For instance, the Goth family has aged significantly with Bella Goth mysteriously vanishing ("dying") at some point in the 25 years. The Sims 2 is set some 25 years after the original game. The game also features clear days of the week, with weekends when children can stay home from school and vacation days when adults can take time off work. The fulfillment of wants provides aspiration points, which can be used to purchase aspiration rewards. Consequently, the level of the aspiration meter determines the effectiveness of a Sim at completing tasks. Each Sim exhibits wants and fears according to its aspiration and personality. Another major feature is the aspiration system. Sims age through seven life stages, from infancy to old age and subsequent death. The sequel, developed by Maxis, takes place in a full 3D environment as opposed to the dimetric projection of the original game. The Sims had received seven expansion packs:Įlectronic Arts released The Sims 2 on September 14, 2004. By February 2005, the game had shipped 16 million copies worldwide. The original game, all seven expansion packs, and the two deluxe edition content packs constitute the first generation of the PC release. By March 22, 2002, The Sims had sold more than 6.3 million copies worldwide, surpassing Myst as the best-selling PC game in history at the time. It was repackaged in several different formats, and different versions of it were released on several different platforms. Seven expansion packs and two deluxe editions with exclusive content were released. The game used dimetric projection and featured open-ended simulation of the daily activities of one or more virtual persons ("Sims") in a suburban area near SimCity. Developed by Maxis and published by Electronic Arts, it was released for Microsoft Windows on February 4, 2000. The Sims was the first game in the series. Wright took ideas from the 1977 architecture and urban design book A Pattern Language, American psychologist Abraham Maslow's 1943 paper A Theory of Human Motivation and his hierarchy of needs, and Charles Hampden-Turner's Maps of the Mind to develop a model for the game's artificial intelligence. Wright has stated that The Sims was actually meant as a satire of U.S. The directors at Electronic Arts, which bought Maxis in 1997, were more receptive- SimCity had been a great success for them, and they foresaw the possibility of building a strong Sim franchise. When Wright initially took his ideas to the Maxis board of directors, they were skeptical and gave little support or financing for the game. Replacing his home and his other possessions made him think about adapting that life experience into a game. Game designer Will Wright was inspired to create a "virtual doll house" after losing his home during the Oakland firestorm of 1991 and subsequently rebuilding his life. The Sims series is part of the larger Sim series, started by SimCity in 1989. Each successive expansion pack and game in the series augmented what the player could do with their Sims. Players can either place their Sims in pre-constructed homes or build them themselves. ![]() The player creates virtual people called "Sims," places them in houses, and helps direct their moods and satisfy their desires. The games in the Sims series are largely sandbox games, in that they lack any defined goals (except for some later expansion packs and console versions which introduced this gameplay style). The franchise has sold nearly 200 million copies worldwide, and it is one of the best-selling video game series of all time. ![]() ![]() The Sims is a series of life simulation video games developed by Maxis and published by Electronic Arts. Microsoft Windows, Mac OS, PlayStation 2, GameCube, Xbox, macOS, Game Boy Advance, Nintendo DS, PlayStation Portable, Java ME, BlackBerry OS, Bada, PlayStation 3, Xbox 360, Wii, Nintendo 3DS, macOS, PlayStation 4, Xbox One, iOS, Android, Windows Phone
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