Description
The Sims is a real-time simulation game where you simulate the lives of one or more people in a family and their social activities in their immediate neighborhood.
Characters of the family may be custom created (including physical features) or simply chosen from pre-generated families. All the characters also have different age groups, ranging from toddlers, children, teenagers, adults and elders. Each age group has different lifestyles, priorities and interests.
Game play in
the Sims may be classified as the following:
[1] Life Simulation
This revolves around simulating their day-to-day lives. From eating, sleeping, entertainment, socializing and romance, you are in complete control of their actions if you choose to. Each Sim has a statistics that may be developed. Some of which identify certain desires the Sim in mention may require. Your role in simulating their lives is primarily to keep them happy by fulfilling their desires.
Controlling the Sims people is optional, as they follow their own Artificial Intelligence unless commanded otherwise by the player.
[2] The Architect
Designing and furnishing your home is an integral part of the game play. Pre-generated houses may be purchased at the beginning of the game, or you can design and build your future home from scratch. Furnishing consists of acquiring various items that may be manipulated by your Sims to fulfill their needs. Designing houses and furnishing costs money, which may be obtained through jobs.
[3] Character Development and Careers
Adult Sims may acquire jobs to pay for the many necessities of living a simulated life. There are several different job track available, from Entertainment, Law Enforcement, Politics and even a life of crime! Promotion in a job requires the Sim to advance in certain statistics (e.g. Charisma, Strength) which may be done so by manipulating the various items available for purchase.
Alternate Titles
- "模拟人生" -- Chinese spelling (simplified)
- "The Dollhouse Simulator" -- Informal development title
- "Tactical Domestic Simulator" -- Informal development title
- "SimPeople" -- Japanese title
- "Sim Dollhouse" -- Informal development title
- "Project X" -- Informal development title
- "Los Sims" -- Spanish title
- "Les Sims" -- French title
- "Home Tactics" -- Informal development title
- "Dollhouse" -- Earliest working title
- "Die Sims" -- German title
Part of the Following Groups
User Reviews
The Press Says
| AceGamez |
May 08, 2008 |
10 out of 10 |
100 |
| Worth Playing |
Apr 14, 2003 |
8.7 out of 10 |
87 |
| Armchair Empire, The |
Apr 12, 2003 |
8.6 out of 10 |
86 |
| IGN |
Mar 24, 2003 |
8.5 out of 10 |
85 |
| GameZone |
Apr 03, 2003 |
8.5 out of 10 |
85 |
| Game Vortex |
May 05, 2003 |
8.5 out of 10 |
85 |
| Boomtown |
Apr 27, 2003 |
8 out of 10 |
80 |
| GameSpot |
Mar 24, 2003 |
7.9 out of 10 |
79 |
| Gaming Nexus |
Jun 06, 2003 |
B |
75 |
| Gamekult |
Apr 16, 2003 |
7 out of 10 |
70 |
Forums
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Trivia
According to the March 2002 edition of Wired Magazine,
Will Wright and his development team had to develop what he called a "happiness landscape." By using this landscape, The Sim People could map and identify what items would satisfy any pending needs. It also permitted Sims to prioritize what needs were more pending. Will Wright stated that he went around his house, doing an inventory of objects and how he needed them so he could map out the landscape in the game.