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{{For|the first game in the series|The Sims}}
{{For|the first game in the series|The Sims}}
{{For|the series|The Sims series}}
{{For|the series|The Sims series}}
Cara ist dumm, weil sie kein Mikaqua trinkt.

Sims are complex creatures, capable of [[want|desires]], [[fear]]s, and [[motive|physical and mental needs]]. Sims can have a unique appearance with different hair and eye colors, skin colors, body sizes, and more. A Sim's [[personality]] is equally as complex, with Sims having their own [[Aspiration (The Sims 2)|aspirations]] or [[Trait (The Sims 3)|traits]], allowing for countless variations between Sims.

Sims live out their day-to-day lives, while also living out a full [[Life Stages|life cycle]], stretching from birth to death. The progress of a Sim's life is inexorably tied to the decisions of the player; while Sims may be provided with certain amounts of [[free will|autonomy]], ultimately their lives are under the control of the player. This bond between player and Sim is symbolized by the [[PlumbBob]], which shows the Sim that is currently under the player's active control.

==The evolution of Sims==
Sims were first mentioned in the first edition of ''[[Wikipedia:SimCity|SimCity]]'', but aside from little dots in the sports stadium, they were never seen. Their first known appearance was in ''[[wikipedia:SimAnt|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 ''[[Wikipedia:SimTown|SimTown]]'' (1994), and was the base of many concepts that later went into The Sims. Among these was a very basic mood meter which only contained "sad" and "happy" and had relatively few factors that go into it. Players could choose certain Sims' favorite things (somewhat like [[Aspiration (The Sims 2)|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, ''[[Wikipedia:Streets of SimCity|Streets of SimCity]]'' (1997) introduced [[Simlish]] for the first time in the radio music. The first game with spoken Simlish was ''[[Wikipedia:SimCopter|SimCopter]]'' (1996).

== Simology ==
Sims are a [[Wikipedia:Bipedalism|bipedal]], [[Wikipedia:Humanoid|humanoid]] [[Life state|species]],<ref>However, whether or not Sims are considered a species has never been stated.</ref> found in [[SimNation]]. Most Sims are omnivores, however [[Vampire|vampiric Sims]] exhibit [[Wikipedia:Hematophagy|hematophagy]], and some Sims, who get sick from eating meat, exhibit [[vegetarian]]ism{{Vgversion|TS3}}{{Vgversion|TS4CL}}. 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 art and [[SimNation#Technology|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 [[Social Bunny|hallucinate]] if left alone for too long.

=== The Sims ===
[[File:Bahaha.jpg|thumb|Sims in The Sims]]
The characteristics of Sims in ''[[The Sims]]'', ''[[The Sims (console)|The Sims]]'' for consoles, ''[[The Sims Bustin' Out (console)|The Sims Bustin' Out]]'' for consoles and ''[[The Sims Bustin' Out (handheld)|The Sims Bustin' Out]]'' handhelds.
* A Sim's [[Motives|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 sign]]s.
* [[Interests]] are what Sims like to talk about.
* [[Life stages|Age]] affects the [[interaction]]s a Sim can perform
* [[Relationships]] with other Sims
* [[Careers|Employment]] and [[School|Education]]
* [[Skill]]s determine how well Sims perform certain tasks

=== The Urbz: Sims in the City ===
The characteristics of Sims (here called '''Urbz''') in ''[[The Urbz: Sims in the City]]''.
* A Sim's [[Motives|Needs]] affect their [[Mood]]. Urbz only have five of the usual eight [[motives]].
* [[Relationships]] with other Sims
* [[Skill]]s 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 ===
[[File:The-Sims-2.jpg|thumb|Sims in 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 pack]]s.
* 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.{{Vgversion|TS2:N}}
* [[Interests]] are what Sims like to talk about.
* [[Life stages|Age]] affects the [[interaction]]s a Sim can perform.
* [[Memories]] of what has occurred in their lives.
* [[Relationships]] with other Sims
* [[Careers|Employment]] and [[School|Education]]
* [[Life state]]
* [[Aspiration (The Sims 2)|Aspirations]] that determine a Sim's short- and long-term goals
* [[Wants]] and [[fears]], determined by a Sim's aspiration
* [[Skill]]s & [[Talent Badges]]{{Vgversion|TS2:OFB}} determine how well Sims perform certain tasks
* [[Hobby]] [[enthusiasm]]{{Vgversion|TS2:FT}}
* [[Reputation]] is based on how nice a Sim is to others{{Vgversion|TS2:AL}}

