Why Didnt Jerry Sims Play Again

2000 video game

2000 video game

The Sims
The Sims Coverart.png

Microsoft Windows cover fine art

Developer(due south) Maxis
Edge of Reality (consoles)
Publisher(due south) Electronic Arts
Aspyr Media (Mac OS)
EA Games (consoles)
Producer(s) Kana Ryan
Designer(s) Will Wright
Developer(s) Jeffrey Charvat
Jim Mackraz
Artist(southward) Charles London
Writer(southward) Sean Baity
Composer(s) Jerry Martin
Marc Russo
Series The Sims
Platform(s) Microsoft Windows, Mac Bone, Mac Bone Ten, PlayStation ii, GameCube, Xbox[note 1]
Release Microsoft Windows
  • NA: February 4, 2000[ii]
  • European union: February 11, 2000[ane]
  • JP: April 2000
Mac OS
  • NA: July 25, 2000
PlayStation ii
  • NA: January 14, 2003
  • EU: January 31, 2003
GameCube & Xbox
  • NA: March 25, 2003
  • EU: April 4, 2003
Genre(s) Social simulation
Fashion(s) Unmarried-actor

The Sims is a strategic life simulation video game developed past Maxis and published by Electronic Arts in 2000. Information technology is a simulation of the daily activities of 1 or more virtual people ("Sims") in a suburban household near a fictional city. Players command customizable Sims equally they pursue career and relationship goals. Players can also use their Sims' income to renovate their living space, buy habitation furnishings, or clothing for their household. Players can also cull to pursue a social and successful life.

The game's development was led past Will Wright and the game was a follow-up to Wright's earlier SimCity serial; Wright was inspired to create the game past Christopher Alexander'due south 1977 book A Pattern Language, and Scott McCloud'due south 1993 volume Understanding Comics later played a role in the game's design. Vii expansion packs were released from 2000 to 2003, each of which added new items, characters, skins, and features.

Upon release, it garnered widespread critical acclaim and was described past Wright as being successful in attracting coincidental and female gamers. It also won several awards, and placed 31st on Time's The 50 Best Video Games of All Time list. Several sequels were released—The Sims 2 in 2004, The Sims 3 in 2009, and The Sims iv in 2014.

Gameplay [edit]

The structure of the game is an amanuensis-based artificial life program. The presentation of the game's bogus intelligence is advanced, and the Sims will respond to outside conditions independently, though often the thespian'due south intervention is necessary to proceed the Sims on the right track. The Sims technically has unlimited replay value, in that there is no fashion to truly win the game, and the player can play indefinitely. Information technology has been described equally more like a toy than a game.[3]

Sims are influenced by the actor to interact with objects or other Sims. Sims may receive guests at their home lot, invited or non, from other playable lots or from unhoused non-role player graphic symbol (NPC) Sims. If enabled in the game's options, Sims have a certain amount of free will, assuasive them to autonomously interact with their globe. However, the thespian tin can override well-nigh of these autonomous actions by cancelling them in the activity queue at the top of the screen. Different the simulated environments in games such as SimCity, SimEarth or SimLife, Sims are not fully autonomous.[iv] They are unable to take sure actions without specific commands, such as paying bills, finding a job, exercising, and conceiving children. Sims communicate in a fictional linguistic communication called Simlish, which is generally equanimous of blowing raspberries and saying nonsense.[v]

The actor tin make decisions about time spent in skill development, such as exercise, reading, creativity, and logic past adding activities to Sims' daily calendar. Daily needs such as hygiene and eating tin and must also exist scheduled. Although Sims can autonomously perform these actions, they may not prioritize them effectively and tin 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 past fulfilling skills and maintaining friendships with others for each level, which lead to new job titles, increased wages, and unlike work hours. Alternately, Sims may create and sell various artwork and items at habitation.[three]

