History VideoGame / TheSims

7th Dec '16 1:43:20 PM Xtifr
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* Videogame/TheSims1
* Videogame/TheSims2
* Videogame/TheSims3
* VideoGame/TheSims4
* Videogame/TheSimsMedieval

to:

* Videogame/TheSims1
''Videogame/TheSims1''
* Videogame/TheSims2
''Videogame/TheSims2''
* Videogame/TheSims3
''Videogame/TheSims3''
* VideoGame/TheSims4
''VideoGame/TheSims4''
* Videogame/TheSimsMedieval''Videogame/TheSimsMedieval''



* '''''Videogame/TheSims1''''' (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.
** '''''[[Videogame/TheSimsBustinOut The Sims Bustin' Out]]''''' (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.
* '''''Videogame/TheSims2''''' (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.
* '''''VideoGame/TheUrbz''''' (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.
* '''''Videogame/TheSims3''''' (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.
* '''''Videogame/TheSimsMedieval''''' (2011) is a standalone [[GameMod Total Conversion]] that put the Sims in a MedievalEuropeanFantasy. The game departs from ''The Sims'' formula to some extent, increasing the strategy and roleplaying aspects and removes the daily hindrances, such as the need to urinate, but still retains much of ''The Sims'' gameplay. The "Sim" the player nurtures throughout the game is the kingdom itself, though the populace can be customized as well. It is also one of the more violent games, featuring Religion, Alcoholism and Murder, themes not present in the older series without mods.
* '''''The Sims: Freeplay''''' (December 15, 2011) An app game similar to ''VideoGame/TheSims2'' in gameplay but with ''VideoGame/TheSims3'' assets, and the ''VideoGame/FarmVille'' formula. Worth mentioning because they ''actually managed'' to alleviate the microtransactions criticism by finding a happy medium between the Farmville formula and single player gaming (the in game currency, simoleon, is easy to get, and Life Points can be earned from watching ads, hitting certain achievements, or even just completing tasks, instead of through exclusively buying them with real cash, and the wait time between actions is ''actually reasonable'' compared to many other games out in the market). The game is now in it's fourth year running and have seen dozens of updates and new contents- many available for free or via regular simoleons if you completed the given tasks in a limited time before becoming only available via Life Points.
* '''''VideoGame/TheSims4''''' (September 2, 2014). EA and Maxis have said that this iteration of the ''Sims'' series celebrates "the heart and soul of the Sims themselves" and have the Sims show more personality than in previous installments; this was eventually executed by having all Sims have an overall "mood" which enhances their facility at certain interactions and slows down others. The game will feature new tools to customize worlds and share them with others. Unlike ''VideoGame/SimCity2013'', the game is a single-player offline experience, although you do need an Internet connection to play it anyway- to appease it's CopyProtection (which is based on Origin), and to connect to the "community" (which allows you to upload sims and houses to EA's servers, which would then make it available to other players for download).

to:

* '''''Videogame/TheSims1''''' ''Videogame/TheSims1'' (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.
** '''''[[Videogame/TheSimsBustinOut ''[[Videogame/TheSimsBustinOut The Sims Bustin' Out]]''''' Out]]'' (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.
* '''''Videogame/TheSims2''''' ''Videogame/TheSims2'' (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.
* '''''VideoGame/TheUrbz''''' ''VideoGame/TheUrbz'' (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.
* '''''Videogame/TheSims3''''' ''Videogame/TheSims3'' (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.
* '''''Videogame/TheSimsMedieval''''' ''Videogame/TheSimsMedieval'' (2011) is a standalone [[GameMod Total Conversion]] that put the Sims in a MedievalEuropeanFantasy. The game departs from ''The Sims'' formula to some extent, increasing the strategy and roleplaying aspects and removes the daily hindrances, such as the need to urinate, but still retains much of ''The Sims'' gameplay. The "Sim" the player nurtures throughout the game is the kingdom itself, though the populace can be customized as well. It is also one of the more violent games, featuring Religion, Alcoholism and Murder, themes not present in the older series without mods.
* '''''The ''The Sims: Freeplay''''' Freeplay'' (December 15, 2011) An app game similar to ''VideoGame/TheSims2'' in gameplay but with ''VideoGame/TheSims3'' assets, and the ''VideoGame/FarmVille'' formula. Worth mentioning because they ''actually managed'' to alleviate the microtransactions criticism by finding a happy medium between the Farmville formula and single player gaming (the in game currency, simoleon, is easy to get, and Life Points can be earned from watching ads, hitting certain achievements, or even just completing tasks, instead of through exclusively buying them with real cash, and the wait time between actions is ''actually reasonable'' compared to many other games out in the market). The game is now in it's fourth year running and have seen dozens of updates and new contents- many available for free or via regular simoleons if you completed the given tasks in a limited time before becoming only available via Life Points.
* '''''VideoGame/TheSims4''''' ''VideoGame/TheSims4'' (September 2, 2014). EA and Maxis have said that this iteration of the ''Sims'' series celebrates "the heart and soul of the Sims themselves" and have the Sims show more personality than in previous installments; this was eventually executed by having all Sims have an overall "mood" which enhances their facility at certain interactions and slows down others. The game will feature new tools to customize worlds and share them with others. Unlike ''VideoGame/SimCity2013'', the game is a single-player offline experience, although you do need an Internet connection to play it anyway- to appease it's CopyProtection (which is based on Origin), and to connect to the "community" (which allows you to upload sims and houses to EA's servers, which would then make it available to other players for download).
28th Oct '16 7:56:41 PM DanielBenner8891
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* BareYourMidriff: The game has outfits you can choose for characters, of course, there are female outfits that show off their bellys.
15th Oct '16 8:16:57 PM nombretomado
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* If you want altered forms of play, there's Videogame/MySims for the UsefulNotes/NintendoWii and UsefulNotes/NintendoDS, which has the dressings of ''VideoGame/TheSims'' but lacks a lot of the essentials of the game. Instead, it's more like ''Videogame/AnimalCrossing'', but for people who prefer to work with cute chibi humans instead of a bossy tanuki. And there was a {{Facebook}} version, merging the game with a ''Videogame/{{Farmville}}'' experience, but it was eventually closed due to lackluster player reception.

