History VideoGame / TheSims

11th Dec '17 9:13:48 PM Pichu-kun
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* ''Videogame/TheSims1''[[/index]] (2000). The first game introduced the core features of the franchise: simulation of households; a large neighborhood of families you could control and intercontrol; purchasing increasingly-expensive and increasingly-efficient household objects; a comprehensive house-building feature which even trained architects enjoy using. Sim personalities worked on a PointBuild system using five ten-point scales with a total of twenty-five points to distribute between them: Outgoing/Shy, Grouchy/Nice, Playful/Serious, Neat/Sloppy, Active/Lazy, which tied in with star signs based loosely on the astrological signs of the WesternZodiac; an engine that is very receptive to {{Game Mod}}s. Having said that, there was no aging in the game: children remained children forever, nobody died (unless you [[VideoGameCrueltyPotential caused them to]]), and once you had made your Sims fat and rich there wasn't much else to do to or with them.[[index]]
** ''Videogame/TheSimsBustinOut''[[/index]] (2003), which serves as a sequel to the console version of the first game. While the first console game was more or less a 3D port of the PC version with a story mode, the sequel had much more depth and personality. The main gimmick of the game is the ability to "Bust Out", which gave your main Sim the ability to visit their neighbors and interact with them. In the "Bust Out" story mode, your main Sim has [[BagOfSpilling lost everything]] due to the villainous Malcolm Landgraab, so they must advance to the top of their chosen career path, as well as fulfilling other goals and helping out a number of other Sims who've also been wronged by Malcolm. Bustin' Out also had a handheld version on the GBA and N-Gage systems, which was more of an adventure game with some visual sim elements, along with certain features from the main games such as fulfilling needs.[[index]]
* ''Videogame/TheSims2''[[/index]] (2004) introduced three interconnected concepts: aging, Wants and Fears, and Aspiration. Sims now age through various stages--infant, toddler, child, teen, adult, elder --and could be created in any stage except the first. (College aged Young Adults were added in the first expansion pack.) They also came with an "Aspiration," an overall goal for their life: [[TrueCompanions Family]], [[ReallyGetsAround Romance]], [[OnlyInItForTheMoney Wealth]], [[PopularityPower Popularity]], [[FreakyIsCool Knowledge]], and (eventually) [[TheHedonist Pleasure]]. Starting with the first expansion pack, this would assign the Sim a ([[RandomNumberGod randomly-generated]]) Lifetime Wish, which keeps them happy for the rest of their lives if they achieved it. In the meanwhile, it also controlled what Wants and Fears would pop up; these were general life events, from "Have FirstKiss" to "Eat TrademarkFavoriteFood". These would contribute not only to a Lifetime Aspiration Score, which could be used to purchase various [[RuleOfFun loosely realistic]] in-game objects (the most basic of which being a literal Money Tree), but also to the Sim's real-time Aspiration meter. This corresponded roughly to self-esteem or general mood, and could override a Sim's physical-needs total if it was high enough. Of course, it also lost XXX points every few hours, and if it hit bottom the Sim would have a HeroicBSOD (PlayedForLaughs). Fulfilling the Sim's lifetime wish would fill their Aspiration bar to the max for the rest of their lives, but (of course) you get a certain amount of time to do this before they croak. Meanwhile, personalities continued to be calculated on the five scales/star sign model, but gradually more features were added through expansion packs, such as the ability to gain or lose personality points under certain circumstances and the introduction of memories, turn-ons, turn-offs, attraction/chemistry, interests and hobbies.[[index]]

