion pack released for The Sims. The pack includes new characters, careers, items, and features. Many of the supernatural personalities and themes were added to the sequel in piecemeal fashion through numerous expansion packs.

The Sims: House Party

Release date: April 2, 2001 (NorthAmerica)

The Sims: House Party is the second expansion pack for The Sims. House Party gives players the ability to throw parties, as well as new characters and "party" themed items, such as the "costume trunk". Some items and features such as the dance floor and DJ table from this expansion pack were made available in the sequel via The Sims 2: Nightlife. In this expansion the characters can throw parties, invite many friends, and also find romance. If a Sim throws a really good party with a lot of guests, Drew Carey will make a guest appearance and mingle with the guests at the party.

House Party was reissued in October 2002, not only to mark the release of The Sims Deluxe Edition, but also to match the box covers of the Hot Date and Vacation expansion packs.

Media:Headline text

The Sims: Hot Date

Release date: November 12, 2001 (North America)

The Sims: Hot Date is the third expansion pack released for The Sims. Hot Date added a new feature not present in previous versions of The Sims, namely the ability for Sims to leave their homes and travel to a new destination called "Downtown", a way of going out with a sim to have dinner with him/her as well as dance with them. All of the following expansion packs for The Sims have added new destinations as well. As with all expansion packs in the series, Hot Date included many new furnishing objects, characters, clothing items, and new interactions.

The Sims: Vacation

Release date: March 28, 2002 (North America)

The Sims: Vacation (called The Sims: On Holiday in the Republic of Ireland, the UK, China and Scandinavia) is the fourth expansion pack for The Sims. Both the sixth expansion pack for The Sims 2, called The Sims 2: Bon Voyage, and the first expansion pack for The Sims 3, called The Sims 3: World Adventures, feature a similar theme. Vacation introduced a new neighborhood, called Vacation Island, where Sims could take vacations with members of their own family or with other Sims. Vacation Island is split into three distinct environments: beach, forest, and snow-capped mountain. Sims can stay at a hotel or rent a tent to go camping. They can also get souvenirs to remember their vacation.

The Sims: Unleashed

Release date: November 7, 2002 (North America)

The Sims: Unleashed is the fifth expansion pack developed and published by Maxis/EA for The Sims. In Unleashed, the Sims can now adopt pets for their families, particularly dogs and cats. Dogs and cats are treated as Sims, while other pets are treated as objects. However, they cannot be controlled directly like human Sims are. Furthermore, Unleashed introduced gardening, allowing sims to grow and nurture plants that could later be harvested and consumed. Gardening was re-introduced into the sequel in The Sims 2: Seasons, however is already present in the base game for "The Sims 3".

In Unleashed, the original ten-lot neighborhood that was featured in all previous games is now expanded to over forty and there is now an option to re-zone lots into residential or commercial. In commercial lots, one can build shops of numerous types and restaurants which sims can visit by calling the Old Town trolley to take them there.

The Sims: Superstar

Release date: May 13, 2003 (North America)

The Sims: Superstar is the sixth expansion pack of the seven released for The Sims. This expansion allows the player's Sims to become entertainment figures and includes representations of several famous personalities. They can then impersonate several great stars, like Elvis Presley, Marilyn Monroe, Madonna, Christina Aguilera, The Beatles, Richie Sambora, Avril Lavigne etc. A few selected items such as the performing stage from this expansion pack were re-introduced to the sequel via The Sims 2: Apartment Life.

The Sims: Makin' Magic

Release date: October 29, 2003 (North America)

The Sims: Makin' Magic is the seventh and final expansion pack released for The Sims. It introduces magic to the game and allows Sims to cast spells, forge charms, brew potions and buy alchemical ingredients. introduces a new neighborhood area. In addition, it introduces baking and nectar-making. This expansion pack includes a disc containing a preview of The Sims 2. By popular demand, magic returned to the series in the sequel via The Sims 2: Apartment Life, although the features were not as comprehensive as those found in Makin' Magic.

The theme of the game is considered to be Cajun or Zydeco. One could compare it to New Orleans' French Quarter with voodoo shops and jazz musicians appearing on commercial lots. This theme returns in The Sims 2: Apartment Life.

