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* A Sim's [[Motives|Needs]] affect their [[Mood]].
* A Sim's [[Motives|Needs]] affect their [[Mood]].
* The Sim's [[Traits|Personality Traits]] determines how they interact with other Sims and what activities they prefer.
* The Sim's [[Traits|Personality Traits]] determines how they interact with other Sims and what activities they prefer.
* Lifetime Wish
* [[List of Lifetime Wishes|Lifetime Wish]]
* '''Wishes''' are determined by their Traits, their lifetime wish and what is happening in their life and environment.
* '''Wishes''' are determined by their Traits, their lifetime wish and what is happening in their life and environment.
* [[Interests]] are what Sims like to talk about.
* [[Interests]] are what Sims like to talk about.

Revision as of 19:37, 13 July 2009

For the first game in the series, see The Sims.
For the series, see The Sims series.


Sims are the simulated people that form the base of nearly every Sim game, however you can only interact with them greatly in The Sims and its sequels. They are the residents of SimNation.

The word "Sim" comes from the game title of SimCity (simulated city).

The Evolution of Sims

Sims were first mentioned in the first edition of SimCity but never could be seen. Their first known appearance was in SimAnt (1991), where they were the owners of the yard the ant colony lived upon. Apparently the first "seen" Sims were a black man, his dog, and a boy which is assumed to be the man's son. You 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), you could choose certain Sims' favorite things (somewhat like Aspiration in The Sims 2), and you could actually pry 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 (1998).

Simology

The characteristics of Sims.

The Sims

The characteristics of Sims in The Sims, The Sims (console) and The Sims Bustin' Out.

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) and other console versions, and The Sims Stories. Some characteristics are only available with Expansion packs.

The Sims 3