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[[Image:TheSimsPC.jpg|thumb|200px|left|The PC version of The Sims]]
[[Image:TheSimsPC.jpg|thumb|200px|right|The PC version of The Sims]]


'''The Sims''' is a life simulator, a spin-off from the [[SimCity]] series which has in turn eclipsed SimCity in popularity since it's release in 2000. The game puts players in control of isometric neighborhoods and people, or "[[Sim|Sims]]". Originally released for the PC, the game has also been ported to the Mac, and versions have been released for several video game systems
'''The Sims''' is a life simulator, a spin-off from the [[SimCity]] series which has in turn eclipsed SimCity in popularity since it's release in 2000. The game puts players in control of isometric neighborhoods and people, or "[[Sim|Sims]]". Originally released for the PC, the game has also been ported to the Mac, and versions have been released for several video game systems.

First released on February 4, 2000, the base game has sold more than 6.3 million copies. The franchise has sold over 58 million units. Since its initial release, seven [[expansion packs]] and a sequel, [[The Sims 2]] (with own expansion packs), have been released.


Sims require direction, via mouse inputs, in order to have their needs met and live their lives efficiently. Sims have a degree of [[free will]], but not enough to be considered completely independent. The residential lot which individual sims or families call home can be upgraded both in terms of the structure (Build Mode) and the furniture which occupies it (Buy Mode).
Sims require direction, via mouse inputs, in order to have their needs met and live their lives efficiently. Sims have a degree of [[free will]], but not enough to be considered completely independent. The residential lot which individual sims or families call home can be upgraded both in terms of the structure (Build Mode) and the furniture which occupies it (Buy Mode).


===Object of the Game===
===Overview===


Strictly speaking there is no primary objective to The Sims: It is open-ended and players are free to decide for themselves what constitutes success or failure. The game does however have plenty of clear secondary objectives, such as career and relationship success, although there are no set rewards for this.
Strictly speaking there is no primary objective to The Sims: It is open-ended and players are free to decide for themselves what constitutes success or failure. The game does however have plenty of clear secondary objectives, such as career and relationship success, although there are no set rewards for this. The player will need to make his Sim successful in many ways. Players must fulfill their need to sleep, eat and many other just like real human beings. They will also need to find a job, be promoted, or even marrying other Sims so that one can have a successful family life.


The architecture and the artifical intelligence system are both praised by players. Players will need to build a well-designed house and put in different objects to fulfill the Sim's needs. Sims can only interact with the object in their house. A player can control the maximum of 8 Sims at a time, the Sim you are controlling can be identified by the plumbob over his head.
===Custom Content===


[[Image:SimsPromo.JPG|thumb|200px|left|The plumbob]]
The game was designed to allow players to customise their experience with additional [[skins]] and buy/biuld mode items available from the official Sims website [http://www.thesims.com] or third party fansites.

===Origin===
After suffering a [[Wikipedia:1991 Oakland firestorm|fire]], which burned away all his possessions, [[Will Wright]] was now forced to find a new home and rebuild his life. At this moment, he thought of a game the simulates life. Linking his ideas with the [[SimCity]] series he has developed. In 1993, he proposed the idea to [[Maxis]], but Maxis denied it, thinking that the computers at that time cannot handle such game. In 1995, he proposed it again to EA Games, this time, he was accepted. EA Games named it [[Project X]]. In 1997, the name changed into The Sims, and thus the game is formed. The Sims promotions were first seen when installing [[SimCity 3000]] CD.
[[Image:SimsPromo.JPG|thumb|200px|right|The screenshot of the first promotion video]]


===Expansion Packs===
===Expansion Packs===
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* [[Makin' Magic]]
* [[Makin' Magic]]


===The Sims 2===
===Custom Content===

A sequel, [[The Sims 2]], was released in September 2004.
==The Sims 2 Expansion==
*University
*Nightlife
*Open for Business
*Pets
*In Season


The game was designed to allow players to customise their experience with additional [[skins]] and buy/biuld mode items available from the official Sims website [http://www.thesims.com|here] or third party fansites.
==The Sims 2 Stuff Packs==
*Holiday Party Pack
*Family Fun Stuff
*Glamour Stuff
*Happy Holiday Stuff


[[Category:Games]]
[[Category:Games]]

Revision as of 10:27, 27 October 2006

The PC version of The Sims

The Sims is a life simulator, a spin-off from the SimCity series which has in turn eclipsed SimCity in popularity since it's release in 2000. The game puts players in control of isometric neighborhoods and people, or "Sims". Originally released for the PC, the game has also been ported to the Mac, and versions have been released for several video game systems.

First released on February 4, 2000, the base game has sold more than 6.3 million copies. The franchise has sold over 58 million units. Since its initial release, seven expansion packs and a sequel, The Sims 2 (with own expansion packs), have been released.

Sims require direction, via mouse inputs, in order to have their needs met and live their lives efficiently. Sims have a degree of free will, but not enough to be considered completely independent. The residential lot which individual sims or families call home can be upgraded both in terms of the structure (Build Mode) and the furniture which occupies it (Buy Mode).

Overview

Strictly speaking there is no primary objective to The Sims: It is open-ended and players are free to decide for themselves what constitutes success or failure. The game does however have plenty of clear secondary objectives, such as career and relationship success, although there are no set rewards for this. The player will need to make his Sim successful in many ways. Players must fulfill their need to sleep, eat and many other just like real human beings. They will also need to find a job, be promoted, or even marrying other Sims so that one can have a successful family life.

The architecture and the artifical intelligence system are both praised by players. Players will need to build a well-designed house and put in different objects to fulfill the Sim's needs. Sims can only interact with the object in their house. A player can control the maximum of 8 Sims at a time, the Sim you are controlling can be identified by the plumbob over his head.

File:SimsPromo.JPG
The plumbob

Origin

After suffering a fire, which burned away all his possessions, Will Wright was now forced to find a new home and rebuild his life. At this moment, he thought of a game the simulates life. Linking his ideas with the SimCity series he has developed. In 1993, he proposed the idea to Maxis, but Maxis denied it, thinking that the computers at that time cannot handle such game. In 1995, he proposed it again to EA Games, this time, he was accepted. EA Games named it Project X. In 1997, the name changed into The Sims, and thus the game is formed. The Sims promotions were first seen when installing SimCity 3000 CD.

File:SimsPromo.JPG
The screenshot of the first promotion video

Expansion Packs

The Sims spawned 7 Expansion packs(EPs).

Custom Content

The game was designed to allow players to customise their experience with additional skins and buy/biuld mode items available from the official Sims website [1] or third party fansites.