Compilations

Core game with expansions

The Sims has been repackaged in numerous editions. These are not expansions in themselves, but compilations of the basic game plus pre-existing expansion packs and additional game content. These edition includes:

Name Windows
release date
Features Region(s)
The Sims Collector's Edition March 23, 2001 Core game, The Sims: Livin' Large. Europe
The Sims Party Pack 2002 Core game, The Sims: House Party. Europe
The Sims Triple Party Pack 2002 Core game, The Sims: Livin' Large, The Sims: House Party. Europe
The Sims Deluxe Edition October 4, 2002 Core game, The Sims: Livin' Large, The Sims Creator (an editor used to create custom Sim clothing), Deluxe Edition exclusive content (includes 25+ exclusive objects and 50+ clothing choices). Worldwide
The Sims Double Deluxe October 10, 2003 The Sims Deluxe Edition, The Sims: House Party, Double Deluxe bonus content. Australia, America
The Sims Triple Deluxe 2004 The Sims Double Deluxe, The Sims: Vacation. Europe
The Sims Mega Deluxe May 25, 2004 The Sims Double Deluxe, The Sims: Hot Date. North America
The Sims Complete Collection November 1, 2005 Core game, all seven expansion packs, Deluxe Edition exclusive content, Double Deluxe bonus content, The Sims Creator. North America, Europe
The Sims Full House 2005 Core game, all seven expansion packs, The Sims 2 preview disc. Australia, New Zealand

Expansions only

There have also been compilations of expansion packs without the core game released in only North America, and some parts of the UK.

Collection Name Windows
release date
Volumes
The Sims Expansion Collection March 15, 2005 Volume One - The Sims: House Party, The Sims: Unleashed.
Volume Two - The Sims: Hot Date, The Sims: Makin' Magic.
Volume Three - The Sims: Vacation, The Sims: Superstar.
The Sims Expansion Three-Pack November 1, 2005 Volume 1 - The Sims: House Party, The Sims: Unleashed, The Sims: Superstar.
Volume 2 - The Sims: Hot Date, The Sims: Vacation, The Sims: Makin' Magic

Spinoffs and sequels

Current The Sims Division logo, used from 2004. It was inspired by The Sims 2 logo.

Other versions

Ports

  • The Sims and all its expansion packs were ported to the Mac by Aspyr Media, Inc..
  • The Sims was ported to Linux using Transgaming's WineX technology (now known as Cedega) and was bundled with Mandrake Linux Gaming Edition. However, both WineX and the Cedega engine are unable to run the Windows version of the game. The original port will no longer run on modern Linux distributions and is unable to accept the various add-on packs intended for the Windows version.[citation needed] It was released on March 12, 2003.

Console versions

NTSC Cover for the Xbox version

The Sims was ported to the PlayStation 2, Xbox, and Nintendo GameCube in 2003. Gameplay is similar to that of the PC versions and retains many of the core elements. Notable changes include a full 3D camera perspective (instead of the original 2D isometric viewpoint), more detailed appearances of Sims, and the introduction of a "Get A Life" goals-based story mode. A number of limits are placed on the simulation to keep within the more restrictive system requirements on a video game console.[9] The ports enjoyed a generally favorable reception, with Metacritic scores ranging from 83-85 as of August 2009.[10][11][12]

The console ports were each followed by a sequel, The Sims: Bustin' Out, and a spin-off game, The Urbz: Sims in the City. These versions incorporate some features of later PC expansion packs, and add a multiplayer mode supporting two simultaneous players.

Film

The Sims (working title) is a live action, drama film currently in preproduction.[13]

On May 25, 2007, it was announced that The Sims film rights had been purchased by 20th Century Fox.[14] It will be written by Brian Lynch, the writer of Angel: After The Fall. The film will be produced by John Davis, who has worked on films such as Norbit and Eragon.[15]

