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''The Sims'' is a
social simulation Social simulation is a research field that applies computational methods to study issues in the social sciences. The issues explored include problems in computational law, psychology, organizational behavior, sociology, political science, e ...
video game developed by Maxis and published by Electronic Arts in 2000. It is a simulation of the daily activities of one or more virtual people ("Sims") in a
suburb A suburb (more broadly suburban area) is an area within a metropolitan area, which may include commercial and mixed-use, that is primarily a residential area. A suburb can exist either as part of a larger city/urban area or as a separate ...
an household near a fictional city. Players control customizable Sims as they pursue career and relationship goals. Players can also use their Sims' income to renovate their living space, purchase home furnishings, or clothing for their household. Players can also choose to pursue a social and successful life. The game's development was led by Will Wright and the game was a follow-up to Wright's earlier '' SimCity'' series; Wright was inspired to create the game by
Christopher Alexander Christopher Wolfgang John Alexander (4 October 1936 – 17 March 2022) was an Austrian-born British-American architect and design theorist. He was an emeritus professor at the University of California, Berkeley. His theories about the nature o ...
's 1977 book '' A Pattern Language'', and Scott McCloud's 1993 book '' Understanding Comics'' later played a role in the game's design. Seven expansion packs were released from 2000 to 2003, each of which added new items, characters, skins, and features. Upon release, ''The Sims'' garnered widespread critical acclaim and was described by Wright as being successful in attracting casual and female gamers. It also won several awards, and placed 31st on ''Time'''s The 50 Best Video Games of All Time list. The game has also been commercially successful, being one of the best selling PC games of all time with 11.5 million copies sold. Several sequels were released—'' The Sims 2'' in 2004, '' The Sims 3'' in 2009, and '' The Sims 4'' in 2014.


Gameplay

The structure of the game is an
agent-based An agent-based model (ABM) is a computational model for simulating the actions and interactions of autonomous agents (both individual or collective entities such as organizations or groups) in order to understand the behavior of a system and wha ...
artificial life program. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions independently, though often the player's intervention is necessary to keep the Sims on the right track. ''The Sims'' technically has unlimited replay value, in that there is no way to truly win the game, and the player can play indefinitely. It has been described as more like a toy than a game. Sims are influenced by the player to interact with objects or other Sims. Sims may receive guests at their home lot, invited or not, from other playable lots or from unhoused
non-player character A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster o ...
(NPC) Sims. If enabled in the game's options, Sims have a certain amount of free will, allowing them to autonomously interact with their world. However, the player can override most of these autonomous actions by cancelling them in the action queue at the top of the screen. Unlike the simulated environments in games such as ''SimCity'', '' SimEarth'' or '' SimLife'', Sims are not fully autonomous. They are unable to take certain actions without specific commands, such as paying bills, finding a job, exercising, and conceiving children. Sims communicate in a fictional language called Simlish, which is mostly composed of
blowing raspberries Blowing a raspberry, strawberry, razzing or making a Bronx cheer, is to make a noise similar to flatulence that may signify derision, real or feigned. It is also used in childhood phonemic play. It is made by placing the tongue between the lips, ...
and saying nonsense. The player can make decisions about time spent in skill development, such as exercise, reading, creativity, and logic by adding activities to Sims' daily agenda. Daily needs such as hygiene and eating can and must also be scheduled. Although Sims can autonomously perform these actions, they may not prioritize them effectively and can suffer consequences for neglecting their own needs. In addition, Sims must maintain balanced budgets and usually supplement an income by obtaining a job. Sims may earn promotions by fulfilling skills and maintaining friendships with others for each level, which lead to new job titles, increased wages, and different work hours. Alternately, Sims may create and sell various artwork and items at home. 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, fire, or electrocution (or from natural causes/age in certain versions). When a Sim dies, a tombstone or an urn will appear (in later expansion packs, the Grim Reaper will appear first), and the ghost of the deceased Sim may haunt the building where it died. In addition, Sims can leave the game for good and never return, or two adult Sims with a bad relationship may
brawl Brawl or Brawling may refer to: * Brawl, a large-scale fist fight usually involving multiple participants *'' Brawl Stars'', a game desarrollated by Supercell, created at 2018 * Brawl, Scotland, a crofting community on the north coast of Scotland ...
, eventually resulting in one of them moving out. Children will be sent away to military school if they fail their classes or if they have not fulfilled their needs, a social care worker will take them away from their household and they are no longer returnable.


