Sim: Difference between revisions

From The Sims Wiki, a collaborative database for The Sims series
Jump to navigation Jump to search
Content added Content deleted
imported>A morris
mNo edit summary
imported>Random Ranaun
Line 42: Line 42:


* A Sim's [[Motives|Needs]] affect their [[Mood]]. Their needs are based on their [[Life state]] and [[Life stage|age]].
* A Sim's [[Motives|Needs]] affect their [[Mood]]. Their needs are based on their [[Life state]] and [[Life stage|age]].
* A Sim's [[Personality]] determines what activities they prefer and how they interact with other Sims. It is affected by their [[Zodiac sign]]s. Their sign and their [[Turn-ons/offs]] also determine their romantic compatibility
* A Sim's [[Personality]] determines what activities they prefer and how they interact with other Sims. It is affected by their [[Zodiac sign]]s. Their sign and their [[Turn-ons/offs]] also determine their romantic compatibility.{{Vgversion|TS2:N}}
* [[Interests]] are what Sims like to talk about.
* [[Interests]] are what Sims like to talk about.
* [[Life stages|Age]] affects the [[interaction]]s a Sim can perform
* [[Life stages|Age]] affects the [[interaction]]s a Sim can perform.
* [[Memories]] of what has occurred in their lives
* [[Memories]] of what has occurred in their lives.
* [[Relationships]] with other Sims
* [[Relationships]] with other Sims
* [[Careers|Employment]] and [[School|Education]]
* [[Careers|Employment]] and [[School|Education]]
Line 51: Line 51:
* [[Aspiration]]s that determine a Sim's short- and long-term goals
* [[Aspiration]]s that determine a Sim's short- and long-term goals
* [[Wants]] and [[fears]], determined by a Sim's aspiration
* [[Wants]] and [[fears]], determined by a Sim's aspiration
* [[Skill]]s & [[Talent Badges]] determine how well Sims perform certain tasks
* [[Skill]]s & [[Talent Badges]]{{Vgversion|TS2:OFB}} determine how well Sims perform certain tasks
* [[Hobby]] [[enthusiasm]]
* [[Hobby]] [[enthusiasm]]{{Vgversion|TS2:FT}}
* [[Reputation]] is based on how nice a Sim is to others
* [[Reputation]] is based on how nice a Sim is to others{{Vgversion|TS2:AL}}

=== ''[[The Sims 3]]'' ===
=== ''[[The Sims 3]]'' ===
[[File:SIMS3-createasims.jpg|thumb|right|Different Sims in The Sims 3.]]
[[File:SIMS3-createasims.jpg|thumb|right|Different Sims in The Sims 3.]]

Revision as of 18:16, 25 September 2010

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 players can only interact with them greatly in The Sims and its sequels. They are the residents of SimNation. An Urb (pluralized Urbz) is a type of Sim that appear to live exclusively in Urbzville and Miniopolis.

The word "Sim" comes from the word "simulated".

The evolution of Sims

Sims were first mentioned in the first edition of SimCity but aside from little dots from the sports stadium, they were never seen. Their first known appearance was in SimAnt (1991), 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 (1998).

Simology

Sims are a bipedal, humanoid species[1], 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 in 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.

Sims in The Sims (1)

The Urbz: Sims in the City

The characteristics of Sims in The Urbz: Sims in the City.

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 and The Sims 2: Apartment Pets, and The Sims Stories. Some characteristics are only available with Expansion packs.

File:The Sims 2.jpg
The Sims in The Sims 2

The Sims 3

Different Sims in The Sims 3.

The normal life state

A Sim is born or created[2] with the normal life state or lacking a life state. Unlike the other life states, being normal does not offer any pros or cons, although, that in itself, can be seen as a pro or con.

Compatibility

Main article: Hybrid


Unlike the other life states, if a normal Sim turns to another life state he or she will cease to be normal. For example, if a vampire is attacked by a werewolf, the vampire will remain a vampire but also become a werewolf. However, if a Sim is attacked by a vampire the Sim will cease to be normal and become a full vampire.

Thus it is impossible to make Sim-hybrids, except in the case of aliens, but this is caused by genetics, rather than a "true" life state as in the case of a werewolf's savage or a vampire's bite.



Sim as a species

In The Sims universe, normal Sims appear to be the same as Humans. A Witch is a Sim who has learned to use magical abilities. A werewolf is a Sim during the day. Vampires are Sims that are infected with a virus. Conversely, a PlantSim is a Sim that can photosynthesise.

A Genie is not a Sim, nor is a Bigfoot or an Alien. Because they were never Sims to begin with, other life states are derived from Sims whereas these are not. For all we know, a Genie can be a purple skinned humanoid with the ability to manipulate space and time, Bigfoot could be a highly evolved ape on the cusp of sentience, and Aliens are another species entirely because they evolved on another planet, making them not Sims.

Zombies are not considered to be Sims, even though they are dead Sims who have been partially restored to life. Similarly, ghosts are the spirits of dead Sims who are visiting from the Netherworld, but they are not considered to be Sims. Mummies are cursed Sims in a state which can be considered a derivative of Zombieism. Servos and SimBots, however, were never alive to begin with.

Notes

  1. However, whether or not Sims are considered a species has never been stated.
  2. Normal Sims are the only life state possible to make in Create-A-Sim (unless using boolprop testingcheatsenabled in which alien and mannequin skins are available.