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The expansion packs were named ''University'', ''Nightlife'', ''Open For Business'', ''Pets'', ''Seasons'', ''Bon Voyage'', ''Free Time'' and ''Apartment Life''. The next sequel, ''Videogame/TheSims3'', was released in 2009.

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The game would receive a series of eight [[ExpansionPack Expansion Packs]] across its life, plus nine "Stuff Packs", small add-ons that add themed collections of new items with the very occasional new feature.

[[folder:List of Expansion and Stuff Packs]]
!Expansion Packs
* '''''University''''': Allows Sims to attend college within a new life stage, Young Adult.
* '''''Nightlife''''': Allows Sims to visit Downtown, with an emphasis on new leisure activities and dating mechanics. Also includes Vampires, ownable cars and the Pleasure aspiration.
* '''''Open For Business''''': Includes the ability for Sims to own and manage their own businesses, with a system robust enough to allow you to sell just about every item or service in the game. Also re-introduces Servos, and introduces Talents, a new type of Skill that emphasises a Sim's growing proficiency with crafting and other business skills.
* '''''Pets''''': Allows Sims to own cats and dogs, who now have their own genetic system and the ability to be trained and get jobs. Also introduces Werewolves as a new life state.
* '''''Seasons''''': An
expansion packs were named ''University'', ''Nightlife'', ''Open For Business'', ''Pets'', ''Seasons'', ''Bon Voyage'', ''Free Time'' focused on the outdoors, with new seasonal, weather and ''Apartment Life''. temperature mechanics along with new fishing and gardening activities. Includes the [=PlantSim=] as a new life state.
* '''''Bon Voyage''''': Sims can go on vacation to the Asia-themed Takemizu Village, tropical Twikkii Island, or alpine Three Lakes. Adds the ability to stay in hotels, visit beaches, and befriend Bigfoot.
* '''''[=FreeTime=]''''': Introduces many new hobbies, and includes Lifetime Aspirations for Sims to work towards.
The next sequel, ''Videogame/TheSims3'', was released Genie appears as
* '''''Apartment Life''''': Allows Sims to live
in 2009.
communal apartment buildings, along with introducing a system of social reputation. Also reintroduces magic to the series, allowing Sims to become Witches and Warlocks to learn spells on a morality axis.
!Stuff Packs
* '''''Family Fun Stuff''''': Focusing on items for themed children's bedrooms and costumes.
* '''''Glamour Life Stuff''''': Adds new items and clothing options themed around high society.
* '''''Happy Holiday Stuff''''': Adds several new Christmas, Hanukah and general winter holiday-themed items. Also adds the ability for Santa Claus to visit your household if you own the right combination of items.
* '''''Celebration! Stuff''''': Includes new items and clothing for formal parties, with a focus on weddings.
* '''''H&M Fashion Stuff''''': The first licenced add-on for ''The Sims'', adding in clothing from H&M's catalogue, as well as items that allow you to build H&M stores.
* '''''Teen Style Stuff''''': Adds new items and clothing for teenagers, around the themes of Socialites, Sports and Goths.
* '''''Kitchen & Bath Interior Design Stuff''''': Contains items and decorations for kitchens and bathrooms, themed as Romantic or Stylish.
* '''''IKEA Home Stuff''''': The second licenced add-on, featuring home decor from IKEA.
* '''''Mansion & Garden Stuff''''': Focuses on exterior decoration, with a theme of mansions in the style of Art Deco, Moroccan or Victorian architecture. Also includes improved customisation for roofs, and the ability to build solar panels and wind turbines to offset your energy use.
[[/folder]]
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* AmazingTechnicolorWildlife: It's possible to give your cats and dogs unnatural fur colors in addition to the usual real-life shades.
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* IAmTheNoun: Most of the law career that came with ''Seasons'' is about, well, [[ExactlyWhatItSaysOnTheTin being a lawyer]]. The top position has the sim becoming "The Law".