Building tools

When the "Live" mode occurs in the game, the player may enter "Build" mode or "Buy" mode to pause time and renovate the house or lot. When the game begins, each family starts off with §20,000 ''simoleons'' (regardless of its number of members). These funds can be used to purchase a small house or vacant lot on the neighborhood screen. After purchasing a lot, a user may construct or remodel a house in Build mode or purchase or move furniture in Buy mode. All architectural and customizable features and furnishings in Build and Buy modes follow a square-tile system in which items must be placed on a tile. Walls and fences extend along the edge of a tile and can follow the edge of the tile or cross it diagonally, but furniture items cannot be placed on either side of a crossed tile. The base game contains over 150 items, including furniture and architectural elements. In addition, the game includes an architecture system. The game was originally designed solely as an architecture simulator, 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 once limited role in the game was developed further. Players have a broad choice of objects that their respective Sims may purchase. Objects fall into one of eight broad categories: seating, surfaces, decorations, electronics, appliances, plumbing, lighting, and miscellaneous.


Development

The original inspiration for ''The Sims'' was
Christopher Alexander Christopher Wolfgang John Alexander (4 October 1936 – 17 March 2022) was an Austrian-born British-American architect and design theorist. He was an emeritus professor at the University of California, Berkeley. His theories about the nature o ...
's 1977 book on architecture and urban design, '' A Pattern Language''. Game designer Will Wright was inspired by the book's focus on functionality in architecture, as Alexander based his design principles on structural usability rather than aesthetic values. Wright wanted to create a simulation game about enabling human behavior and interaction through design. Scott McCloud's 1993 book '' Understanding Comics'' became a big influence on the design of ''The Sims'' later on, as it advocates a certain type of "collaboration" between designer and consumer and outlines the value of abstraction for getting readers or players involved with a story. Will Wright started working on ''The Sims'' after releasing '' SimAnt'' in 1991. It was during that same year that he lost his home during the Oakland firestorm of 1991, and he incorporated his experience of rebuilding his life into the game. However, the game's concept was very poorly received by a focus group, so Wright had difficulty getting the project off the ground. He managed to convince his company to let him work on the project (codenamed "Project X" at the time) in the background while developing '' SimCity 2000'' and '' SimCopter''. He was lent one programmer for the project, Jamie Doornbos, who went on to become the lead programmer for ''The Sims''. During the first few years of the project, Wright and Doornbos were primarily developing an open-ended system of character behavior. As the project continued, Wright found that the social aspect of the game turned out to be highly engaging, and the team started to focus more on the characters of the game, such as by letting Sims visit one another's houses and by implementing long-term relationships. A demo of the game was presented at the 1999
Electronic Entertainment Expo E3 (short for Electronic Entertainment Expo or Electronic Entertainment Experience in 2021) is a trade event for the video game industry. The Entertainment Software Association (ESA) organizes and presents E3, which many developers, publisher ...
. During a displaying in front of the press, two female characters at an in-game wedding fell in love and kissed each other. After the event, the relationship mechanics were further modified so the character's sexual orientation was set depending on the player's actions. ''The Sims'' uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered in 3D, whereas the house and all its objects are pre-rendered and displayed diametrically. For the game's Japanese release, the game was renamed to ''SimPeople'' (シムピープル) to match the naming conventions of the other Sim games from Maxis.


Music

The game music was composed by Jerry Martin, Marc Russo, Kirk R. Casey, and Dix Bruce. The game disc contains 37 tracks, of which 15 were published in 2007 as an official soundtrack album. Most of the tracks contain no vocals, but some of them feature Simlish lyrics.


Modding scene

''The Sims'' is credited with opening up modding to a new demographic, making it easy enough for "casual modders" to modify the game. ''The Sims'' was designed in a way that it would be easy to add user-created content (also known as custom content or "CC") to the game, with Will Wright stating in an interview that he wanted to put the player in the design role. Maxis released modding tools for ''The Sims'' before the game itself, resulting in a suite of fan-created mods being available at launch. Websites for downloading CCs and mods include The Sims Resource and
Mod The Sims ''The Sims'' is a series of life simulation video games developed by Maxis and published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and it is one of the best-selling video game series of all time. The game ...
.


Expansion packs

''The Sims'' had a total of seven expansion packs released in its lifecycle. Each expansion generally adds new items, neighborhoods, characters, skins, and features.