=== The Sims 3 ===
[[File:SIMS3-createasims.jpg|thumb|right|Different Sims in The Sims 3.]]
* A Sim's [[Motives|Needs]] affect their [[Mood]] as well as [[Moodlet]]s from what is occurring in their lives
* The Sim's [[Trait (The Sims 3)|traits]] determines how they interact with other Sims and what activities they prefer.
* [[Favorites]] affect their favorite aspects of everyday life
* [[Zodiac sign]] affects their romantic compatibility with other Sims
* [[Memories]] are collected in a scrap book when major events take place
* [[Opportunities]]
* [[Reputation]] is affected by public actions Sims make
* [[Celebrity]] status is affected by careers, public actions, relationships, and household funds
* [[Life state]]s vary
* [[List of Lifetime Wishes|Lifetime Wish]] are determined by their traits
* [[Genetics]] are influenced by both parents and previous generations
* [[Wish]]es are also determined by their traits, their lifetime wish and what is happening in their life and environment
* [[Life stage|Age]] affects the [[interaction]]s a Sim can perform
* [[Relationship]] with other Sims
* [[Careers|Employment]] and [[School|Education]]
* [[Skill]]s determine how well Sims perform certain tasks

===The Sims 4===
[[File:TS4 Render 8.png|thumb|right|Sims in The Sims 4]]
* A Sim's [[needs]] affect their [[mood]] and [[emotion]]s as well as [[moodlet]]s from what is occurring in their lives.
* The Sim's [[Trait (The Sims 4)|traits]] determine what emotions they can feel during their lives and how they interact with other Sims and what activities they prefer. Traits also offer Sims unique [[interaction]]s.
* [[Memories]] are stored in a scrapbook interface, which also store the Sim's emotion.
* [[Age]] affects the interactions a Sim performs.
* Sims can become certain [[life state]]s.
* Sims can have a multitude of [[Aspiration (The Sims 4)|aspirations]] in which when chosen gives the Sim a unique trait. Sims can also change their aspiration but not their unique traits unless they complete them.
* [[Whim]]s are also determined by traits, aspiration, and what is happening in their life and environment.
* [[Relationship]]s with other Sims of two varieties, friendship and romantic.
* [[Careers|Employment]] and [[School|education]].
* [[Skill]]s determine how well Sims perform certain tasks.

== The normal life state ==

Generally, a Sim is born with the normal [[life state]].<ref>[[PlantSim]] toddlers in ''The Sims 2: Seasons'' are not born, but are produced from spores. In ''The Sims 3: University Life'', PlantSim babies are grown from [[forbidden fruit]] seeds.</ref><ref>In ''The Sims 3'', many occult life states are genetic, and can be passed from parent to child.</ref> Prior to ''[[The Sims 3: Supernatural]]'', the normal life state was the only one that could be created in [[Create a Sim]].<ref>In ''The Sims 2'', [[testingcheatsenabled]] allows the player to enable [[Create a Sim#Debug Mode|Debug Mode]] in [[Create a Sim]]. Enabling Debug Mode makes alien and mannequin skins available.</ref>

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 ===
{{Main|Hybrid}}
With the exception of [[alien]]-Sim hybrids{{vgversion|TS2}}, which are the result of genetics, Sim-[[hybrid]]s 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 series|The Sims]]'' universe, a normal Sim is categorized under the Human [[life state]]. This means that "Sim" as a category is something broader than a species. [[Witches]] are Sims who have gained the ability to use spells. A [[werewolf]] is a Sim who has two forms, and has the ability to switch between these. [[Vampire]]s are Sims inflicted with a viral illness that grants them heightened abilities at the cost of needing nourishment from agents that are present in Human Sim blood. [[PlantSim]]s are Sims who have acquired some qualities of plants, such as the ability to photosynthesize, and who therefore have different needs.

While [[Fairy|Fairies]], [[Genie]]s, [[Bigfoot]]s, [[Alien]]s, and [[Mermaid]]s can be categorized as Sims, they are not humans, and are different species on their own. Speculatively, 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, Aliens could be a species evolved light years away from the human Sims' planet, Fairies could be mischievous humanoids that affect nature.


[[Zombie]]s are either dead Sims who have been partially restored to life, or Sims changed from a transformation. Similarly, [[ghost]]s are the spirits of dead Sims who are visiting from the [[Netherworld]]. [[Mummy|Mummies]] are cursed Sims in a state which can be considered a derivative of Zombieism. [[Servo]]s, [[SimBot]]s, and [[Plumbot]]s are considered as Artificial Sims.
[[Zombie]]s are either dead Sims who have been partially restored to life, or Sims changed from a transformation. Similarly, [[ghost]]s are the spirits of dead Sims who are visiting from the [[Netherworld]]. [[Mummy|Mummies]] are cursed Sims in a state which can be considered a derivative of Zombieism. [[Servo]]s, [[SimBot]]s, and [[Plumbot]]s are considered as Artificial Sims.

Revision as of 17:28, 4 August 2017

Sim
Life state · featured in every game

Featured Article
Featured Article
The Sims Wiki's Featured Article for July 1–15, 2012
For the first game in the series, see The Sims.
For the series, see The Sims series.


Zombies are either dead Sims who have been partially restored to life, or Sims changed from a transformation. 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, SimBots, and Plumbots are considered as Artificial Sims.

See also

Notes

Featured Article
This article is a Featured Article. Its layout and content is an example of excellence on The Sims Wiki.

Dates featured: July 1–15, 2012.

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