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* ArtShift: Not the art style of the game itself, but the quality of the Neighborhood photo albums takes a turn for the worse after ''Seasons''. Whereas with the base game you had well-edited, high quality photos of all pre-made Sim families with [[https://static.wikia.nocookie.net/sims/images/8/85/PleasantFamillyPhoto.jpg/revision/latest?cb=20090217231946 each Sim edited into the shot with thought bubbles and doing something indicative of personality]], neighborhoods shipped with later expansions do away with this entirely, [[https://static.wikia.nocookie.net/sims/images/2/2b/AspirFamilyPhoto.jpg/revision/latest?cb=20090604024514 showing simpler, lower quality photos with the Sims all bunched up together in one shot]]. The stories of the later neighborhoods and the families living in them also become far less complex and less scripted.

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* ArtShift: ArtShift:
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Not the art style of the game itself, but the quality of the Neighborhood photo albums takes a turn for the worse after ''Seasons''. Whereas with the base game you had well-edited, high quality photos of all pre-made Sim families with [[https://static.wikia.nocookie.net/sims/images/8/85/PleasantFamillyPhoto.jpg/revision/latest?cb=20090217231946 each Sim edited into the shot with thought bubbles and doing something indicative of personality]], neighborhoods shipped with later expansions do away with this entirely, [[https://static.wikia.nocookie.net/sims/images/2/2b/AspirFamilyPhoto.jpg/revision/latest?cb=20090604024514 showing simpler, lower quality photos with the Sims all bunched up together in one shot]]. The stories of the later neighborhoods and the families living in them also become far less complex and less scripted.


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** Several icons for simple wishes in the earlier expansion packs are simply pictures of in-game objects or simplistic icons. Later expansion packs would make more stylized icons instead.
** Many wooden objects in the base game or early expansions come in several colours, some of which look... weird. By the time of ''Freetime'' and ''Apartment Life'' most wood textures fell down to a light beige, medium brown and dark brown.
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** Inverted with Skip Broke, since he had a suspicious pool ladder accident, widowing his wife, Brandi.

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** Inverted [[DisappearedDad Inverted]] with Skip Broke, since he had a suspicious pool ladder accident, widowing his wife, Brandi.
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** In the UsefulNotes/PlayStation2 and UsefulNotes/NintendoGameCube versions of ''The Sims 2'', it is very easy to kill your Sims. But a dead Sim is fully playable as a ghost Sim, and can barter for their life back from the Grim Reaper who hangs around a dead Sim's house. The contest of choice? [[ItMakesJustAsMuchSenseInContext A fiddle duel]].

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** In the UsefulNotes/PlayStation2 Platform/PlayStation2 and UsefulNotes/NintendoGameCube Platform/NintendoGameCube versions of ''The Sims 2'', it is very easy to kill your Sims. But a dead Sim is fully playable as a ghost Sim, and can barter for their life back from the Grim Reaper who hangs around a dead Sim's house. The contest of choice? [[ItMakesJustAsMuchSenseInContext A fiddle duel]].

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* PrettyInMink: One of the expansions offers a fur coat for the ladies.



* PrettyInMink: One of the expansions offers a fur coat for the ladies.

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* PrettyInMink: One of the expansions offers a fur coat for the ladies.PropellerHatOfWhimsy: The propeller hat accessory is exclusive to teenagers.
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** All Birds Are Parrots: There are five possible bird "species" to stock your birdcage with. Four do, in fact, resemble species of parrot. One, however, resembles a falcon. Yet it's still possible to "Teach Birdname to Talk" and "Play With Birdname" although in real life you would not play with a falcon without protective equipment, nor can you teach one to talk.

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** [[ArtisticLicenseOrnithology All Birds Are Parrots: Parrots]]: There are five possible bird "species" to stock your birdcage with. Four do, in fact, resemble species of parrot. One, however, resembles a falcon. Yet it's still possible to "Teach Birdname to Talk" and "Play With Birdname" although in real life you would not play with a falcon without protective equipment, nor can you teach one to talk.



* AllLoveIsUnrequited: Many of the pre-made female students at Sim State University have crushes on Castor Nova, though he doesn't seem to be aware of this, and he doesn't have romantic feelings for any of them. It's up to the player to decide which direction his love life will go.