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* ''Videogame/TheSims1''[[/index]] ''VideoGame/TheSims1''[[/index]] (2000). The first game introduced the core features of the franchise: simulation of households; a large neighborhood of families you could control and intercontrol; purchasing increasingly-expensive and increasingly-efficient household objects; a comprehensive house-building feature which even trained architects enjoy using. Sim personalities worked on a PointBuild system using five ten-point scales with a total of twenty-five points to distribute between them: Outgoing/Shy, Grouchy/Nice, Playful/Serious, Neat/Sloppy, Active/Lazy, which tied in with star signs based loosely on the astrological signs of the WesternZodiac; an engine that is very receptive to {{Game Mod}}s. Having said that, there was no aging in the game: children remained children forever, nobody died (unless you [[VideoGameCrueltyPotential caused them to]]), and once you had made your Sims fat and rich there wasn't much else to do to or with them.[[index]]
** ''Videogame/TheSimsBustinOut''[[/index]] ''VideoGame/TheSimsBustinOut''[[/index]] (2003), which serves as a sequel to the console version of the first game. While the first console game was more or less a 3D port of the PC version with a story mode, the sequel had much more depth and personality. The main gimmick of the game is the ability to "Bust Out", which gave your main Sim the ability to visit their neighbors and interact with them. In the "Bust Out" story mode, your main Sim has [[BagOfSpilling lost everything]] due to the villainous Malcolm Landgraab, so they must advance to the top of their chosen career path, as well as fulfilling other goals and helping out a number of other Sims who've also been wronged by Malcolm. Bustin' Out ''Bustin' Out'' also had a handheld version on the GBA and N-Gage systems, which was more of an adventure game with some visual sim elements, along with certain features from the main games such as fulfilling needs.[[index]]
* ''Videogame/TheSims2''[[/index]] ''VideoGame/TheSimsOnline''[[/index]] (2001) was a MMO based on the first ''Sims'' title. It went off-line in 2009.
* ''VideoGame/TheSims2''[[/index]]
(2004) introduced three interconnected concepts: aging, Wants and Fears, and Aspiration. Sims now age through various stages--infant, toddler, child, teen, adult, elder --and could be created in any stage except the first. (College aged Young Adults were added in the first expansion pack.) They also came with an "Aspiration," an overall goal for their life: [[TrueCompanions Family]], [[ReallyGetsAround Romance]], [[OnlyInItForTheMoney Wealth]], [[PopularityPower Popularity]], [[FreakyIsCool Knowledge]], and (eventually) [[TheHedonist Pleasure]]. Starting with the first expansion pack, this would assign the Sim a ([[RandomNumberGod randomly-generated]]) Lifetime Wish, which keeps them happy for the rest of their lives if they achieved it. In the meanwhile, it also controlled what Wants and Fears would pop up; these were general life events, from "Have FirstKiss" to "Eat TrademarkFavoriteFood". These would contribute not only to a Lifetime Aspiration Score, which could be used to purchase various [[RuleOfFun loosely realistic]] in-game objects (the most basic of which being a literal Money Tree), but also to the Sim's real-time Aspiration meter. This corresponded roughly to self-esteem or general mood, and could override a Sim's physical-needs total if it was high enough. Of course, it also lost XXX points every few hours, and if it hit bottom the Sim would have a HeroicBSOD (PlayedForLaughs). Fulfilling the Sim's lifetime wish would fill their Aspiration bar to the max for the rest of their lives, but (of course) you get a certain amount of time to do this before they croak. Meanwhile, personalities continued to be calculated on the five scales/star sign model, but gradually more features were added through expansion packs, such as the ability to gain or lose personality points under certain circumstances and the introduction of memories, turn-ons, turn-offs, attraction/chemistry, interests and hobbies.[[index]]



* ''Videogame/TheSims3''[[/index]] (2009), placed more emphasis on the neighborhood by making it all accessible in realtime and making all families age and evolve along with yours, but this could be turned off. It did away entirely with the Aspiration meter and removed Fears; instead, when you fulfill a Want, it just adds a positive "moodlet" to your physical-needs total, thus streamlining gameplay immensely. Lifetime Aspiration Score is retained, but the prizes you get from it are mostly modifications to the Sim's capabilities instead of physical objects (BottomlessBladder, TheCasanova, etc). The PointBuild Personality was removed in favor of five "Traits" which had direct and practical effects on gameplay: for example, an Athletic Sim learns the Athletic skill faster and gets more enjoyment out of their workouts; a Clumsy Sim trips everywhere, which can add a ''lot'' to transit times; and an Evil Sim can gain enjoyment from messing with other Sims, or use a coffee machine to [[RuleOfFunny make Evil Lattes]]. Relationships were simplified, with Sims sharing a relationship bar so both parties have the same opinion of each other, no longer allowing unrequited feelings. Finally, ''The Sims 3'' added significant flexibility to the Sim and object design and customization options, though at the cost of very reduced support for user-generated, made-from-scratch objects, clothing and hairstyles.[[index]]

