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

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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 and some of these factors can also change when [[cheats]] are used.
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 and some of these factors can also change when [[cheats]] are used.


{| border="1" cellpadding="3"
{|cellpadding="3" border="1"
| style="width:50%"|'''The Sims'''
|style="width:50%"|'''The Sims'''
|'''The Sims 2'''
|'''The Sims 2'''
|-
|-
| Released 2000
|Released 2000
| Released 2004
|Released 2004
|-
|-
| Isometric perspective
|Isometric perspective
| Fully 3D
|Fully 3D
|-
|-
| Neighborhood is pre-designed
|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 [[SimCity 4]]. Additional neighborhoods built from scratch may be created and added to the menu screen.
|3 pre-designed neighborhoods ([[Pleasantview]], [[Strangetown]] and [[Veronaville]]) which may be (to some extent) tweaked by the player, and terrains may be imported from [[SimCity 4]]. Additional neighborhoods built from scratch may be created and added to the menu screen.
|-
|-
| 3 age groups ([[baby]], [[child]], [[adult]])
|3 age groups ([[baby]], [[child]], [[adult]])
| 6 (7) life stages ([[baby]], [[toddler]], [[child]], [[teen]], [[adult]], [[elder]], [[Young adult]] if your sim goes to university)
|6 (7) life stages ([[baby]], [[toddler]], [[child]], [[teen]], [[adult]], [[elder]], [[Young adult]] if your sim goes to university)
|-
|-
| Only babies age, other lifespans are indefinite.
|Only babies age, other lifespans are indefinite.
| All Sims age and eventually die.
|All Sims age and eventually die.
|-
|-
| 6 skills
|6 skills
| 7 skills
|7 skills
|-
|-
| Only Adults gain skills
|Only Adults gain skills
| Any age group except babies can gain skill points.
|Any age group except babies can gain skill points.
|-
|-
| No aspirations
|No aspirations
| Teens and older have one of 5 [[Aspiration|aspirations]]. Toddlers and children aspire to [[Grow Up]].
|Teens and older have one of 5 [[Aspiration|aspirations]]. Toddlers and children aspire to [[Grow Up]].
|-
|-
| No wants or fears
|No wants or fears
| All Sims except babies have 4 wants (extra for college graduates) and 3 fears
|All Sims except babies have 4 wants (extra for college graduates) and 3 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)
|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)
| 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 quit.
|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 quit.
|-
|-
| Sims do not collect memories
|Sims do not collect memories
| Sims collect [[memories]]
|Sims collect [[memories]]
|-
|-
| Bills delivered once every 3 days
|Bills delivered once every 3 days
| Bills delivered on Tuesdays and Thursdays
|Bills delivered on Tuesdays and Thursdays
|-
|-
| [[PlumbBob]] colour reflects precise mood: optimum is green, worst is red
|[[PlumbBob]] colour reflects precise mood: optimum is green, worst is red
| PlumbBob colour represents approximate mood: optimum is platinum
|PlumbBob colour represents approximate mood: optimum is platinum
|-
|-
| 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
|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
| [[WooHoo|Try for baby]] may lead to 3 day pregnancy for female sim, genetic traits passed down from both parents
|[[WooHoo|Try for baby]] may lead to 3 day pregnancy for female sim, genetic traits passed down from both parents
|-
|-
| Household accounts screen can be accessed, showing income and expenditure over past 3 days and current day
|Household accounts screen can be accessed, showing income and expenditure over past 3 days and current day
| No such screen
|No such screen
|-
|-
| Buildings limited to 2 floors. Basements, foundations and lofts not possible. Variable roof pitches.
|Buildings limited to 2 floors. Basements, foundations and lofts not possible. Variable roof pitches.
| Buildings limited to 5 floors, or 4 with foundation. Buildings with foundation can have basements incorporated into them. Lofts theoretically possible. Fixed roof pitch.
|Buildings limited to 5 floors, or 4 with foundation. Buildings with foundation can have basements incorporated into them. Lofts theoretically possible. Fixed roof pitch.
|-
|-
| Children with failing grades are banished to Military School and never return.
|Children with failing grades are banished to Military School and never return.
| 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.
|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.
|-
|-
| Random phone calls pranking or giving out money.
|Random phone calls pranking or giving out money.
| No random phone calls.
|No random phone calls.
|-
|-
| Chance cards forcing career change for top level of career
|Chance cards forcing career change for top level of career
| Chance cards at all levels of career, causing gain or loss of rank, skill points, etc.
|Chance cards at all levels of career, causing gain or loss of rank, skill points, etc.
|-
|-
| Many NPCs not interactive
|Many NPCs not interactive
| All but a few NPCs (drivers, Rod Humble, social workers, etc.) interactive
|All but a few NPCs (drivers, Rod Humble, social workers, etc.) interactive
|}
|}

==See also==
* [[Comparison between The Sims 2 and The Sims 3]]
[[category:Sims Games]]
[[category:Sims Games]]

Revision as of 21:23, 30 June 2009

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 packs and some of these factors can also change when cheats are used.

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 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)
Only babies age, other lifespans are indefinite. All Sims age and eventually die.
6 skills 7 skills
Only Adults gain skills Any age group except babies can gain skill points.
No aspirations Teens and older have one of 5 aspirations. Toddlers and children aspire to Grow Up.
No wants or fears All Sims except babies have 4 wants (extra for college graduates) and 3 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) 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 quit.
Sims do not collect memories Sims collect memories
Bills delivered once every 3 days Bills delivered on Tuesdays and Thursdays
PlumbBob colour reflects precise mood: optimum is green, worst is red PlumbBob colour represents approximate mood: optimum is platinum
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 Try for baby may lead to 3 day pregnancy for female sim, genetic traits passed down from both parents
Household accounts screen can be accessed, showing income and expenditure over past 3 days and current day No such screen
Buildings limited to 2 floors. Basements, foundations and lofts not possible. Variable roof pitches. Buildings limited to 5 floors, or 4 with foundation. Buildings with foundation can have basements incorporated into them. Lofts theoretically possible. Fixed roof pitch.
Children with failing grades are banished to Military School and never return. When a child in the family has failing grades, all children are taken away by a social worker, and other families may adopt them.
Random phone calls pranking or giving out money. No random phone calls.
Chance cards forcing career change for top level of career Chance cards at all levels of career, causing gain or loss of rank, skill points, etc.
Many NPCs not interactive All but a few NPCs (drivers, Rod Humble, social workers, etc.) interactive

See also