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* AllLoveIsUnrequited: Many of the pre-made female students at Sim State University have crushes on [[CluelessChickMagnet Castor Nova, Nova]], though he doesn't seem to be aware of this, and he doesn't have romantic feelings for any of them. It's up to the player to decide which direction his love life will go.
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Base Game and University having a lower cap of 1,000 characters was debunked in this video. Simply creating a 1,001st character file doesn't do anything bad in those versions, though Nightlife made the game run faster overall, where the base game and University would suffer massive slowdown issues at high character numbers, hence the false hypothesis that those packs installed alone had a hard cap of 1,000 sims.


** Deleting Sims from the bin, despite repeatedly debunked rumours that it corrupts the neighborhood or even the game, is actually completely safe, though a bit wasteful as it's only a "soft delete" which leaves stub references to the deleted Sim in the neighborhood's data. Those "soft deleted" sims count towards the population limit of the neighborhood, which is 32,767 (due to the signed 16-bit integer used) since ''Nightlife'' but was initially limited to 1,000 in the base game and ''University''; trying to create more Sims in a neighborhood beyond that limit simply crashes the game. Deleting files from the "Characters" folder outside the game ''can'' corrupt the neighborhood, but this isn't something the developers intended. Properly deleting unwanted Sims can be done, but this is an elaborate process which requires third-party tools and mods.

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** Deleting Sims from the bin, despite repeatedly debunked rumours that it corrupts the neighborhood or even the game, is actually completely safe, though a bit wasteful as it's only a "soft delete" which leaves stub references to the deleted Sim in the neighborhood's data. Those "soft deleted" sims count towards the population limit of the neighborhood, which is 32,767 (due to the signed 16-bit integer used) since ''Nightlife'' but was initially limited to 1,000 in the base game and ''University''; used); trying to create more Sims in a neighborhood beyond that limit simply crashes the game. Deleting files from the "Characters" folder outside the game ''can'' corrupt the neighborhood, but this isn't something the developers intended. Properly deleting unwanted Sims can be done, but this is an elaborate process which requires third-party tools and mods.
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Changed the underlying trope link for the Family aspiration from "True Companions" to "Babies Ever After" since it seemed like a more appropriate description of this aspiration (since, for example, Family Sims will only gain happiness from relationship with spouses and offspring, which kind of goes against the found-family aspects of most True Companions stories).


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.

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They also came with an "Aspiration," an overall goal for their life: [[TrueCompanions [[BabiesEverAfter 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.

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** Sims have set gender preference, but they will easily change it if they are interacted in a romantic way by a same-sex sim. Gender preference would play more of a defining role from ''Nightlife'' onwards.
** Cinematic cutscenes would happen for great milestones in sim's life, such as growing up or [[ItMakesSenseInContext being abducted by aliens]]. From ''Nightlife'' onwards, no more cinematics were implemented at any point.
** Sims would be attracted to one another based solely in Zodiac sign and interest (like in the first game). Since the introduction of Chemistry in ''Nightlife'', Aspiration and physical and mental traits also played a role in attraction, which became more difficult (two sims with negative chemistry would constantly reject romantic interactions).
** Most notably, the three neighbourhoods introduced in the base game all included scripted events and text prompts in order to both act as tutorials and set the intended plots of the characters in motion. Those were never used again in any Expansion Pack.
** Some interactions were replaced or disappeared after the base game, such as the "secret handshake" greeting that two Best Friends gave each other. A player made a mod to reinstate that one.
*** A minor but similar case, the "secret handshake" interaction for Sims in a secret society in ''University'' (the first expansion pack) falls under the "Play" category. A separate "Gesture" category for "special" greetings was added in ''Bon Voyage'' and ''Apartment Life'' but the secret handshake remained in "Play".

