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The Sims is a strategiclife-simulationvideo game developed by Maxis and published by Electronic Arts in 2000. It is a simulation of the daily activities of one or more virtual people ('Sims') in a suburban household near a fictional city. The game's development was led by Will Wright and the game was a follow-up to Wright's earlier SimCity series. The Sims original series had a total of seven expansion packs produced from 2000 to 2003, with expansions adding new items, characters, skins, and features. The game has had several subsequent sequels; The Sims 2 in 2004, The Sims 3 in 2009, and The Sims 4 in 2014.
Gameplay[edit]
The inner structure of the game is actually an agent-basedartificial life program. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions independently, although often the player/controller's intervention is necessary to keep them on the right track. The Sims technically has unlimited replay value, in that there is no way to win the game, and the player can play on indefinitely. It has been described as more like a toy than a game.[2]
Sims are influenced by the player to interact with objects or other Sims. Sims may receive guests, invited or not, from other playable lots or from unhoused NPC (non-player character) Sims. If enabled in the game's options, Sims have a certain amount of free will, allowing them to autonomously interact with their world. However, the player can override most autonomous actions by cancelling them out in the action queue at the top of the screen. Unlike the simulated environments in games such as SimCity, SimEarth or SimLife, Sims are not fully autonomous.[3] They are unable to take certain actions without specific commands, such as paying bills, finding a job, exercising, and conceiving children. Sims communicate in a fictional language called Simlish.[4]
A lazy and sloppy Sim
The player can make decisions about time spent in skill development, such as exercise, reading, creativity, and logic by adding activities to Sims' daily agenda. Daily needs such as hygiene and eating can and must also be scheduled. Although Sims can autonomously perform these actions, they may not prioritize them effectively. Much like real humans, Sims can suffer consequences for neglecting their own needs. In addition, Sims must maintain balanced budgets and usually supplement an income by obtaining a job. Sims may earn promotions by fulfilling skills and maintaining friendships with others for each level, which lead to new job titles, increased wages, and different work hours. Alternately, Sims may also create and sell various artwork and items at home.[2]
The original neighborhood in The Sims consists of a single screen displaying all playable houses.
While there is no eventual objective to the game, states of failure do exist in The Sims. One is that Sims may die, either by starvation, drowning, fire, or electrocution. When a Sim dies, a tombstone or an urn will appear (in later expansion packs the Grim Reaper will appear first),[3] and the ghost of the deceased Sim may haunt the building where it died. In addition, Sims can leave the game for good and never return, or two adult Sims with a bad relationship may brawl, eventually resulting in one of them moving out. Children will be sent away to military school if they fail their classes or if they have not fulfilled their needs (especially when hunger is very low), a social care worker will take them away from their household and they are no longer returnable.[4]
Building[edit]
While gameplay occurs in the game's 'Live mode,' the player may enter 'Build mode' or 'Buy mode' to pause time and renovate the house or lot. When the game begins, each family will start off with §20,000 Simoleons (regardless of its number of members). These funds can be used to purchase a small house or vacant lot on the Neighborhood screen.[3] Once a lot is purchased, a house may be constructed or remodeled in Build mode, and/or purchase or move furniture in the Buy mode. All architectural and customizable features and furnishings in the Build and Buy modes follow a square tile system in which items must be placed on a tile. Walls and fences go on the edge of a tile and can follow the edge of the tile or cross it, but furniture items cannot be placed on either side of a crossed tile. The base game contains over 150 items including furniture and architectural elements.[3]
In addition, the game includes an architecture system. The game was originally designed as an architecture simulation alone, with the Sims there only to evaluate the houses, but during development it was decided that the Sims were more interesting than originally anticipated and their once limited role in the game was developed further.[5]
Objects[edit]
Players have a broad choice of objects that their respective Sims may purchase. Objects fall into one of eight broad categories: seating, surfaces, decorative, electronics, appliances, plumbing, lighting and miscellaneous.[6]
Development[edit]
A Sim using a virtual reality simulator
The original inspiration for The Sims was Christopher Alexander's 1977 book on architecture and urban design, A Pattern Language. Game designer Will Wright was inspired by the book's focus on functionality in architecture, as Alexander based his design principles on structural usability rather than aesthetic values. Wright wanted to create a simulation game about enabling human behavior and interaction through design. Scott McCloud's 1993 book Understanding Comics became a big influence on the design of The Sims later on, as it advocates a certain type of 'collaboration' between designer and consumer and outlines the value of abstraction for getting readers or players involved with a story.[7]
Will Wright started working on The Sims after releasing SimAnt in 1991. However, the game's concept was very poorly received by a focus group, so Wright had difficulty getting the project off the ground. He managed to convince his company to let him work on the project (codenamed 'Project X' at the time) in the background while developing SimCity 2000 and SimCopter. He was lent one programmer for the project, Jamie Doornbos, who went on to become the lead programmer for The Sims. During the first few years of the project, Wright and Doornbos were primarily developing an open-ended system of character behavior. As the project continued, Wright found that the social aspect of the game turned out to be highly engaging, and the team started to focus more on the characters of the game, such as by letting Sims visit one another's houses and by implementing long-term relationships.[7]
A demo of the game was presented at the 1999 Electronic Entertainment Expo. During a displaying in front of the press, two female attendants at a wedding fell in love and kissed each other. After the event, the relationship mechanics were further modified so the character's sexual orientation was set depending on the player's actions.[8]
The Sims uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered in 3D, whereas the house and all its objects are pre-rendered and displayed diametrically.[4]
For the game's Japanese release, the game was renamed to SimPeople (ã·ã ãã¼ãã«) to match the names of the other Sim games from Maxis. [1] https://headhigh-power.weebly.com/rose-has-teeth-in-the-mouth-of-a-beast-rar-file.html.
