' is a strategy/simulation computer game, created by game designer Will Wright, published by Maxis. First released in February 2000, with over 6 million copies sold worldwide, it is heralded as the best-selling PC game in historyLike other Maxis games, such as the earlier (also designed by Wright), is sometimes described as a "god game": a game that lets the player create and control the lives of virtual people.
Overview
As with previous Maxis games, is a departure from most previous computer games, which tend to have a definite goal or objective. Instead, the game focuses entirely on virtual people called "Sims," placing the player in control of a "virtual dollhouse," controlling their daily activities such as sleeping, eating, cooking and bathing, to name a few. Will Wright, the game's designer, likes to refer to it as a "digital toy." Though players are encouraged to make their own characters, many of the characters have become popular in their own right.
Description
Instead of objectives, the player is encouraged to make choices and engage fully in an interactive environment. As such, the game has successfully attracted casual gamers. The only real objective of the game is to organize the Sims' time to help them reach personal goals.
Sims have a certain amount of free will (if it is enabled in-game), and although the player can instruct them to do something, they may decide that something else needs to be done first, or even outright ignore the player's commands. 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 maintenance requirements must also be scheduled, such as personal hygiene, eating, and sleeping. If the simulated humans do not perform the proper amount of maintenance, they will sicken and die. Furthermore, Sims need to have fun; if they don't, the fun level bar eventually lowers and they become depressed, but however depressed they become, they are unable to commit suicide (they are not programmed to do so). They are, however, able 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 focus is currently on the sunglass-clad character, who can be identified by the green diamond over his head his portrait highlighted in the control bar. By the color of the diamond and his statistics, the user can see he is currently very content.
In addition, the game includes a very advanced architecture system. In fact, the game was originally designed as an architecture simulation alone, with the Sims there only to evaluate the houses. During development it was decided that the Sims were more interesting than the houses, and a legacy was born. (Incidentally, was originally designed as a method for developers to create cities to include in a bomber game that Wright was creating.)
The inner structure of the game is actually an agent based artificial life program.
The presentation of the game's artificial intelligence is very 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. 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.
There are some limitations to , 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 a weekend. For example, adults go to work every day, and children go to school every day. However, taking day off from work or school is okay. However, taking off two consecutive days has consequences, such as getting fired.
It should also be noted that, unlike the simulated environments in games such as , , or , 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.
Sims are directed totally on the basis of instructing them to interact with objects, such as a television set, a radio, 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.
While there is no eventual objective to the game, a state of failure does exist in that Sims may die. The types of death include starvation, drowning, perishing in a fire, electrocution and by virus (contracted from a pet guinea pig, which can happen when its cage is left dirty). In addition, child Sims can be sent to military school if their school grades remain at F for several consecutive days. When sent to military school, children never return to the family. Although considered a state of failure, many players occasionally deliberately mistreat their Sims to observe the reactions. This can be done with no consequences if the game state is saved.
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.
In 2002, became the top-selling PC game in history, displacing the game . It has been a success in many ways—attracting casual gamers and female gamers (which account for 50% of sales)—unusual in a market traditionally dominated by young males. However, due to the game's immense success, questions have been raised about the game's values; notably, concerns about the game's seemingly blatant consumerism—the most reliable way to become happy is to buy things. The game does take some account of this; a larger house may in fact make lives for the Sims more difficult as they take a longer time to walk around to do things.
That reflect aspects of reality makes the game itself of note, especially as virtually every prior entertainment program used one or more aspects of fantasy to entertain (from characters to alien ships). Simple, real-life situations, such as adopting children or forming relationships (either opposite or same-sex) replace merely earning points and advancing to the "final boss level."
Open-ended gameplay has been done before in games, such as the farming-based simulatio series (originally released for the Super Nintendo), but has certainly gained popularity for this particular style of gameplay. Games such as Nintendo's (for GameCube), have capitalized upon its success.
Simlish language
The characters in this series of video games speak a fictional language called Simlish. The language was co-created by improv comedians Gerri Lawlor and Stephen Kearin.
Expansion Packs
is one of the most heavily exploited computer game franchises ever. It has more expansion packs than any other game. Here is a complete list of expansion packs available for (in chronological order):
* or in the United Kingdom (released August 2000 ): Adds more objects, events and Sims and the ability to have multiple neighborhoods.
* (released March 2001 ): Adds party-related content, such as lighted dance floors.
* (released November 2001 ): Allows Sims to pick up other Sims for romantic encounters in a new city environment.
* or in the United Kingdom (released March 2002 ): Allows the player to take Sims to various vacation destinations, such as beaches and the woods for camping.
* (released September 2002 ): Gives Sims the ability to adopt and train a wide variety of pets and expands the neighborhood.