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** *** Sims have set gender preference, but they will easily change it if they are interacted in a romantic way by a same-sex sim. Gender preference would play more of a defining role from ''Nightlife'' onwards.
** *** Cinematic cutscenes would happen for great milestones in sim's life, such as growing up or [[ItMakesSenseInContext being abducted by aliens]]. From ''Nightlife'' onwards, no more cinematics were implemented at any point.
** *** Sims would be attracted to one another based solely in Zodiac sign and interest (like in the first game). Since the introduction of Chemistry in ''Nightlife'', Aspiration and physical and mental traits also played a role in attraction, which became more difficult (two sims with negative chemistry would constantly reject romantic interactions).
** *** Most notably, the three neighbourhoods introduced in the base game all included scripted events and text prompts in order to both act as tutorials and set the intended plots of the characters in motion. Those were never used again in any Expansion Pack.
** *** Some interactions were replaced or disappeared after the base game, such as the "secret handshake" greeting that two Best Friends gave each other. A player made a mod to reinstate that one.
*** A minor but similar case, the "secret handshake" interaction for Sims in a secret society in ''University'' (the first expansion pack) falls under the "Play" category. A separate "Gesture" category for "special" greetings was added in ''Bon Voyage'' and ''Apartment Life'' but the secret handshake remained in "Play". "Play".
*** In the base game, teens can use "Irritate" and "Fight" on adult and elder sims and vice-versa. Starting with an expansion, this is no longer possible (outside of using the "Influence" option on them) and the only "Irritate" option to show up (with ''Nightlife'' installed) is the "Throw Drink" interaction.
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* AerithAndBob: You can have a household with names like Bob and Chris alongside Ignotius and Aife.

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* AerithAndBob: You can have a household with names like Bob and Chris alongside Ignotius and Aife. This also happens a lot with the Veronaville premades, as some of the Sims there have normal-sounding names and others have very old-fashioned ones.
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Ading yet more info on "Art Shift".

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**It's been noted by players that sims on later EP were created with more realistic proportions on their faces. Unfortunately, genetics were designed with the "big forehead" model in mind, so those sims spawned really... ''interesting'' children.
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More info on "Art Shift".

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**It's subtle, but... while the textures on the game were always very high-quality, the object models veered on the simple side, specially in Build Mode assets. Each Expansion Pack had progressively complex and layered models.
**The buildings of the base game tended to be realistic --with the byproduct they had really narrow corridors and small rooms, a ''very'' dangerous thing given the limited AI and pathfinding of the characters. Starting with the very first Expansion Pack, they did away with corridors, and each of them offered progressively elaborate and fantastic (more like "quirky") floorplans. The last EP, ''Apartment Life'', apparently had buildings based on real-life apartment blocks, so it was more of a mix of both styles.
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* MultiEthnicName: The random character generator is notorious for producing townies with names like Juan [=McCullough=] or Kiyoshi Centowski (when the names it comes up with aren't just plain bizarre, like the infamous Goopy Gilscarbo) and having no relation whatsoever between looks and the ethnic background of a Sim's name. For example, the aforementioned Kiyoshi is a Dark-Skinned Blond with blue eyes.

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* EarlyInstallmentWeirdness: Aliens in this game are basically regular Sims with green skin, lacking the PsychicPowers they'd get in later games. Also, it's the only time aliens are available in the base game.

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* EarlyInstallmentWeirdness: EarlyInstallmentWeirdness:
**
Aliens in this game are basically regular Sims with green skin, lacking the PsychicPowers they'd get in later games. Also, it's the only time aliens are available in the base game. They are also mechanically the same as regular Sims, while subsequent "life states" [[note]]The name given to variants of Sims such as vampires or zombies[[/note]] would have their own quirks.
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* ObfuscatedInterface: Later expansion packs use "Simlish" on signs and stuff, making them unreadable.
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By TRS decision Evil Is Sexy is now a disambiguation page. Moving entries to appropriate tropes when possible.


** Olive Specter is known for genetically being one of the most beautiful pre-made Sims in the game, despite being an elder. It wouldn't hurt to get her to buy new clothes and put eyebrows on her, though. Sadly, although Olive does have nice physical features, her personality isn't exactly beautiful, being an implied serial killer decorating her home with dozens and dozens of graves. Even if she isn't a mass murderer as her storyline suggests, she's still a highly unsettling person. Of course [[EvilIsSexy some people]] [[FreakyIsCool are into that.]]