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

While there is no eventual objective to the game, states of failure practice exist in The Sims. One is that Sims may die, either by starvation, drowning, fire, or electrocution (or from natural causes/historic period in certain versions). When a Sim dies, a tombstone or an urn volition appear (in later expansion packs, the Grim Reaper will appear first),[4] and the ghost of the deceased Sim may haunt the building where information technology died. In addition, Sims can leave the game for good and never return, or two adult Sims with a bad human relationship may brawl, eventually resulting in 1 of them moving out. Children will be sent abroad to armed services school if they fail their classes or if they have not fulfilled their needs (peculiarly when hunger is very depression), a social care worker will take them away from their household and they are no longer returnable.[5]

Building [edit]

When the "Live" mode occurs in the game, the player may enter "Build" style or "Buy" mode to intermission 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 tin be used to purchase a modest business firm or vacant lot on the neighborhood screen.[four] After purchasing a lot, a user may construct or remodel a house in Build fashion or buy or move piece of furniture in Buy mode. All architectural and customizable features and furnishings in Build and Purchase modes follow a square-tile system in which items must exist placed on a tile. Walls and fences extend along the border of a tile and can follow the border of the tile or cross it diagonally, but piece of furniture items cannot be placed on either side of a crossed tile. The base of operations game contains over 150 items, including furniture and architectural elements.[four]

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, merely 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.[6]

Objects [edit]

Players have a wide pick of objects that their corresponding Sims may buy. Objects fall into 1 of eight wide categories: seating, surfaces, decorations, electronics, appliances, plumbing, lighting, and miscellaneous.[vii]

Development [edit]

A Sim using a virtual reality simulator

The original inspiration for The Sims was Christopher Alexander's 1977 book on architecture and urban design, A Design Language. Game designer Volition Wright was inspired by the book'due south focus on functionality in architecture, as Alexander based his design principles on structural usability rather than artful values. Wright wanted to create a simulation game about enabling human behavior and interaction through design. Scott McCloud'due south 1993 volume Agreement Comics became a big influence on the pattern of The Sims later on, every bit information technology advocates a sure blazon of "collaboration" between designer and consumer and outlines the value of abstraction for getting readers or players involved with a story.[eight]

Will Wright started working on The Sims later on releasing SimAnt in 1991.[eight] It was during that same year that he lost his home during the Oakland firestorm of 1991, and he incorporated his feel of rebuilding his life into the game.[nine] [10] Withal, the game's concept was very poorly received past a focus group, so Wright had difficulty getting the projection off the ground. He managed to convince his company to allow him work on the project (codenamed "Project X" at the time) in the background while developing SimCity 2000 and SimCopter. He was lent one developer for the project, Jamie Doornbos, who went on to go the lead programmer for The Sims. During the kickoff few years of the projection, Wright and Doornbos were primarily developing an open-ended system of grapheme behavior. Equally the projection continued, Wright institute 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.[8]

A demo of the game was presented at the 1999 Electronic Entertainment Expo. During a displaying in front of the press, two female characters at an in-game wedding vicious in love and kissed each other. Afterward the event, the relationship mechanics were further modified so the character'south sexual orientation was prepare depending on the histrion's actions.[11]

The Sims uses a combination of 3D and second graphics techniques. The Sims themselves are rendered in 3D, whereas the house and all its objects are pre-rendered and displayed diametrically.[5]

For the game'due south Japanese release, the game was renamed to SimPeople (シムピープル) to friction match the naming conventions of the other Sim games from Maxis.[12]

Music [edit]

The game music was composed by Jerry Martin,[xiii] Marc Russo, Kirk R. Casey,[14] and Dix Bruce. The game disc contains 37 tracks, of which 15 were published in 2007 as an official soundtrack album.[15] Nigh of the tracks comprise no vocals, just some of them characteristic Simlish lyrics.

