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The Sims!

Role Playing Games

 

THE SIMS:   TEENAGE FAVORITE COMPUTER GAME!

The Sims 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 history. Since its release, a sequel, The Sims 2, along with several expansion packs, has been released. Like other Maxis games, such as the earlier SimCity (also designed by Wright), The Sims 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, The Sims 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 2 University - Graduation

Sims 2 University - Graduation,  WALLPAPER

Watch your Sims go from nervous freshman to proud graduates with this wallpaper from Sims 2: University.


See More Sims Screensavers

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.

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, SimCity 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. The Sims 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 the first game of The Sims, most notably that children in the first series 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 one day off from work or school is okay, but 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 SimCity, SimEarth, or SimLife, 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.

Sims have no concept of racism, sexism, wealth or social classes. Every Sim regardless of gender, skin color, financial status or family has the same opportunities to find a job, get married and have children, and become successful. Excluding reproduction, Sims also have no apparent concept of gender, meaning that Sims can fall in love with and marry any other sim, be they female or male. There is also no religion in the game (however christmas trees and menorahs can be bought for the Sims).

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 or taken away by a social worker 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.

The Sims 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 diametrically.

In 2002, The Sims became the top-selling PC game in history, displacing the game Myst. 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 The Sims 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 Disney 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 simulation series Harvest Moon (originally released for the Super Nintendo), but The Sims has certainly gained popularity for this particular style of gameplay. Games such as Nintendo's Animal Crossing (for GameCube), have capitalized upon its success.
The source of this article is Wikipedia, the free encyclopedia. The text of this article is licensed under the GFDL
 

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