Comparison between The Sims and The Sims 2: Difference between revisions

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{{merge|Comparison between The Sims base games}}{{Delete|Page that's suggested to be merge includes all the repeated information from here.}}This article is a '''Comparison between '''''[[The Sims]]''''' and '''''[[The Sims 2]]''', with regard to the most major differences between the two. It should be noted that unless otherwise indicated, these comparisons are between the base games ''without'' any [[Expansion pack]]s. andAlso, some of these factors can alsomay change when [[cheats]] are used.
 
{| bordercellpadding="13" cellpaddingborder="31"
| style="width:50%"|'''''The Sims'''''
|'''''The Sims 2'''''
|-
| Released 2000
| Released 2004
|-
| Isometric perspective
| Fully 3D
|-
| Neighborhood is pre-designed
| 3 pre-designed neighborhoods ([[Pleasantview]], [[Strangetown]] and [[Veronaville]]) which may be (to some extent) tweaked by the player, and terrains may be imported from [[w:c:simcity:SimCity 4|SimCity 4]]. Additional neighborhoods built from scratch may be created and added to the menu screen.
|-
| 3 age groups ([[baby]], [[child]], [[adult]])
| 6 (7) life stages ([[baby]], [[toddler]], [[child]], [[teen]], [[adult]], [[elder]], [[young adult]] if your Sim goes to university{{Vgversion|TS2:U}})
|-
| Only babies age, other lifespans are indefinite.
| All Sims, except townies and NPCs, age and eventually die.
|-
|No genetics.
| 6 skills
|[[Genetics]] determine skin, hair and eye color.
| 7 skills
|-
| Only Adults gain6 skills
| 67 skills
| Any age group except babies can gain skill points.
|-
|Only Adults gain skills
| No aspirations
| Any age group except babies can gain skill points.
| Teens and older have one of 5 [[Aspiration|aspirations]]. Toddlers and children aspire to [[Grow Up]].
|-
| No wants or fearsaspirations
| Teens and older have one of 5 [[Aspiration (The Sims 2)|aspirations]]. Toddlers and children aspire to [[Grow Up]].
| All Sims except babies have 4 wants (extra for college graduates) and 3 fears
|-
|No wants or fears
| No days of the week, weekend, or days off work or school (Sims would not be fired for skipping work provided they did attend the following day)
|All Sims except babies have 4 wants and 3 fears. The [[University]] expansion pack allows teen Sims to add up to 2 wants by attending [[College (sub-neighborhood)|college]].
| 7-day week with different days off depending on job. Children and Teens have the weekend off from school. Able to call in sick to work or quite.
|-
|Family structures are not clearly defined. [[Marriage]] does little more than move a Sim into the lot and there is no scope to break up.
| Sims do not collect memories
|Family structures very clearly defined, including family trees. Marriages and unions (the same-sex equivalent) also defined and can break up, most often triggered through infidelity.
| Sims collect [[memories]]
|-
| No days of the week, weekend, or days off work or school (Sims would not be fired for skipping work provided they did attend the following day)
| Bills delivered once every 3 days
| 7-day week with different days off depending on job. Children and Teens have the weekend off from school. Able to call in sick to work or quitequit. Sims will be fired if they miss too many days of work.
| Bills delivered on Tuesdays and Thursdays
|-
| Sims do not collect memories
| [[PlumbBob]] colour reflects precise mood: optimum is green, worst is red
| Sims collect [[memories]]
| PlumbBob colour represents approximate mood: optimum is platinum
|-
| Bills delivered once every 3 days
| No pregnancy, babies can simply appear after user says yes to random "Should we have a baby?" prompt after romantic interaction, no genetics passed down
| Bills delivered on Tuesdays and Thursdays
| [[WooHoo|Try for baby]] may lead to 3 day pregnancy for female sim, genetic traits passed down from both parents
|-
| [[PlumbBob]] colourcolor reflects precise mood: optimum is green, worst is red
| Household accounts screen can be accessed, showing income and expenditure over past 3 days and current day
| PlumbBob colourcolor represents approximate mood: optimum is platinum
| No such screen
|-
| No pregnancy, babies can simply appear after user says yes to random "Should we have a baby?" prompt after romantic interaction, no genetics passed down
| Buildings limited to 2 floors. Basements, foundations and lofts not possible. Variable roof pitches.
| [[WooHoo|Try for baby]] may lead to 3 day pregnancy for female simSim, genetic traits passed down from both parents (and grandparents)
| Buildings limited to 5 floors, or 4 with foundation. Buildings with foundation can have basements incorporated into them. Lofts theoretically possible. Fixed roof pitch.
|-
| Household accounts screen can be accessed, showing income and expenditure over past 3 days and current day
| Children with failing grades are banished to Military School and never return.
| No such screen
| When a child in the family has failing grades, ''all'' children are taken away by a social worker, and other families may [[Adoption|adopt]] them.
|-
| Buildings limited to 2 floors. Basements, foundations and lofts not possible. Variable [[roof]] pitches.
| Random phone calls pranking or giving out money.
| Buildings limited to 5 floors, or 4 with foundation. Buildings with foundation can have basements incorporated into them. Lofts theoretically possible. Fixed roof pitch.
| No random phone calls.
|-
| Children with failing grades are banished to Military School and never return.
| Chance cards forcing career change for top level of career
| When a child in the family has failing grades, ''all'' children are taken away by a social worker, and other families may [[Adoption|adopt]] them.
| Chance cards at all levels of career, causing gain or loss of rank, skill points, etc.
|-
| Random phone calls pranking or giving out money. Other Sims never call.
| Many NPCs not interactive
|No money calls, but friends and acquaintances may call at random. In ''FreeTime'', hobby instructors call when a Sim gains hobby enthusiasm. Teens may make "crank" calls.
| All but a few NPCs (drivers, Rod Humble, social workers, etc.) interactive
|-
|Chance cards at some career levels, causing gain or loss of skill points and/or funds.
| Chance cards at all levels of career, causing gain or loss of rank, skill points, etc.
|-
| Chance cards forcingforce career change forat top level of career. Sims cannot retire.
|No forced career changes. Elder Sims can retire.
|-
| Many NPCs not interactive
| All but a few NPCs (drivers, Rod Humble, social workers, etc.) interactive
|}
 
[[category:Sims Games]]
==See also==
* [[Comparison between The Sims base games]]
* [[Comparison between The Sims 2 and The Sims 3]]
* [[Comparison between The Sims 3 and The Sims Medieval]]
* [[Comparison between The Sims 2: Bon Voyage and The Sims 3: World Adventures]]
* [[Comparison between The Sims 2: Open for Business and The Sims 3: Ambitions]]
* [[Comparison between The Sims 2: Nightlife and The Sims 3: Late Night]]
* [[Comparison between The Sims 2: Pets and The Sims 3: Pets]]
* [[Comparison between The Sims 2: Seasons and The Sims 3: Seasons]]
* [[Comparison between The Sims 2: University and The Sims 3: University Life]]
[[Category:Game comparisons]]