References

Inline

  1. ^ The Sims at MobyGames
  2. ^ a b Walker, Trey (2002-03-22). "The Sims overtakes Myst". GameSpot. CNET Networks. http://www.gamespot.com/pc/strategy/simslivinlarge/news_2857556.html. Retrieved 2008-03-17. 
  3. ^ a b Electronic Arts (2005-02-07). "The Sims Franchise Celebrates Its Fifth Anniversary and Continues to Break Records". Press release. http://www.tmcnet.com/usubmit/2005/feb/1114806.htm. Retrieved 2008-10-08. 
  4. ^ The Sims promotional video on YouTube
  5. ^ "Sim-ply a genius". The Sun. 2005-12-30. http://www.thesun.co.uk/article/0,,2001310001-2005600643,00.html. Retrieved 2006-09-26. 
  6. ^ a b Thompson, Bob (2002-04-14). "Guys and Digital Dolls". The Washington Post. pp. W08. http://www.washingtonpost.com/ac2/wp-dyn?pagename=article&contentId=A23856-2002Apr10&notFound=true. Retrieved 2007-10-31. 
  7. ^ "GameIndustry.biz". http://www.gamesindustry.biz/content_page.php?aid=1230. 
  8. ^ "The Sims Bustin' Out Designer Diary #3". http://uk.videogames.games.yahoo.com/ngc/previews/the-sims-bustin--out-e72277.html. 
  9. ^ "The Sims (console)". The Sims Wiki. http://sims.wikia.com/wiki/The_Sims_(console). Retrieved 2009-08-10. 
  10. ^ "Sims, The (cube)". metacritic.com. http://www.metacritic.com/games/platforms/cube/sims. Retrieved 2009-08-10. 
  11. ^ "Sims, The (xbx)". metacritic.com. http://www.metacritic.com/games/platforms/xbx/sims. Retrieved 2009-08-10. 
  12. ^ "Sims, The (ps2)". metacritic.com. http://www.metacritic.com/games/platforms/ps2/sims. Retrieved 2009-08-10. 
  13. ^ ""The Sims Coming to the Big Screen"". ComingSoon. 2007-05-25. http://www.comingsoon.net/news/movienews.php?id=20635. Retrieved 2007-10-31. 
  14. ^ ""The Sims" to move from PC screen to silver screen". Reuters. 2007-05-28. http://www.reuters.com/article/technologyNews/idUSN2519868120070528. Retrieved 2007-10-31. 
  15. ^ Gilstrap, Peter (2007-05-24). "Fox brings SIMS to bigscreen". Variety. http://www.variety.com/article/VR1117965812.html?categoryid=13&cs=1&nid=2562. Retrieved 2007-10-31. 

General

External links

Resource sites


Wikibooks

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Up to date as of January 23, 2010

From StrategyWiki, the free strategy guide and walkthrough wiki

The Sims
Box artwork for The Sims.
Developer(s) Maxis
Publisher(s)
Designer(s) Will Wright
Release date(s)
Genre(s) Simulation
System(s) Windows, Mac OS
Rating(s)
ESRB: Teen
ELSPA: Ages 15+
PEGI: Ages 7+
OFLC: General 8+
Media CD
System requirements (help)
Windows
CPU clock speed

233MHz

System RAM

32MiB

Disk space

300MiB

Video RAM

2MiB

Optical drive speed

4x

DirectX version
Version 7
Mac OS
CPU clock speed

233MHz

System RAM

128MiB

Input Keyboard, Mouse
Expansion pack(s) Livin' Large, House Party, Hot Date, Vacation, Unleashed, Superstar, Makin' Magic
Series The Sims
This is the first game in the The Sims series. For other games in the series see the The Sims category.

The Sims is a strategic life-simulation computer game created by game designer Will Wright, published by Maxis, and distributed by Electronic Arts. It is a simulation of the daily activities of one or more virtual persons ("Sims") in a suburban household near SimCity.

The Sims was first released on February 4, 2000. By March 22, 2002, The Sims had sold more than 6.3 million copies worldwide, making it the best-selling PC game in history. Since its initial release, seven expansion packs and two sequels, The Sims 2 and The Sims 3 (with their own expansion packs), have been released. The Sims has won numerous awards, including GameSpot's "Game of the Year Award" for 2000.

Overview

The Sims, lacking definite goals or objectives, which are common in most other computer games, focuses entirely on the lives of virtual people called Sims, placing the player in control of their virtual "world" and their daily activities, such as sleeping, eating, reading, and bathing. Will Wright, the game's designer, calls it a "digital dollhouse". Although players are encouraged to make their own characters, certain pre-made characters, such as the Newbie and Goth family, have become popular.

