The Sims (video game)
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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 Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
developed by
Maxis Maxis is an American video game developer and a division of Electronic Arts (EA). The studio was founded in 1987 by Will Wright and Jeff Braun, and acquired by EA in 1997. Maxis is best known for its simulation games, including '' The Sims ...
and published by
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the ...
in 2000. It is a
simulation A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...
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 separ ...
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 ''SimCity'' is an open-ended city-building video game series originally designed by Will Wright. The first game in the series, ''SimCity'', was published by Maxis in 1989 and were followed by several sequels and many other spin-off "''Sim ...
'' 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 ...
's 1977 book ''
A Pattern Language ''A Pattern Language: Towns, Buildings, Construction'' is a 1977 book on architecture, urban design, and community livability. It was authored by Christopher Alexander, Sara Ishikawa and Murray Silverstein of the Center for Environmental Struc ...
'', and
Scott McCloud Scott McCloud (born Scott McLeod; June 10, 1960) is an American cartoonist and comics theorist. He is best known for his non-fiction books about comics: ''Understanding Comics'' (1993), '' Reinventing Comics'' (2000), and '' Making Comics'' (20 ...
's 1993 book ''
Understanding Comics ''Understanding Comics: The Invisible Art'' is a 1993 non-fiction work of comics by American cartoonist Scott McCloud. It explores formal aspects of comics, the historical development of the medium, its fundamental vocabulary, and various ways in ...
'' 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 ''The Sims 2'' is a 2004 strategy game, strategic life simulation game, life simulation video game developed by Maxis and published by Electronic Arts. It is the second major title in ''The Sims'' series, and is the sequel to ''The Sims (video ...
'' in 2004, '' The Sims 3'' in 2009, and ''
The Sims 4 ''The Sims 4'' is a social simulation game developed by Maxis and published by Electronic Arts. It is the fourth major title in ''The Sims'' series, and is the sequel to '' The Sims 3'' (2009). The game was released in North America on Septem ...
'' in 2014.


Gameplay

The structure of the game is an agent-based
artificial life Artificial life (often abbreviated ALife or A-Life) is a field of study wherein researchers examine systems related to natural life, its processes, and its evolution, through the use of simulations with computer models, robotics, and biochemistry ...
program. The presentation of the game's
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech ...
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 Replay may refer to: * Replay (sports), a replayed match between two sport teams Technology * Game replay, a recording of a game session. * Instant replay, in motion pictures and television, a showing again of part of a film * Replay Professiona ...
, 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 ...
(NPC) Sims. If enabled in the game's options, Sims have a certain amount of
free will Free will is the capacity of agents to choose between different possible courses of action unimpeded. Free will is closely linked to the concepts of moral responsibility, praise, culpability, sin, and other judgements which apply only to ac ...
, 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 ''SimLife: The Genetic Playground'' is a video game produced by Maxis in 1992. The concept of the game is to simulate an ecosystem; players may modify the genetics of the plants and animals that inhabit the virtual world. The point of this gam ...
'', 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 Simlish is a fictional language featured in EA's ''Sim'' series of games. It debuted in ''SimCopter'' (1996), and has been especially prominent in ''The Sims'' franchise, as well as in its spinoff ''MySims'' series. Simlish can also be hear ...
, which is mostly composed of blowing raspberries 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 Death is frequently imagined as a personified force. In some mythologies, a character known as the Grim Reaper (usually depicted as a berobed skeleton wielding a scythe) causes the victim's death by coming to collect that person's soul. Other b ...
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, 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 Social work is an academic discipline and practice-based profession concerned with meeting the basic needs of individuals, families, groups, communities, and society as a whole to enhance their individual and collective well-being. Social wor ...
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 Architecture is the art and technique of designing and building, as distinguished from the skills associated with construction. It is both the process and the product of sketching, conceiving, planning, designing, and constructing buildings ...
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 ...
's 1977 book on architecture and
urban design Urban design is an approach to the design of buildings and the spaces between them that focuses on specific design processes and outcomes. In addition to designing and shaping the physical features of towns, cities, and regional spaces, urban d ...
, ''
A Pattern Language ''A Pattern Language: Towns, Buildings, Construction'' is a 1977 book on architecture, urban design, and community livability. It was authored by Christopher Alexander, Sara Ishikawa and Murray Silverstein of the Center for Environmental Struc ...
''. 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 Scott McCloud (born Scott McLeod; June 10, 1960) is an American cartoonist and comics theorist. He is best known for his non-fiction books about comics: ''Understanding Comics'' (1993), '' Reinventing Comics'' (2000), and '' Making Comics'' (20 ...
's 1993 book ''
Understanding Comics ''Understanding Comics: The Invisible Art'' is a 1993 non-fiction work of comics by American cartoonist Scott McCloud. It explores formal aspects of comics, the historical development of the medium, its fundamental vocabulary, and various ways in ...
'' 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 Abstraction in its main sense is a conceptual process wherein general rules and concepts are derived from the usage and classification of specific examples, literal ("real" or " concrete") signifiers, first principles, or other methods. "An abst ...
for getting readers or players involved with a story. Will Wright started working on ''The Sims'' after releasing ''
SimAnt ''SimAnt: The Electronic Ant Colony'' is a 1991 life simulation video game by Maxis and the company's third product, focusing on ants. It was designed by Will Wright. In 1992, it was named "Best Simulation Game" at the Software Publishers Ass ...
'' in 1991. It was during that same year that he lost his home during the
Oakland firestorm of 1991 : The Oakland firestorm of 1991 was a large suburban wildland–urban interface conflagration that occurred on the hillsides of northern Oakland, California, and southeastern Berkeley over the weekend of October 19–20, 1991, before being b ...
, 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 A focus group is a group interview involving a small number of demographically similar people or participants who have other common traits/experiences. Their reactions to specific researcher/evaluator-posed questions are studied. Focus groups are ...
, 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 ''SimCity 2000'' is a city-building simulation video game jointly developed by Will Wright and Fred Haslam of Maxis. It is the successor to '' SimCity Classic'' and was released for Apple Macintosh personal computers in 1993, after which it wa ...
'' and ''
SimCopter ''SimCopter'' is a 1996 flight simulator video game developed by Maxis. It puts the player into a 3D city. Like '' Streets of SimCity'', ''SimCopter'' lets the user import ''SimCity 2000'' maps into the game. It is also the first game to use th ...
''. 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, publishe ...
. 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 Sexual orientation is an enduring pattern of romantic or sexual attraction (or a combination of these) to persons of the opposite sex or gender, the same sex or gender, or to both sexes or more than one gender. These attractions are generall ...
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 Yellowjackets is an American jazz fusion band founded in 1977 in Los Angeles, California. History In 1977, guitarist Robben Ford, for his first solo album, recruited keyboardist Russell Ferrante, electric bassist Jimmy Haslip and drummer Ri ...
, 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 ''Modding'' is a slang expression derived from the English verb " to modify". The term refers to modification of hardware, software, or anything else, to perform a function not originally intended by the designer, or to achieve bespoke specif ...
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 games ...
.