Music[edit]
The game music was composed by Jerry Martin,[9]Marc Russo, Kirk R. Casey,[10] and Dix Bruce. The game disc contains 37 tracks, of which 15 were published in 2007 as an official soundtrack album.[11] Most of the tracks contain no vocals, but some of them feature Simlish lyrics.
Modding scene[edit]
The Sims is credited with opening up modding to a new demographic, making it easy enough to mod to allow for 'casual modders'.[12]The Sims was designed in a way that it would be easy to add user-created content to the game,[13] with Will Wright stating in an interview that he wanted to put the player in the design role.[14] Maxis even released modding tools for The Sims before the game itself, resulting in a suite of fan-created mods being available at launch.[13]
Expansion packs[edit]Computer Expansions[edit]
The Sims has a total of seven expansion packs produced. Each expansion generally adds new items, characters, skins, and features.
Expansion compilations[edit]
Repackaged editions[edit]
The Sims has been repackaged in numerous editions. These are not expansions in themselves, but compilations of the base game plus pre-existing expansion packs and additional game content.
Reception[edit]
Critical reception[edit]
The Sims received positive reviews. Will Wright, the game's designer, said the game has been a success in many waysâattracting casual gamers and female gamers (the latter making up almost 60% of players).[36]
The Sims has won numerous awards, including GameSpot's 'Game of the Year Award' for 2000. Game Informer ranked it the 80th best game ever made in its 100th issue in 2001.[37] In August 2016, The Sims placed 31st on Time's The 50 Best Video Games of All Time list.[38]
Sales[edit]
The Sims was released on February 4, 2000[39] and became a best-seller shortly after launch.[37] In the United States, it was the best-selling computer game of 2000, with domestic sales of 1.77 million units and revenues of $72.9 million.[40] It remained the country's #1 computer title in 2001,[41] when it sold an additional 1.48 million units and earned another $60.4 million in revenue.[42] In 2002, The Sims became the top-selling PC game in history at the time, displacing the game Myst by selling more than 6.3 million copies worldwide.[43]
By February 2005, the game has shipped 16 million copies worldwide.[44] By July 2006, the console versions of The Sims series had sold a combined 3.5 million units in the United States.[45]
Next Generation ranked it as the 45th highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in the United States.[45]Asphalt 8 hacks.
By March 2015, The Sims had sold more than 11.24 million copies for PC, making it one of the best-selling PC games in history.[46]
In March 2009, Electronic Arts announced that The Sims series, as a franchise, has sold more than 100 million copies.[4]
Legacy[edit]
In 2012, the game was one of 14 video games selected by the Museum of Modern Art as the basis for an intended collection of 40 games.[47]
Sequels[edit]
Since its initial release, seven expansion packs have been released, as have sequels The Sims 2, The Sims 3 and The Sims 4.
The console versions of The Sims were each followed by a sequel, The Sims Bustin' Out, and a spin-off game, The Urbz: Sims in the City. These versions incorporate some features of later PC expansion packs, and Bustin' Out adds a multiplayer mode supporting two simultaneous players.[48]
Sims Skins DownloadsSequels and spinoffs[edit]
Ports and remakes[edit]
The Sims Download wallpaper gerak untuk pc matic. and all its expansion packs were ported to the Mac by Aspyr Media, Inc. The Sims was ported to Linux using Transgaming's WineX technology and was bundled with Mandrake Linux Gaming Edition. The WineX engine is unable to run the Windows version of the game. It was released on March 12, 2003.[citation needed]
A separate version of the game was released for the PlayStation 2, Xbox, and Nintendo GameCube in 2003. Gameplay is similar to that of the PC versions and retains many of the core elements. Notable changes include a full 3D camera perspective (instead of the original 2D isometric viewpoint), more detailed appearances of Sims, and the introduction of a 'Get A Life' goals-based story mode. The ports enjoyed a generally favorable reception, with Metacritic scores ranging from 83-85 as of August 2009.[49][50][51]
See also[edit]Notes[edit]
References[edit]
Further reading[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=The_Sims_(video_game)&oldid=914570503#The_Sims:_Superstar'
The Sims: Superstar
The Sims: Superstar, released on May 15, 2003 in Region 1, is the sixth expansion pack for The Sims. It allows players to guide Sims to fame. It is one of the few expansion packs for the original game not to lend its theme to a later re-make for The Sims 2; however, its basic premise of accompanying a playable Sim to their workplace and guiding their actions throughout the working day was revisited in The Sims 2: Open for Business, The Sims 3: Ambitions and The Sims 4: Get to Work, and the mechanics surrounding celebrities were reintroduced in The Sims 3: Late Night, The Sims 3: Showtime and The Sims 4: Get Famous.
Features EditNew careersEditNew objectsEdit
New NPCsEdit
New neighborhoodEditOther new featuresEdit
Features and Allusions to other Expansion PacksEdit
GalleryEdit
The Sims Superstar Official Video Trailer
Glabe Glarn
MediaEdit
External linksEdit
Sims 1 Superstar Help
Free Sims 3 Skins
Sims 1 Superstar Cheats
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