Modding scene [edit]

The Sims is credited with opening up modding to a new demographic, making it piece of cake enough for "casual modders" to alter the game.[16] The Sims was designed in a way that it would be easy to add user-created content to the game,[17] with Will Wright stating in an interview that he wanted to put the player in the design role.[18] Maxis released modding tools for The Sims before the game itself, resulting in a suite of fan-created mods being available at launch.[17]

Expansion packs [edit]

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

Name Release date Description
Livin' Large (known equally Livin' It Upwards in Europe)
  • NA: Baronial 31, 2000
Adds new unconventional characters, careers, items, and features for the dwelling house.[19]
House Party
  • NA: April 2, 2001
  • NA: October 4, 2002 (reissue)
Gives players the ability and facilities to agree parties and gatherings in their Sims' homes. Drew Carey makes a cameo appearance in the game if the player'due south Sims concord a good enough party.[20]
Hot Appointment
  • NA: November 12, 2001
Adds new items, characters, and the ability for Sims to exit their homes and travel to new destinations. Adds new destination, "Downtown", composed of 10 new lots. Introduces a revamped relationship organization involving curt- and long-term relationships. Adds ability carry inventory and give gifts to other Sims.[21]
Vacation (known as On Holiday in the UK, Ireland, China and Scandinavia)
  • NA: March 28, 2002
Introduces a new destination called "Holiday Island" where Sims tin can take vacations with family members or with other Sims and marks the get-go time Sims tin can stay on lots away from home. Adds ability to relieve the game while a Sim is on Vacation Island. Allows Sims to buy or discover souvenirs, stay at a hotel, or rent a tent/igloo.[22]
Unleashed
  • NA: Nov vii, 2002
Introduces pets into the game. Allows dogs and cats to be treated every bit Sims rather than objects. Introduces gardening and expands original ten-lot neighborhood to over xl lots, with the added power to rezone these lots for residential or community use. Allows community lots to be modified to shops, cafes, and other commercial establishments.[23]
Superstar
  • NA: May thirteen, 2003
Allows Sims to get entertainment figures and includes representations of several famous personalities. Celebrities tin can brand cameo appearances simply cannot be controlled by the player. Adds new work and leisure items, and a new destination chosen "Studio Boondocks", which functions as a workplace for celebrity Sims. Allows not-celebrity Sims to visit Studio Town for leisure.[24]
Makin' Magic
  • NA: Oct 29, 2003
Introduces magic to the game and allows Sims to cast spells, forge charms, and buy alchemical ingredients. Introduces the Magic Town lots, which house vendors of magical ingredients and items and a number of magic-related mini-games. Introduces baking and nectar-making. Adds additional residential lots in Magic Town.

Expansion compilations [edit]

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

Repackaged editions [edit]

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

Name Windows
release appointment
Features Region(due south)
The Sims Collector'due south Edition March 23, 2001 Core game and The Sims: Livin' It Up. Europe
The Sims Party Pack 2002 Core game and The Sims: Firm Party. Europe
The Sims Triple Party Pack 2002 Cadre game, The Sims: Livin' It Up, and The Sims: House Political party. Europe
The Sims Palatial Edition October 4, 2002 Core game, The Sims: Livin' Big, The Sims Creator (an editor used to create custom Sim clothing) and Deluxe Edition exclusive content (includes 25+ sectional objects and 50+ clothing choices) on ii CDs. Worldwide
The Sims Collector'southward Edition 2 2002 The Sims Deluxe Edition, The Sims: Hot Date, and The Sims: Vacation Australia
The Sims Double Deluxe Oct 10, 2003 The Sims Palatial Edition, The Sims: House Party, and Double Deluxe bonus content CD (containing exclusive African and Asian-themed skins, objects, walls and floors, as well as a selection of downloads from the official website). Worldwide
The Sims Mega Deluxe May 25, 2004 The Sims Double Palatial and The Sims: Hot Appointment. North America
The Sims Triple Deluxe June fifteen, 2004 The Sims Double Deluxe and The Sims: Holiday. Europe
The Consummate Drove of The Sims March 24, 2005 The Sims Triple Deluxe, The Sims Hot Date, The Sims: Unleashed, The Sims: Superstar and The Sims: Makin' Magic (limited edition boxset). Europe
The Sims Complete Collection November 1, 2005 Core game, all 7 expansion packs, Deluxe Edition sectional content, Double Deluxe bonus content, and The Sims Creator on 4 CDs. North America, Europe, State of israel
The Sims Full House 2005 Core game, all seven expansion packs, and The Sims 2 preview disc. Australia, New Zealand