Expansion compilations


Reception


Critical reception

''The Sims'' received critical acclaim. On review aggregator Metacritic, the PC version of ''The Sims'' received a score of 92%, indicating "universal acclaim". Will Wright, the game's designer, said the game has been a success in many ways—attracting casual gamers and female gamers (the latter making up almost 60% of players). Jeff Lundrigan reviewed the PC version of the game for ''
Next Generation Next Generation or Next-Generation may refer to: Publications and literature * ''Next Generation'' (magazine), video game magazine that was made by the now defunct Imagine Media publishing company * Next Generation poets (2004), list of young ...
'', rating it four stars out of five, saying "Do not miss. Run do not walk. And set aside lots of time." In 2012, the game was one of 14 video games selected by the Museum of Modern Art as the basis for an intended collection of 40 games.


Console ports

The ports enjoyed a generally favorable reception, with Metacritic scores ranging from 83 to 85 .


Awards

''The Sims'' has won numerous awards, including GameSpot's "Game of the Year Award" for 2000. During the 3rd Annual AIAS
Interactive Achievement Awards The D.I.C.E. Awards (formerly the Interactive Achievement Awards) is an award show in the video game industry started in 1998 and commonly referred to in the industry as the "video games Oscar". The awards are arranged by the Academy of Interac ...
(now known as the D.I.C.E. Awards), ''The Sims'' won "Game of the Year", "Outstanding Achievement in Game Design" and "Outstanding Achievement in Gameplay Engineering" (along with nominations for "Computer Family Title of the Year" and "Outstanding Achievement in Art Direction"). '' Game Informer'' ranked it the 80th best game ever made in its 100th issue in 2001. In 2005, ''The Sims'' was inducted into GameSpot's list of the greatest games of all time. In 2016, The Strong National Museum of Play inducted ''The Sims'' to its World Video Game Hall of Fame. In August 2016, ''The Sims'' placed 31st on ''Time'''s The 50 Best Video Games of All Time list. In 2019, it was ranked 17th on '' The Guardian'' newspaper's The 50 Best Video Games of the 21st Century list.


Sales

''The Sims'' was released on February 4, 2000, and became a best-seller shortly after launch. In the United States, it was the best-selling computer game of 2000, with domestic sales of 1.77 million units and revenues of $72.9 million. It remained the country's #1 computer title in 2001, when it sold an additional 1.48 million units and earned another $60.4 million in revenue. In 2002, ''The Sims'' became the top-selling PC game in history at the time, displacing '' Myst'' by selling more than 6.3 million copies worldwide. By February 2005, the game had shipped 16 million copies worldwide. By July 2006, the console versions of ''The Sims'' series had sold a combined 3.5 million units in the United States. ''
Next Generation Next Generation or Next-Generation may refer to: Publications and literature * ''Next Generation'' (magazine), video game magazine that was made by the now defunct Imagine Media publishing company * Next Generation poets (2004), list of young ...
'' ranked ''The Sims'' as the 45th highest-selling game launched for the
PlayStation 2 The PlayStation 2 (PS2) is a home video game console developed and marketed by Sony Computer Entertainment. It was first released in Japan on 4 March 2000, in North America on 26 October 2000, in Europe on 24 November 2000, and in Australia on 3 ...
, Xbox or
GameCube The is a home video game console developed and released by Nintendo in Japan on September 14, 2001, in North America on November 18, 2001, and in PAL territories in 2002. It is the successor to the Nintendo 64 (1996), and predecessor of the Wii ...
between January 2000 and July 2006 in the United States. As of March 2015, ''The Sims'' had sold more than 11.24 million copies for PC, making it one of the best-selling PC games of all time.


Sequels and legacy

''The Sims'' was followed by the sequels '' The Sims 2'' (2004), '' The Sims 3'' (2009), and '' The Sims 4'' (2014). The console versions of ''The Sims'' 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 ''Bustin' Out'' adds a multiplayer mode supporting two simultaneous players.


See also

*
Simulated reality The simulation theory is the hypothesis that reality could be simulated—for example by quantum computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds that may or may not know that they live i ...
* Simulation


Notes


References


Further reading

* * * * Atkins, Barry. ''More than a game: the computer Game as fictional form'' Manchester: Manchester Univ. Press, 2003. *


External links

* * * *
''The Sims''
at
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{{DEFAULTSORT:Sims 1, The 2000 video games AIAS Game of the Year winners Aspyr games Cancelled PlayStation (console) games Electronic Arts games GameCube games Interactive Achievement Award winners Life simulation games Classic Mac OS games PlayStation 2 games Social simulation video games The Sims Video games featuring protagonists of selectable gender Video games scored by Jerry Martin Video games with alternative versions Video games with expansion packs Video games with isometric graphics Video games with custom soundtrack support Windows games Xbox games Video games about ghosts Game Developers Choice Award for Game of the Year winners World Video Game Hall of Fame Video games developed in the United States