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** Olive Specter is known for genetically being one of the most beautiful pre-made Sims in the game, despite being an elder. It wouldn't hurt to get her to buy new clothes and put eyebrows on her, though. Sadly, although Olive does have nice physical features, her personality isn't exactly beautiful, being an implied serial killer SerialKiller decorating her home with dozens and dozens of graves. Even if she isn't a mass murderer as her storyline suggests, she's still a highly unsettling person. Of course [[EvilIsSexy [[InLoveWithYourCarnage some people]] [[FreakyIsCool people are into that.]]
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* SoundOff: Parodied in the description for the "Recruit" position in the military career:
-->''I don't know but I've been told, scrubbing latrines gets mighty old.''

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* ShortTeensTallAdults: Teen sims are shorter than those at the adult stage. Though young adult sims (seemingly about 18-21) are just as tall as normal adults. The teen stage does include all of puberty, though, and since the sims don't grow within individual stages, it would have to be somewhere in the middle of the range (so it wouldn't look weird growing from Child or to [=Young Adult/Adult=]) and is thus [[AcceptableBreaksFromReality reasonably]] justified.



* TeensAreShort: Teen sims are shorter than those at the adult stage. Though young adult sims (seemingly about 18-21) are just as tall as normal adults. The teen stage does include all of puberty, though, and since the sims don't grow within individual stages, it would have to be somewhere in the middle of the range (so it wouldn't look weird growing from Child or to [=Young Adult/Adult=]) and is thus [[AcceptableBreaksFromReality reasonably]] justified.
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YMMV


* SelfImposedChallenge: Players have come up with numerous challenges to make gameplay more interesting. There's the [[http://legacychallenge.com Legacy Challenge]], the [[http://simscout.blogsome.com/mini-challenge-asylum/ Asylum Challenge]], the [[http://www.modthesims.info/showthread.php?t=335038 Prosperity Challenge]], the [[http://www.legacychallenge.com/apocalypse.html Apocalypse Challenge]], and the [[http://www.moreawesomethanyou.com/smf/index.php/topic,2272.0.html Ethiopian Challenge.]] And these aren't all.
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off to YMMV


* SpiritualSuccessor: ''2'' is obviously the sequel to the first one, but some of the Expansion Packs can be argued to be based on or versions of the ones from ''1'':
** ''Nightlife'' is the successor of both ''House Party'' and ''Hot Date'', since its theme is socializing with either friends or a partner in an urban setting. Just as ''Hot Date'', it introduces a dating minigame and a Downtown sub-neighbourhood, although it can be seen as an actualization or a better version of ''Hot Date''.
** ''Pets'' is a better version of ''Unleashed'', with more complex customization and psychology of pets. Both introduce cats, dogs and small pets to the game.
** ''Bon Voyage'' is a subversion of this, since the main concept is the same of ''Vacation'' ("take your sims to a different destination on vacation!") but the execution is radically different: the EP from ''1'' centers around a resort and building family relationships, ''Bon Voyage'' on acquiring memories and secrets from exotic locations.
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Added another example from The Sims Stories.

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* FountainOfYouth: The Chalice of Youth found at the House of Tuzu in ''Castaway Stories''. Elders who drink from it will revert to the beginning of the Adult Life stage. [[spoiler: An extreme variant is used by the protagonist as one of the ways to defeat Winford Rhinehart with the [[MagicStaff Staff of Tuzu]] by turning him into a toddler.]] This is the only official way to return a Sim to a previous life stage without cheating or game modifications.
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* NotQuiteDead: In the PS2 version of ''Pets'', Sims and pets can't die at all in any circumstances not even for starvation. Instead either a paramedic or a Sim revives the starved Sim or the pet.

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* NotQuiteDead: In the PS2 [=PS2=] version of ''Pets'', Sims and pets can't die at all in any circumstances not even for starvation. Instead either a paramedic or a Sim revives the starved Sim or the pet.
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looked at the troper's edits in YMMV and it's from the PS 2 version of Pets. Edited for clarity.

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* NotQuiteDead: In the PS2 version of ''Pets'', Sims and pets can't die at all in any circumstances not even for starvation. Instead either a paramedic or a Sim revives the starved Sim or the pet.
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I don't know what Sims game the troper in question was thinking of, but this definitely does -not- happen in Sims 2.


* NotQuiteDead: In the ''Pets'' expansion, Sims and pets can't die at all in any circumstances not even for starvation. Instead either a paramedic or a Sim revives the starved Sim or the pet.

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