Sim

Sims are simulated people that are a feature of nearly every Sims game. They are the central feature of The Sims video games, in which players control all aspects of the Sims' simulated lives. Sims as featured in The Sims series are a bipedal humanoid species. It is unclear how Intelligent Sims are; although they have the ability to use tools and create works of technology, they lack direction and often require a guiding hand, that of the player, to manage some of the simplest of tasks. Sims tend to be social creatures, and can hallucinate if left alone for too long. Sims can be modified into a variety of life states, and can even become a blend of two or more life states, though Sims themselves cannot be 'blended' with other life states. Sims are the default life state for all games in The Sims series, and are the only state that can be created in Create a Sim (unless cheating

The word "Sim" comes from the words "simulated" or "simulation."

The evolution of Sims
Sims were first mentioned in the first edition of SimCity but aside from little dots in the sports stadium, they were never seen. Their first known appearance was in SimAnt (1990), there was only one owner in the yard and the ant colony he lived upon. Players can also see a stray or wandering cat outside the yard that the dog frequently scares away.

Further interaction was given to the Sims in SimTown (1994), and was the base of many concepts that later went into The Sims. Among these, a very basic mood meter was introduced (it just contained "sad" and "happy" and had relatively few factors go into it), players could choose certain Sims' favorite things (somewhat like Aspiration in The Sims 2), and could peer into all houses (only one floor could be revealed, however).

After that, no game quite got as close to The Sims as the game itself. However, Streets of SimCity (1997) introduced Simlish for the first time in the radio music. The first game with spoken Simlish was SimCopter (1996).

Simology
Sims are a bipedal, humanoid species, found in SimNation. Most Sims are omnivores, however certain Sims exhibit hematophagy and vegetarianism. Sims have four limbs, two arms and two legs. It is unclear how intelligent Sims are; although they have the ability to use tools and create works of technology, they lack direction and often require a guiding hand, that of the player, to manage some of the simplest of tasks. Sims tend to be social creatures, and can hallucinate if left alone for too long.

The Sims
The characteristics of Sims in The Sims, The Sims for consoles, The Sims Bustin' Out for consoles and The Sims Bustin' Out handhelds.


 * A Sim's Needs affect their Mood.
 * A Sim's Personality determines what activities they prefer and how they interact with other Sims. It is affected by their Zodiac signs.
 * Interests are what Sims like to talk about.
 * Age affects the interactions a Sim can perform
 * Relationships with other Sims
 * Employment and Education
 * Skills determine how well Sims perform certain tasks

The Urbz: Sims in the City
The characteristics of Sims in The Urbz: Sims in the City.
 * A Sim's Needs affect their Mood. Urbz only have five of the usual eight motives.
 * Relationships with other Sims
 * Skills determine how well Sims perform certain tasks. Urbz only have three skills instead of six.
 * Reputation is based on how well a Sim gets along with others and increases when completing tasks for them.

The Sims 2
The characteristics of Sims in The Sims 2, The Sims 2 (console), The Sims 2 Pets (console), The Sims 2 Castaway, The Sims 2 Apartment Pets, and The Sims Stories. Some characteristics are only available with Expansion packs.


 * A Sim's Needs affect their Mood. Their needs are based on their Life state and age.
 * A Sim's Personality determines what activities they prefer and how they interact with other Sims. It is affected by their Zodiac signs. Their sign and their Turn-ons/offs also determine their romantic compatibility.
 * Interests are what Sims like to talk about.
 * Age affects the interactions a Sim can perform.
 * Memories of what has occurred in their lives.
 * Relationships with other Sims
 * Employment and Education
 * Life state
 * Aspirations that determine a Sim's short- and long-term goals
 * Wants and fears, determined by a Sim's aspiration
 * Skills & Talent Badges determine how well Sims perform certain tasks
 * Hobby enthusiasm
 * Reputation is based on how nice a Sim is to others

The Sims 3

 * A Sim's Needs affect their Mood as well as Moodlets from what is occurring in their lives
 * The Sim's Traits determines how they interact with other Sims and what activities they prefer.
 * Lifetime Wish
 * Wishes are determined by their Traits, their lifetime wish and what is happening in their life and environment.
 * Age affects the interactions a Sim can perform
 * Relationship with other Sims
 * Employment and Education
 * Skills determine how well Sims perform certain tasks

The normal life state
Generally, a Sim is born with the normal life state. Prior to The Sims 3: Supernatural, the normal life state was the only one that could be created in Create a Sim.

Unlike the other life states, being normal does not offer any advantages or disadvantages, although, that can be seen as an advantage or disadvantage.

Compatibility
With the exception of alien-Sim hybrids, which are the result of genetics, Sim-hybrids are not possible. A normal Sim who is transformed to another life state ceases to be normal.

Sim as a Taxonomic Category
In The Sims universe, a normal Sim is categorized under the Human supernatural type or life state. This means a Sim is something broader than a human or species altogether. Witches are Sims who gain the ability to use spells and are an evolved form of Sim. A werewolf is a Sim two forms, and has the ability to switch between these. Vampires are Sims inflicted with a viral biological change that grants them hightened abilities at the cost of needing nourishment from agents that are present in Human Sim blood. PlantSims, onomatologically, are Sims who have the qualities of plants, and are evolved to the state that many needs become obsolete. Fairies are mischevious Sims who have been granted the blessing of the Fae, and play pranks on others and use magic to affect nature.

Genies, Bigfeet, and Aliens categorized as Sims by gameplay. They are not humans, and are different species on their own. It could be speculated that a Genie could be a purple-hued humanoid with the ability to manipulate spacetime, a Bigfoot could be a highly evolved ape on the cusp of sapience, and an Alien could be a species evolved galaxies and lightyears away from the human Sims' planet.

Zombies are Sims changed from a transformation, who have lost parts of their consciousness to the urge to eat brains. Similarly, ghosts are the spirits of dead Sims who are visiting from the Netherworld. Mummies are cursed Sims in a state which can be considered a derivative of Zombieism. Servos and SimBots are considered as Artificial Sims.