* (released May 2003 ): Allows Sims to visit a Hollywood-like town and become celebrities.
* (released October 2003 ): Allows Sims to use magic and cast spells and introduces a new area.
Compilations
Compilations with the original The Sims game
has now been repackaged in numerous editions. These editions are not expansions to the game, but rather a compilation of the game along with pre-existing expansion packs and additional game content. These editions include:
*: This is a compilation of the game along with the expansion, an editor, named , to create sim skins, 25+ exclusive objects, and 50+ clothing choices. Much to the dislike of some fans, the exclusive content can only be obtained by purchasing this edition of the game.
*: This is a more recent repackaging. It includes, , and exclusive Double Deluxe content. Unlike the exclusive content included in , the exclusive Double Deluxe content can be downloaded from the official website free of charge.
*: Released on May 25 , 2004, this is a compilation of , , , and .
*: The most recent repackaging in the UK, albeit only to the successful retail release of and its expansion packs, is , a pack containing the original Sims game, and including all expansion packs, for around £25 (each expansion pack originally retailed for £20 upon first release). In North America, will be released in November 2005. Like released in the UK, this pack contains the original game along with all seven expansion packs.
Compilations of Expansion Packs
An expansion collection series was released in 2005:
* consists of and .
* consists of and .
* consists of and .
Another expansion collection series will also be released in 2005:
* consists of , , and .
* consists of , , and .
Sequels
In December 2002, Maxis shipped , which recreates as a MMORPG , where actual human players can interact with each other. This sequel did not achieve the same level of success as the original game.
Although not entirely a flop, reviews for have been lackluster. Many reviewers have likened experience to an enormous chat room where few participants, if any, have anything worthwhile to say.
Of particular interest are reports that the community has degenerated heavily, verging on the anarchistic. Prostitution and other questionable activities are now commonplace. Naturally, this raises into question the ability for games such as this to be properly moderated.
Maxis released on September 14 , 2004 . The sequel takes place in a full 3D environment, as opposed to the combination 2D/3D (" 2.5-D " or Isometric ) environment of the original game. Other additions to the original gameplay include Sims that grow from infancy to adulthood, then age and eventually die. This game features clear "days of the week" with obvious weekends for children to stay home from school, as well as "vacation days" to take time off work, an "Aspiration Meter" that increases and decreases as a Sim fulfills specific desires and experiences its worst fears, and "Aspiration Rewards" which are given to families when certain goals, like having a baby, are completed.
Each individual Sim has a specific aspiration, either Romance, Family, Fortune, Knowledge or Popularity, which affects their individual wants and fears. During the toddler and child life stages, all Sims have the aspiration to grow up, which is fulfilled by learning the essential life skills appropriate to those ages (including learning to walk and talk and being potty trained for toddlers and learning to study for children).
, the first expansion for , was released on February 28 2005 . It allows young adult Sims, a new age group, to leave home and attend college. College consists of four "years." The first year the Sims must reside in dormitories that they share with an Non-player character roommate and have limited ability to modify. In future years, Sims can join fraternities and sororities and secret societies . also features a large amount of new objects.
, the second expansion for , was released on September 13 2005 . Similarly to expansion for the first game, allows Sim characters to travel to a downtown area and date other Sims, accessing bowling alleys, restaurants and night clubs. Car objects are also included in this expansion for the first time. Another new feature is the ability to play "matchmaker," allowing a better date for your character depending on how much you are willing to spend on him or her.
, the working title of the upcoming expansion for , allows sims to own and operate their own businesses.
Ports
has been porting/ported from Microsoft Windows to some video game console s. Though sales have been respectable, the series is not nearly as big a hit as it has been on the PC.
* (released in January, 2003 ), first console version of on the PlayStation 2 . Later released for GameCube and Xbox .
* (released in December 2003 ): the second video game console/console -based version of as a Role-playing game/RPG where the player guides Sims to move into . It can be played with two players and provides the added ability to visit external locales ('Comunity' lots).
* (released in November 2004 ): This version renames the "Sims" to "Urbz" and gives them fresh, new attitudes that were previously either scarce or nonexistent in previous incarnations of the simulated beings. is set in various districts throughout SimCity, with each having its own unique Urbz and elements.
* is currently being ported to consoles. These consoles are the PlayStation 2 , Microsoft Xbox , Nintendo GameCube , Sony PSP , Nintendo DS , Game Boy Advance , and some Mobile/cell phones.
A number of hand-held console versions of the game and a version for cell phone s are also planned.
* and all its expansion packs were ported to the Apple Macintosh by Aspyr Media, Inc. for Apple Macintosh/Macintosh was also ported by the same company. It was released on June 13 2005 .