Sim

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Sim

Sims in The Urbz: Sims in the City

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, though 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 appears to live exclusively in Urbzville and Miniopolis.

The word "Sim" comes from the words "simulated" or "simulation."

The evolution of Sims

Sims were first mentioned in the first edition of SimCity but aside from little dots in the sports stadium, they were never seen. Their first known appearance was in SimAnt (1990), 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 (1996).

Simology

Sims are a bipedal, humanoid species[1], found in SimNation. Most Sims are omnivores, however certain Sims exhibit hematophagy and vegetarianism[TS3]. 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, that of the player, to manage some of the simplest of tasks. Sims tend to be social creatures, and can hallucinate if left alone for too long.

The Sims

 
Sims in 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.

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

File:The Sims 2.jpg
The 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 packs.

The Sims 3

 
Different Sims in The Sims 3.

The normal life state

Generally, a Sim is born with the normal life state.[2][3] Prior to The Sims 3: Supernatural, the normal life state was the only one that could be created in Create a Sim.[4]

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 article: Hybrid


With the exception of alien-Sim hybrids[TS2], which are the result of genetics, Sim-hybrids 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 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. Vampires 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. PlantSims are Sims who have acquired some qualities of plants, such as the ability to photosynthesize, and who therefore have different needs.

While Fairies, Genies, Bigfeet, and Aliens 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, and Fairies could be mischievous humanoids that affect nature.

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 and SimBots are considered as Artificial Sims.

See also

Notes

  1. However, whether or not Sims are considered a species has never been stated.
  2. PlantSim toddlers are not born, but are produced from spores.
  3. In The Sims 3, many occult life states are genetic, and can be passed from parent to child.
  4. In The Sims 2, testingcheatsenabled allows the player to enable Debug Mode in Create a Sim. Enabling Debug Mode makes alien and mannequin skins available.
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