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* ''Videogame/TheSims3''[[/index]] ''VideoGame/TheSims3''[[/index]] (2009), placed more emphasis on the neighborhood by making it all accessible in realtime and making all families age and evolve along with yours, but this could be turned off. It did away entirely with the Aspiration meter and removed Fears; instead, when you fulfill a Want, it just adds a positive "moodlet" to your physical-needs total, thus streamlining gameplay immensely. Lifetime Aspiration Score is retained, but the prizes you get from it are mostly modifications to the Sim's capabilities instead of physical objects (BottomlessBladder, TheCasanova, etc). The PointBuild Personality was removed in favor of five "Traits" which had direct and practical effects on gameplay: for example, an Athletic Sim learns the Athletic skill faster and gets more enjoyment out of their workouts; a Clumsy Sim trips everywhere, which can add a ''lot'' to transit times; and an Evil Sim can gain enjoyment from messing with other Sims, or use a coffee machine to [[RuleOfFunny make Evil Lattes]]. Relationships were simplified, with Sims sharing a relationship bar so both parties have the same opinion of each other, no longer allowing unrequited feelings. Finally, ''The Sims 3'' added significant flexibility to the Sim and object design and customization options, though at the cost of very reduced support for user-generated, made-from-scratch objects, clothing and hairstyles.[[index]]
26th Nov '17 1:12:15 AM AireDaleDogz
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Added DiffLines:

* DubNameChange: Every non-English version of The Sims changes the premade Sims' names to better suit the language. For example, Bella Goth is called Cora van de Kerkhof in the Dutch version of the games. How consistent the name translations are between games [[InconsistentDub varies]].
8th Oct '17 3:52:30 AM StFan
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* There are also multiple online sites dedicated to making custom mods, from new clothes, to new items, to super-realistic skins and eyes, to a Sims-based construction of [[Film/LordOfTheRings Rivendell.]] The Sims games actually come with pre-constructed 'Mod' folders for you to put these things in.

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* There are also multiple online sites dedicated to making custom mods, from new clothes, to new items, to super-realistic skins and eyes, to a Sims-based construction of [[Film/LordOfTheRings [[Film/TheLordOfTheRings Rivendell.]] The Sims games actually come with pre-constructed 'Mod' folders for you to put these things in.



''The Sims'' series is known to be extremely addictive in most and/or all of its variants. The game includes tools which allows you to export your houses, Sims, and neighborhoods as DownloadableContent for other people; and, as mentioned, there is a huge variety of unofficial {{Game Mod}}s which change the way the game functions. It has been used to create several works of fiction: Creator/RoosterTeeth Productions, creators of ''Machinima/RedVsBlue'', were employed by EA to make "Machinima/TheStrangerhood" using ''The Sims 2'' as a marketing effort; and a British college student created a homeless-father-daughter drama blog called "Webcomic/AliceAndKev" using the third game.

to:

''The Sims'' series is known to be extremely addictive in most and/or all of its variants. The game includes tools which allows you to export your houses, Sims, and neighborhoods as DownloadableContent for other people; and, as mentioned, there is a huge variety of unofficial {{Game Mod}}s which change the way the game functions. It has been used to create several works of fiction: Creator/RoosterTeeth Productions, creators of ''Machinima/RedVsBlue'', were employed by EA to make "Machinima/TheStrangerhood" ''Machinima/TheStrangerhood'' using ''The Sims 2'' as a marketing effort; and a British college student created a homeless-father-daughter drama blog called "Webcomic/AliceAndKev" ''Webcomic/AliceAndKev'' using the third game.game.