The player controls almost all aspects of the lives of a family either pre-made or self-created. Many choices lead a player's sim to a large family or a lonely life.

Gameplay and design

Instead of objectives, the player is encouraged to make choices and engage fully in an interactive environment. This has helped the game successfully attract casual gamers. The only real objective of the game is to organize the Sims' time to help them reach personal goals.

In the beginning, the game offers players pre-made characters as well as the option to create more Sims that they can control. Creating a Sim consists of creating a "family" (identified by a last name) that can hold up to eight members. The player can then create Sims, by providing the Sim a first name and optional biography, and choosing the gender (male or female), skin complexion (light, medium, or dark) and age (adult or child) of the Sim. The personality of the Sim is dictated by five attributes and a specific head and body (bundled with a specific body physique and clothing). The player cannot change a Sim's face, name, or personality once they have been moved onto a lot.

Each family, regardless of how many members are in it, starts with a limited amount of cash (§20,000) that will be needed to purchase a house or vacant land, build or remodel a house, and purchase furniture. All architectural features and furnishings are dictated by a tile system, in which items must be placed on a square and rotated to face exactly a 90 degree angle with no diagonals permitted. Walls and fences go on the edge of a "square" and can be diagonal, whereas furniture and Sims take up one or more squares and cannot be diagonal. There are over 150 home building materials and furnishings for purchase.

Sims are directed on the basis of instructing them to interact with objects, such as a television set, a piece of furniture or another Sim. Sims may receive house guests, which are actually based on the Sims of other game files. The player cannot control 'visiting' Sims, although it is important for Sims to interact with one another in order to develop a healthy social life and gain popularity.

Sims, if enabled within the game, have a certain amount of free will, meaning they will engage in activities when left to their own devices, though player commands will override anything a Sim decides to do on its own. However, sims may not perform important commands, such as find a job or conceive a child. Unlike the simulated environments in games such as SimCity, SimEarth, or SimLife, the Sims are not fully autonomous. They are unable to take certain actions without specific commands from the player, such as paying their bills. Thus, if left alone, without any player supervision, the Sims will eventually develop overdue bills and their property will be repossessed.

The player must make decisions about time spent in personal development, such as exercise, reading, creativity, and logic, by adding activities to the daily agenda of the Sims. Daily need fulfillment must also be scheduled, such as personal hygiene, eating, and sleeping. If the simulated humans do not perform need fulfillment, they suffer consequences. For example, if they do not eat, they will die of starvation. If they do not go to the bathroom, they will wet themselves. If they do not have fun, they become depressed, and unwilling to do things. When Sims have low motives they are more likely to be nasty to other Sim characters by insulting them, slapping them and even attacking them.

Financial health is simulated by the need to send the Sims to find jobs, go to work, pay bills, and take advantage of personal development and social contacts to advance in their jobs.

The inner structure of the game is actually an agent based artificial life program. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions by themselves, although often the player/controller's intervention is necessary to keep them on the right track. The Sims technically has unlimited replay value, in that there is no way to win the game, and the player can play on indefinitely. It has been described as more like a toy than a game.

In addition, the game includes a very advanced architecture system. The game was originally designed as an architecture simulation alone, with the Sims there only to evaluate the houses, but during development it was decided that the Sims were more interesting than originally anticipated and their initially limited role in the game was developed further.[1]

The first game of The Sims has several limitations, most notably that children in never grow up to become adults, though babies do eventually become children. Also, adult Sims never age (or die of old age), and there is no concept of weekends. For example, adults and children are expected to go to work and attend school respectively, every day. In particular, adults receive a warning if they miss one day of work, but they are fired if they miss work for two consecutive days. Children can study at home to keep their school grades up.

While there is no eventual objective to the game, states of failure do exist in The Sims. One is that Sims may die, either by starvation, drowning, perishing in a fire, electrocution or by virus (contracted from a pet guinea pig, which can happen when its cage is left dirty). In this case, the ghost of the deceased Sim may haunt the building where it died. In addition, Sims can leave a household for good and never return; two adult Sims with a bad relationship may brawl, eventually resulting in one of them moving out; child Sims can be sent to military school if their school grades remain at an F for several consecutive days.

The Sims uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered as high-poly-count 3D objects, but the house, and all its objects, are pre-rendered, and displayed diametrically.

