The Sims is a social simulation video game developed by Maxis and published by Electronic Arts in 2000. The game allows players to create and control virtual people, called "Sims", and manage their daily lives in a suburban setting. The game features an open-ended gameplay, where players can choose their own goals and objectives, and customize their Sims' appearance, personality, skills, relationships, and environment. A series of expansion packs were also released that add new content and features to the game, such as new careers, items, locations, and scenarios.
Upon release, The Sims garnered widespread critical acclaim and was described by Wright as being successful in attracting casual male and female gamers. The game is regarded as one of the most influential and greatest games of all time. It 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 in The Sims series have been 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 artificial life program that is agent-based. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions independently, although 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.[10]
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 (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 canceling 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.[11] 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 and saying nonsense.[12]
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. Alternatively, Sims may create and sell various artwork and items at home.[10]
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),[11] 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. If two adult Sims with a bad relationship brawl often, it may result in one of them moving out. Children will be sent away to military school if they fail their classes. Lastly, not fulfilling a baby Sim's needs will result in a social care worker permanently taking the baby away from the household.[12]
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.[11] 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.[11]
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.[13] 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.[14]
Development
The original inspiration for The Sims was Christopher Alexander'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.[15]
Will Wright started working on The Sims after releasing SimAnt in 1991.[15] 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;[16][17] 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.[15]
Wright has mentioned playing Little Computer People and receiving valuable feedback on The Sims from several people involved with the game including its designer, Rich Gold.[18] 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 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.[19]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.[12] 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.[20]
Music
The game music was composed by Jerry Martin,[21]Marc Russo, Kirk R. Casey,[22] and Dix Bruce, with additional participation from jazz pianist John R Burr for the songs used in the game's Build Mode.[23] The game disc contains 37 tracks, of which 15 were published in 2007 as an official soundtrack album.[24] 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.[25]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,[26] with Will Wright stating in an interview that he wanted to put the player in the design role.[27] Websites for downloading CCs and mods include The Sims Resource and Mod The Sims. Maxis released modding tools for The Sims before the game itself, resulting in a suite of fan-created mods being available at launch.[26]
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.
Gives players the ability and facilities to hold parties and gatherings in their Sims' homes. Drew Carey makes a cameo appearance in the game if the player's Sims hold a good enough party.[30]
Adds new items, characters, and the ability for Sims to leave their homes and travel to new destinations. Adds new destination, "Downtown", composed of ten new lots. Introduces a revamped relationship system involving short- and long-term relationships. Adds ability to carry inventory and give gifts to other Sims.[31]
Vacation (known as On Holiday in the UK, Ireland, China, Portugal, and Scandinavia)
Introduces a new destination called "Vacation Island" where Sims can take vacations with family members or with other Sims and marks the first time Sims can stay on lots away from home. Adds the ability to save the game while a Sim is on Vacation Island. Allows Sims to purchase or find souvenirs, stay at a hotel, or rent a tent/igloo.[32]
Introduces pets into the game. Allows dogs and cats to be treated as Sims rather than objects. Introduces gardening and expands original ten-lot neighborhood to over forty lots, with the added ability to rezone these lots for residential or community use. Allows community lots to be modified to shops, cafes, and other commercial establishments.[33]
Allows Sims to become entertainment figures and includes representations of several famous personalities. Celebrities can make cameo appearances but cannot be controlled by the player. Adds new work and leisure items, and a new destination called "Studio Town", which functions as a workplace for celebrity Sims. Allows non-celebrity Sims to visit Studio Town for leisure.[34]
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.[35]
Contains an updated version of the core game, The Sims: Livin' Large, The Sims Creator and exclusive items and clothing on a two-disc installation. It can also be installed as an expansion for existing game owners.
The Sims: Deluxe Edition, The Sims: House Party, and a disc containing African and Asian-themed items and previously-downloadable items from the game's website.
Deluxe Edition, all seven expansions, The Sims Creator and bonus content from Deluxe Edition and Double Deluxe within a twelve-disc boxset. Australian/Asian release is called The Sims: Full House and includes an extra disc containing footage from The Sims 2
The core game, all seven expansions, The Sims Creator and bonus content from Deluxe Edition and Double Deluxe on a four-disc installation.
Expansion-only compilations
Collection Name
Windows release date
Volumes
The Sims Expansion Collection
March 15, 2005
Volume One – The Sims: House Party and The Sims: Unleashed Volume Two – The Sims: Hot Date and The Sims: Makin' Magic Volume Three – The Sims: Vacation and The Sims: Superstar
The Sims Expansion Three-Pack
November 1, 2005
Volume One – The Sims: House Party, The Sims: Unleashed, and The Sims: Superstar Volume Two – The Sims: Hot Date, The Sims: Vacation, and The Sims: Makin' Magic
The Sims received "universal acclaim" according to review aggregator Metacritic, which assigned the game a score of 92%.[37] The game received praise for its open-ended gameplay allowing players to choose their own goals and objectives, as well as its sound design, "crisp" graphics, and humor. Reviewers positively compared The Sims to Maxis' 1999 title SimCity 3000. GameSpot assigned a review of 9.1/10, describing it as "highly detailed".[45]IGN gave the game a score of 9.4/10, and praised its easy-to-use user interface.[46] Jeff Lundrigan reviewed the PC version of the game for Next Generation, rating it four stars out of five and saying: "Do not miss. Run do not walk. And set aside lots of time."[47]
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).[54] 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.[55] The PlayStation 2, Xbox, and GameCube ports received scores ranging from 81.05% to 85.80% on GameRankings.[39][40][41]
The Sims was released on February 4, 2000,[62] and became a best-seller shortly after launch.[57] 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.[63] It remained the country's No. 1 computer title in 2001,[64] when it sold an additional 1.48 million units and earned another $60.4 million in revenue.[65] 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.[66]
By February 2005, the game had shipped 16 million copies worldwide.[67] By July 2006, the console versions of The Sims series had sold a combined 3.5 million units in the United States.[68]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.[68] 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.[69]
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 (2003), and a spin-off game, The Urbz: Sims in the City (2004). These versions incorporate some features of later PC expansion packs, and Bustin' Out adds a multiplayer mode supporting two simultaneous players.[70] When completing the game, Will Wright dedicated The Sims to the late Danielle Bunten Berry, an influential trans game designer known for her innovation and contributions to multiplayer gaming.[71]
^Bennett, Amy (December 21, 2004). "'The Sims,' born from fire". Computerworld. Archived from the original on November 12, 2020. Retrieved August 15, 2021.
^ ab"The Sims (Xbox)". GameRankings. Archived from the original on June 26, 2015. Retrieved August 28, 2015.{{cite web}}: CS1 maint: unfit URL (link)
^ ab"The Sims (GameCube)". GameRankings. Archived from the original on June 26, 2015. Retrieved August 28, 2015.{{cite web}}: CS1 maint: unfit URL (link)
^Jojic, Uros (June 1, 2000). "The Sims Review". ActionTrip. CraveOnline. Archived from the original on June 26, 2015. Retrieved December 1, 2015.{{cite web}}: CS1 maint: unfit URL (link)
^Huguenin, Patrick (April 16, 2008). "Women really click with The Sims". Daily News. New York. Archived from the original on September 22, 2008. Retrieved December 30, 2010. But unlike other popular video and computer games, almost 60% of the people playing The Sims are female