Expansion packs

''The Sims'' had a total of seven
expansion pack An expansion pack, expansion set, supplement, or simply expansion is an addition to an existing role-playing game, tabletop game, video game or collectible card game. These add-ons usually add new game areas, weapons, objects, characters, or ...
s 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 Metacritic is a website that aggregates reviews of films, TV shows, music albums, video games and formerly, books. For each product, the scores from each review are averaged (a weighted average). Metacritic was created by Jason Dietz, Marc ...
, 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'', 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 The Museum of Modern Art (MoMA) is an art museum located in Midtown Manhattan, New York City, on 53rd Street between Fifth and Sixth Avenues. It plays a major role in developing and collecting modern art, and is often identified as one of t ...
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 ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition ...
'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 Inte ...
(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 ''Game Informer'' (''GI'', most often stylized ''gameinformer'' from the 2010s onward) is an American monthly video game magazine featuring articles, news, strategy, and reviews of video games and associated consoles. It debuted in August 1991 ...
'' ranked it the 80th best game ever made in its 100th issue in 2001. In 2005, ''The Sims'' was inducted into
GameSpot ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition ...
's list of the greatest games of all time. In 2016,
The Strong National Museum of Play The Strong National Museum of Play (known as just The Strong Museum or simply the Strong) is part of The Strong in Rochester, New York, United States. Established in 1969 and based initially on the personal collection of Rochester native Margaret ...
inducted ''The Sims'' to its
World Video Game Hall of Fame The World Video Game Hall of Fame is an international hall of fame that opened on June 4, 2015. It is located in The National Museum of Play's ''eGameRevolution'' exhibit; the hall's administration is overseen by The Strong and the Internatio ...
. 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 ''The Guardian'' is a British daily newspaper. It was founded in 1821 as ''The Manchester Guardian'', and changed its name in 1959. Along with its sister papers '' The Observer'' and '' The Guardian Weekly'', ''The Guardian'' is part of the ...
'' 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 ''Myst'' is a graphic adventure/puzzle video game designed by the Miller brothers, Robyn and Rand. It was developed by Cyan, Inc., published by Broderbund, and initially released for the Macintosh in 1993. In the game, the player's charact ...
'' 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'' 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 ...
,
Xbox Xbox is a video gaming brand created and owned by Microsoft. The brand consists of five video game consoles, as well as applications (games), streaming services, an online service by the name of Xbox network, and the development arm by the ...
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 ...
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 ''The Sims 2'' is a 2004 strategy game, strategic life simulation game, life simulation video game developed by Maxis and published by Electronic Arts. It is the second major title in ''The Sims'' series, and is the sequel to ''The Sims (video ...
'' (2004), '' The Sims 3'' (2009), and ''
The Sims 4 ''The Sims 4'' is a social simulation game developed by Maxis and published by Electronic Arts. It is the fourth major title in ''The Sims'' series, and is the sequel to '' The Sims 3'' (2009). The game was released in North America on Septem ...
'' (2014). The console versions of ''The Sims'' were each followed by a sequel, ''
The Sims Bustin' Out ''The Sims Bustin' Out'' is a video game that was released in 2003/2004 for the PlayStation 2, Xbox, GameCube, Game Boy Advance and N-Gage. It is the second title in ''The Sims'' console series and the first ''The Sims'' title not released on ...
'', 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 A multiplayer video game is a video game in which more than one person can play in the same game environment at the same time, either locally on the same computing system ( couch co-op), on different computing systems via a local area network, or ...
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 A simulation is the imitation of the operation of a real-world process or system over time. Simulations require the use of Conceptual model, models; the model represents the key characteristics or behaviors of the selected system or proc ...


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
MobyGames MobyGames is a commercial website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes nearly 300,000 games for hundreds of platforms. The site is supported by banner ads and a small ...
{{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