Reception and legacy [edit]

Critical reception [edit]

The Sims received critical acclaim. On Metacritic, which assigns a normalized rating out of 100 to reviews from mainstream critics, the PC version of The Sims has an average score of 92 based on 38 reviews, indicating "universal acclaim". Will Wright, the game's designer, said the game has been a success in many ways—alluring casual gamers and female person gamers (the latter making upward almost 60% of players).[43]

Jeff Lundrigan reviewed the PC version of the game for Next Generation, rating it four stars out of v, saying "Do not miss. Run do not walk. And set aside lots of fourth dimension."[ clarification needed ] [37]

In 2012, the game was one of 14 video games selected by the Museum of Modern Art every bit the basis for an intended collection of 40 games.[44]

Console ports [edit]

The ports enjoyed a generally favorable reception, with Metacritic scores ranging from 83 to 85 as of August 2009[update].[45] [46] [47]

Awards [edit]

The Sims has won numerous awards, including GameSpot's "Game of the Year Award" for 2000. During the 3rd Annual AIAS Interactive Achievement Awards (now known as the D.I.C.E. Awards), The Sims won "Game of the Yr", "Outstanding Accomplishment in Game Design" and "Outstanding Achievement in Gameplay Applied science" (along with nominations for "Computer Family unit Title of the Year" and "Outstanding Achievement in Art Direction").[39] Game Informer ranked it the 80th best game ever made in its 100th issue in 2001.[48] In 2005, The Sims was inducted into GameSpot's list of the greatest games of all fourth dimension.[49] In August 2016, The Sims placed 31st on Fourth dimension's The l Best Video Games of All Time list.[50] In 2019, it was ranked 17th on The Guardian newspaper'southward The 50 Best Video Games of the 21st Century list.[51]

Sales [edit]

The Sims was released on February iv, 2000,[52] and became a best-seller shortly afterward launch.[48] In the United States, it was the best-selling computer game of 2000, with domestic sales of 1.77 1000000 units and revenues of $72.9 meg.[53] It remained the country's #1 computer title in 2001,[54] when it sold an additional ane.48 million units and earned another $lx.4 million in revenue.[55] In 2002, The Sims became the top-selling PC game in history at the time, displacing Myst by selling more than 6.3 1000000 copies worldwide.[56]

By February 2005, the game had shipped 16 million copies worldwide.[57] By July 2006, the console versions of The Sims series had sold a combined 3.5 million units in the United states.[58]

Next Generation ranked The Sims as the 45th highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in the United States.[58]

As of March 2015, The Sims had sold more than than eleven.24 one thousand thousand copies for PC, making it one of the best-selling PC games of all times.[59]

Sequels [edit]

The Sims was followed by the sequels The Sims ii (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 on PC expansion packs, and Bustin' Out adds a multiplayer mode supporting 2 simultaneous players.[60]

See also [edit]

  • False reality
  • Simulation

Notes [edit]

  1. ^ The Xbox version of this game is non compatible with Xbox 360.