to:

* If you want altered forms of play, there's Videogame/MySims for the UsefulNotes/NintendoWii and UsefulNotes/NintendoDS, which has the dressings of ''VideoGame/TheSims'' but lacks a lot of the essentials of the game. Instead, it's more like ''Videogame/AnimalCrossing'', but for people who prefer to work with cute chibi humans instead of a bossy tanuki. And there was a {{Facebook}} Website/{{Facebook}} version, merging the game with a ''Videogame/{{Farmville}}'' experience, but it was eventually closed due to lackluster player reception.
15th Oct '16 12:48:48 PM JujuP
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* DustbinSchool: Children performing poorly at school end in a MilitarySchool.
21st Sep '16 12:15:21 PM StFan
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*** Frances actually starts out with no sexuality. Him being gay seems to have become fanon though. (Could be the fault of StrangetownHereWeCome. Frances and, by affiliation, Beau, are almost the mascots. Besides JoPheRipp and Sugar Tits the World's Most Useless Servo, anyway.)

to:

*** Frances actually starts out with no sexuality. Him being gay seems to have become fanon though. (Could be the fault of StrangetownHereWeCome.''Webcomic/StrangetownHereWeCome''. Frances and, by affiliation, Beau, are almost the mascots. Besides JoPheRipp and Sugar Tits the World's Most Useless Servo, anyway.)
20th Sep '16 2:14:09 PM mhj0808
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* GRatedDrug: Has popped up here and there among the many games in the series, although the most frequently appearing one is a thinly veiled disguise for alcohol simply referred to as "juice". You can buy bars in most of the games and mix the "juices" yourself, and they cause "special moodlets" and effects in the sims who drink it (making them more flirty, energized, etc). In terms of references to other drugs, there are "herbs" you can grow in University Life that are pretty obvious nods to weed.
15th Sep '16 11:53:00 PM BlackBaroness
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* WorldOfHam: [[JustifiedTrope Justified]]. Because [[SpeakingSimlish Sims can only speak in Simlish]], they communicate through exaggerated inflections and body gestures in order to convey to the player what they feel.
7th Sep '16 10:40:32 AM Crino37
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** In The Sims 3 and The Sims 4, the player can create sims with green, blue and red skintones just with the vanilla game.

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** In The Sims 3 and The Sims 4, the player can create sims with green, blue and red beet-red skintones just with the vanilla game.
7th Sep '16 10:38:04 AM Crino37
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* AmazingTechnicolorPopulation:
** In The Sims 2, alien sims have [[GreenSkinnedSpaceBabe green skin]], while some other life states introduced in the expansion packs make the sim develop unnatural skintones. An in-game modding feature allow players to create custom skintones and there's lots of unnaturals to download in custom content sites.
** In The Sims 3 and The Sims 4, the player can create sims with green, blue and red skintones just with the vanilla game.
6th Sep '16 4:01:51 PM StFan
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* {{Gayborhood}}: Possible with ''The Sims 2'' and ''The Sims 3'', though it will only work so far without the use of hacks, mods and/or SimPE.

to:

* {{Gayborhood}}: Possible with ''The Sims 2'' and ''The Sims 3'', though it will only work so far without the use of hacks, mods and/or SimPE.[=SimPE=].
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.TheSims