Table of Contents

editThe Sims seriesSim

The Sims · Livin' Large · House Party · Hot Date · Vacation · Unleashed · Superstar · Makin' Magic

The Sims 2 · University · Nightlife · Open for Business · Pets · Seasons · Bon Voyage · FreeTime · Apartment Life

Stuff packs · Family Fun · Glamour Life · Happy Holiday · Celebration · H&M Fashion · Teen Style · Kitchen & Bath · IKEA Home · Mansion & Garden

The Sims 3  · World Adventures

The Sims Stories · Life Stories · Pet Stories · Castaway Stories

Other Platforms · The Sims · Bustin' Out (GBA) · The Urbz (GBA & DS) · The Sims 2 (GBA · DS · PSP) · Pets (GBA · DS) · Castaway (DS) · Apartment Pets

Sub-series: MySims


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Gaming

Up to date as of February 01, 2010

From Wikia Gaming, your source for walkthroughs, games, guides, and more!

The Sims

Developer(s) Maxis
Publisher(s) Maxis
Release date February 4, 2000
Genre Life simulation
Mode(s) Single player
Age rating(s) ESRB: T
Platform(s) PC Macintosh Xbox PlayStation 2 Gamecube
Credits | Soundtrack | Codes | Walkthrough


Unique for a while The Sims is an addictive "life simulator" that has had many expansion as seen below.

See also

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Simple English

The Sims was a video game released in 2000 . It is a life simulator that imitates real life. Sims can get jobs, have needs, and can get married. It was the third best selling computer and video game of all time[1] (it mostly sold well on the computer).

In 2004, EA Games released the sequel, called The Sims 2. It features a 360 degree rotational view, aspirations and aging. Eight expansion packs have been released for this game with the most recent one coming out in August 2008.

EA Games has announced another sequel called The Sims 3. It was released on June 2, 2009.

Contents

History

It was created by Will Wright, who worked at Maxis, which was owned by EA Games. It was first released in February 2000. His intention was to make an open-ended game without a set objective. This feature was the reason why it attracted so many gamers.

Gameplay

The first part of the game is to make a family. This can be of children and adults. A player can choose what they look like from many different clothes and hair styles. The family must include at least one adult.

Each family starts with $20,000. After the family is made, the player can move them into a lot. Some lots are empty and other lots have houses on them.

There are many different floor coverings, wall coverings and doors to choose from when building a house. After building, the player can purchase objects, such as a refrigerator, bed, or other things.

Players control the Sims in Live Mode. The main goal is to keep the Sim's eight needs up and in the green. These needs eventually go down as time goes by. If Sims have no energy, they will fall to the ground. If they are swimming and run out of energy they will drown. If they are too hungry, they will die of starvation.

Other goals include making money (called Simoleons in this game). Sims must get jobs to get more money so they can pay bills, buy new objects, and expand the house. If they do not go to work two days in a row, they will be fired. Each Sim has eight skill levels to work towards. Each skill level has 10 points. For instance, in the military job, the ultimate requirement is 10 body points. Jobs also require a certain number of friends to receive a promotion. The higher they go, the more money they make per day.

Children must go to school. If they do not keep their grades up, they will be sent to military school and will never return. They can read books to study.

Expansion packs

The Sims is well-known for having many expansion packs, or smaller games that add onto the main game. The player must own the original game to buy and install these packs.

Game Name Released Features
The Sims: Livin' Large August 2000 Sims can live a more comfortable life
The Sims: House Party March 2001 Sims can start parties
The Sims: Hot Date November 2001 Sims can go into a downtown area
The Sims: Vacation March 2002 Sims can go on a vacation
The Sims: Unleashed September 2002 Sims can have pets to take care for and visit Old Town
The Sims: Superstar May 2003 Sims can become superstars
The Sims: Makin' Magic October 2003 Sims can use magic

Other Sims games

After it sold well on the computer, it was put on other platforms like the PlayStation 2, PlayStation Portable, GameCube and Xbox. The console releases are:

  1. The Sims (Console Game)
  2. The Sims Bustin' Out
  3. The Urbz: Sims in the City
  4. The Sims 2 (console Game)

These all follow a different concept. They are more objective-based rather than free-willed. They have not been as popular as the original PC editions.

References








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