References [edit]

  1. ^ "Game Guide". Computer Trade Weekly. No. 776. United Kingdom. Feb 11, 2000. p. 45.
  2. ^ Ltucker (Feb iv, 2010). "EA'Southward Groundbreaking Franchise The Sims Turns Ten" (Press release). Redwood City: Electronic Arts. Archived from the original on May ten, 2013. Retrieved January 31, 2020.
  3. ^ a b Boland, Eric (2010). The Sims: The Complete Guide. Vancouver: WTYW7 Books. p. 24. ISBN978-0-557-84739-6. Archived from the original on September 19, 2016. Retrieved Baronial x, 2016.
  4. ^ a b c d Boland, Eric (2010). The Sims: The Consummate Guide. Vancouver: WTYW7 Books. p. 23. ISBN978-0-557-84739-6. Archived from the original on September xix, 2016. Retrieved August 10, 2016.
  5. ^ a b c Boland, Eric (2010). The Sims: The Complete Guide. Vancouver: WTYW7 Books. p. 25. ISBN978-0-557-84739-vi. Archived from the original on September 19, 2016. Retrieved August x, 2016.
  6. ^ Thompson, Bob (April fourteen, 2002). "Guys and Digital Dolls". The Washington Mail service. p. W08. Retrieved Feb 14, 2021. {{cite news}}: CS1 maint: url-condition (link)
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  8. ^ a b c Rouse III, Richard (2005). Game Design Theory & Practice (2nd ed.). Wordware Publishing, Inc. pp. 425–427. ISBN978-1-55622-912-1.
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  11. ^ Parkin, Simon (June 18, 2014). "The Osculation That Changed Video Games". The New Yorker. Archived from the original on August one, 2018.
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  13. ^ "The Sims". Jerry Martin Music. Archived from the original on July thirteen, 2011. Retrieved March 11, 2011.
  14. ^ "Credits". TayMusic.net. Archived from the original on July 24, 2011. Retrieved March 11, 2011.
  15. ^ "The Sims: The Original Game Soundtrack". Musicbrainz . Retrieved March 11, 2011. {{cite spider web}}: CS1 maint: url-condition (link)
  16. ^ Laukkanen, Tero (2005). Modding scenes - Introduction to user-created content in computer gaming (PDF). Trepo. University of Tampere. p. iv. ISBN9514464486. ISSN 1458-9974.
  17. ^ a b Laukkanen, Tero (2005). Modding scenes - Introduction to user-created content in computer gaming (PDF). Trepo. University of Tampere. p. 68. ISBN9514464486. ISSN 1458-9974.
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  60. ^ "The Sims Bustin' Out". GameFAQs. Archived from the original on February 19, 2017. Retrieved February xviii, 2017.

Further reading [edit]

  • Nakamura, Rika; Wirman, Hanna (October 2005). "Girlish Counter-Playing Tactics". Game Studies. 5 (1).
  • Pearce, Celia (July 2002). "Sims, BattleBots, Cellular Automata God and Get". Game Studies. 2 (1).
  • Paulk, Charles (December 2006). "Signifying Play: The Sims and the Sociology of Interior Design". Game Studies. six (1).
  • Atkins, Barry. More than a game: the computer Game as fictional form Manchester: Manchester Univ. Press, 2003.
  • Sihvonen, Tania (2011). "Players Unleashed!: Modding The Sims and the Civilisation of Gaming". Players Unleashed!. Amsterdam: Amsterdam University Press: 37–86. doi:x.1515/9789048511983-003. ISBN9789089642011. JSTOR j.ctt46mt37.five.

External links [edit]

  • "The Sims". Archived from the original on June 3, 2002. Retrieved Dec 17, 2013. {{cite web}}: CS1 maint: unfit URL (link)
  • "The Sims". Archived from the original on Feb half-dozen, 2001. Retrieved December 17, 2013. {{cite spider web}}: CS1 maint: unfit URL (link)
  • "The Sims". Archived from the original on November ix, 2000. Retrieved November 10, 2013. {{cite web}}: CS1 maint: unfit URL (link)
  • "The Sims". Archived from the original on October 8, 1999. Retrieved November ten, 2013. {{cite web}}: CS1 maint: unfit URL (link)
  • The Sims at MobyGames

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Source: https://en.wikipedia.org/wiki/The_Sims_%28video_game%29

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