!!Provides Examples Of:

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!!Provides Examples Of:
!!''The Sims'' provides examples of:



* TheAllegedHouse: Several of the default houses in The Sims series are described this way. They generally come with the lowest tier items, which are prone to breakdowns and malfunctions. And it's entirely possible to create your own if you don't know what you're doing, or are [[VideoGameCrueltyPotential feeling a bit malevolent against your sims]].

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* TheAllegedHouse: Several of the default houses in The Sims ''The Sims'' series are described this way. They generally come with the lowest tier items, which are prone to breakdowns and malfunctions. And it's entirely possible to create your own if you don't know what you're doing, or are [[VideoGameCrueltyPotential feeling a bit malevolent against your sims]].
30th Sep '17 5:42:03 PM FGHIK
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Added DiffLines:

* TheAllegedHouse: Several of the default houses in The Sims series are described this way. They generally come with the lowest tier items, which are prone to breakdowns and malfunctions. And it's entirely possible to create your own if you don't know what you're doing, or are [[VideoGameCrueltyPotential feeling a bit malevolent against your sims]].
8th Sep '17 4:50:44 AM Adept
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* ''VideoGame/TheUrbz''[[/index]] (2004) is a console spinoff, and a sequel game to the console game ''The Sims: Bustin' Out''. It takes place in an urban environment named Urbzville. Contrary to the main series, the characters are referred to as "Urbs" but are otherwise exactly like normal Sims. Unlike the main games there is no romance system and you cannot have children. The game follows a plot you must follow, with the protagonist needing to scale up the social hierarchy and befriend characters. A sequel was in development at one time but was cancelled before an official reveal.[[index]]

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* ''VideoGame/TheUrbz''[[/index]] (2004) is a console spinoff, and a sequel game to the console game ''The Sims: Bustin' Out''. It takes place in an urban environment named Urbzville. Contrary to Unlike the main series, the characters are referred to as "Urbs" but are otherwise exactly like normal Sims. Unlike the main games there There is no romance system in ''The Urbz'' (although there are some romance-like interactions like kissing) and you cannot have children. The game follows a plot you must follow, with where the protagonist needing need to scale up the social hierarchy and befriend other characters. A sequel was in development at one time but was cancelled before an official reveal.[[index]]
31st Aug '17 10:00:20 PM MorganWick
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''The Sims'' series is known to be extremely addictive in most and/or all of its variants. The game includes tools which allows you to export your houses, Sims, and neighborhoods as DownloadableContent for other people; and, as mentioned, there is a huge variety of unofficial {{Game Mod}}s which change the way the game functions. It has been used to create several works of fiction: Rooster Teeth Productions, creators of ''Machinima/RedVsBlue'', were employed by EA to make "Machinima/TheStrangerhood" using ''The Sims 2'' as a marketing effort; and a British college student created a homeless-father-daughter drama blog called "Webcomic/AliceAndKev" using the third game.

to:

''The Sims'' series is known to be extremely addictive in most and/or all of its variants. The game includes tools which allows you to export your houses, Sims, and neighborhoods as DownloadableContent for other people; and, as mentioned, there is a huge variety of unofficial {{Game Mod}}s which change the way the game functions. It has been used to create several works of fiction: Rooster Teeth Creator/RoosterTeeth Productions, creators of ''Machinima/RedVsBlue'', were employed by EA to make "Machinima/TheStrangerhood" using ''The Sims 2'' as a marketing effort; and a British college student created a homeless-father-daughter drama blog called "Webcomic/AliceAndKev" using the third game.
28th Aug '17 4:27:33 PM IzaiahSalter
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** Sometimes the Sims do things that no sane human would ever do, ranging from the mildly eccentric to the vaguely creepy to the [[SurrealHumor batshit insane]]. These include:

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** Sometimes the Sims do things that no sane human would ever do, ranging from the [[CloudCuckoolander mildly eccentric eccentric]] to the [[UncannyValley vaguely creepy creepy]] to the [[SurrealHumor batshit batshit]] [[AxCrazy insane]]. These include:
26th Aug '17 2:57:13 PM Tightwire
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** Cars, hot tubs, photo booths and elevators in ''The Sims 2''.
** While touring some of the rabbit holes (the theatre, City Hall, the Science Lab, and the Military Base), in a sarcophagus, in a tent, and in a time machine in ''The Sims 3''.
*** Also now in ''The Sims 3'', you can woohoo in the shower and in the tree house. If you woohoo in the tree house, there's a possibility that the Sims will get a splinter.
** In ''The Sims 4'', Sims with the astronaut career choice can build space ships. If you woohoo in it, the ship takes off crookedly and your Sims join the 50 mile high club. While this is dangerous due to the possibility of crashing, it is also impossible because any object in free fall (which includes objects that are orbiting the planet) are weightless. The only way it could work is if the spaceship was hovering like a helicopter. You can also woohoo in your backyard telescope observatory, in special bushes, in walk-in closets, and in ''Vampires,'' in your coffin, and as bats. Players are always asking for more places to woo-hoo.

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** Cars, hot tubs, photo booths and elevators in ''The Sims 2''.
** While touring some of the rabbit holes (the theatre, City Hall, the Science Lab, and the Military Base), in a sarcophagus, in a tent, and in a time machine in ''The
2''. Sims 3''.
*** Also now in ''The Sims 3'', you can woohoo in the shower
3 and in the tree house. If you woohoo in the tree house, there's a possibility that the Sims will get a splinter.
** In ''The Sims 4'', Sims with the astronaut career choice can build space ships. If you woohoo in it, the ship takes off crookedly and your Sims join the 50 mile high club. While this is dangerous due
4 continued to the possibility of crashing, it is also impossible because any object in free fall (which includes objects that are orbiting the planet) are weightless. The only way it could work is if the spaceship was hovering add places like a helicopter. You can also woohoo in tents, showers, bushes, spaceships, the closet, your backyard telescope observatory, in special bushes, in walk-in closets, and in ''Vampires,'' in your a coffin, and as bats. Players are always asking for more places to woo-hoo.woo-hoo in every expansion.
26th Aug '17 2:51:38 PM Tightwire
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* ArtificialBrilliance: It took over a decade's worth of time and well over 30 installments, but this trope finally applies at least ''somewhat'' in The Sims 4, if only a little bit. The Sims are now smart enough to do two activities at once (for example, watching TV and eating at the same time) and they're much better about walking around objects and autonomously taking care of their own needs. As long as you keep the essentials stocked in the house, even a large family should be capable of not starving to death or passing out without interference.
* ArtificialStupidity: In ''spades''. Even though Sims can now eat and watch TV at the same time, they remain very, ''very'' stupid creatures:

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* ArtificialBrilliance: It took over a decade's worth of time and well over 30 installments, but this trope finally applies at least ''somewhat'' in The Sims 4, if only a little bit. The Sims are now smart enough to do two activities at once (for example, watching TV and eating at the same time) and they're much better about walking around objects and autonomously taking care of their own needs. As long as you keep the essentials stocked in the house, even a large family should be capable of not starving to death or passing out without interference.
* ArtificialStupidity: In ''spades''. Even though Sims can now eat and watch TV at the same time, they remain very, ''very'' stupid creatures:creatures even by the time of Sims 4:



*** Flirting with and ''kissing'' someone else's significant other in their house, [[RefugeInAudacity right in front of that person.]]



*** Up until Sims 4, if you put a Sim in a pool and then took the ladder away, they would swim around until energy ran out and they died. When Maxis proved it didn't have to be this way, players requested it be returned, so you can't blame the programmers anyway...
*** Sims with the "Absent-Minded" trait in ''The Sims 3'' sometimes will "forget what they're doing" ''while they're panicking because there's a fire''. Or forgetting that they are going to the Hospital ''because they're currently in labor''.
*** If your sims are woken up by a robber (which usually doesn't happen, despite his [[ChewingTheScenery hammy laughter]]), they'll panic about the robber instead of calling the police. Even funnier, is if the robber sets off an alarm, who then panics and wakes up any sleeping sims, who then come into the room just to panic about the robber, who [[DepartmentOfRedundancyDepartment happens to be panicking]] over his inevitable arrest, instead of trying to bolt out of the house.

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*** Up until Sims 4, if you put a Sim in a pool and then took the ladder away, they would swim around until energy ran out and they died. When Maxis proved it didn't have ''have'' to be this way, players requested it be returned, so you can't blame the programmers anyway...
*** Sims with the "Absent-Minded" trait in ''The Sims 3'' sometimes will "forget what they're doing" ''while they're panicking because there's a fire''. Or forgetting that they are going to the Hospital ''because they're currently in labor''.
*** If your sims are woken up by a robber (which usually doesn't happen, despite his [[ChewingTheScenery hammy laughter]]), they'll panic about the robber instead of calling the police. Even funnier, is if the robber sets off an alarm, who then panics and wakes up any sleeping sims, who then come into the room just to panic about the robber, who [[DepartmentOfRedundancyDepartment happens to be panicking]] over his inevitable arrest, instead of trying to bolt out of the house.
anyway...



*** And finally, [[TooDumbToLive the mother]] [[ArtificialStupidity of all stupid actions]], ''running directly towards a burning fire or other disaster, then standing shrieking until the fire burns out''. Fire safety is ''not'' big in [=SimNation=]. You can even buy a fire-extinguisher in Sims 4, but it's purely decoration with no function at all.
** ''Vastly'' improved upon by the fourth installment. Of course, while pathfinding is improved upon and Sims are slightly less stupid while panicking, they're still pretty mindless when left to their own devices. For example, set them to 'practice' something and they'll do it for hours, until they're either starving or exhausted, to the exclusion of all else. And if you're asked out by another Sim, accept and your Sim won't so much as finish going to the toilet; the loading screen kicks in and they turn up with their bladder half-emptied and go all over the floor (resulting in the 'Emarassed' state) or a half-eaten sandwich in their pocket.
*** If one Sim goes out on a date, the Sim you leave at home will do nothing productive at all, even if you left them practising a skill. You'll return to find them trolling Forums and watching television.

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** Nobody's a genius when they panic, but panicking Sims just seem to throw their brains out of the window, panicking too much to call the police, the firefighters, or even run away at all. They just stand there screaming as the dinner burns or the carpet burns or THEY burn. Sometimes the burglar... starts panicking over being caught by your panicking home-owner.
*** And finally, [[TooDumbToLive the mother]] [[ArtificialStupidity of all stupid actions]], ''running directly towards a burning fire or other disaster, then standing shrieking until the fire burns out''. Fire safety is ''not'' big in [=SimNation=]. You can even buy a fire-extinguisher and smoke alarm in Sims 4, but it's they're purely decoration with no function at all.
** ''Vastly'' improved upon by the fourth installment. Of course, while pathfinding is improved upon While Sims 4 vastly improves on pathfinding, and Sims are slightly less stupid while panicking, they're still pretty mindless when left to their own devices. For example, set them to 'practice' something and they'll do it for hours, until they're either starving or exhausted, to the exclusion of all else. And if you're asked out by another Sim, accept and your Sim won't so much as finish going to the toilet; the loading screen kicks in and they turn up with their bladder half-emptied and go all over the floor (resulting in the 'Emarassed' 'Embarrassed' state) or a half-eaten sandwich in their pocket.
*** If one Sim goes out on a date, the Sim you leave at home will do nothing productive at all, even if you left them practising a skill.skill that also raises their Fun. You'll return to find them trolling Forums and watching television.
6th Jul '17 9:52:20 AM stuffedninja
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[[caption-width-right:286:[-Forget it, Jake, it's [[Creator/WillWright Wright-Town]]-].]]

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[[caption-width-right:286:[-Forget [[caption-width-right:286:[-[[Film/{{Chinatown}} Forget it, Jake, it's it's]] [[Creator/WillWright Wright-Town]]-].]]
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