[[quoteright:349:http://static.tvtropes.org/pmwiki/pub/images/sims1_3591.png]]
[[caption-width-right:349:[-Forget it, Jake, it's [[Creator/WillWright Wright-Town]]-].]]

A series of people simulators from Maxis, the creators of the insanely popular ''VideoGame/SimCity''. Players are in charge of the lives of everyone in a neighborhood, though you can only play one household at a time. For that household, mind the Sims' needs (food, sleep, fun, socialization, hygiene, and the like) as they guide them through the daily grind of dealing with work, chores (and the kids, if you're inclined to get your Sims to start a family). Sometimes things go awry, and your Sims won't listen to you, or they'll have nervous breakdowns, [[BreadEggsMilkSquick or they'll be kidnapped and impregnated by aliens.]] [[VideoGameCrueltyPotential It can be more fun to let this happen if you're feeling sadistic]], or just like to see your Sims implode, have their house catch on fire, or die en masse. Alternately, you can set up your own little SoapOpera, or recreate your favorite fictional characters, or even just play normally.

It's a series of games about RealLife. ItWillNeverCatchOn.

Here are the main titles in the franchise so far:
[[index]]
* Videogame/TheSims1
* Videogame/TheSims2
* Videogame/TheSims3
* VideoGame/TheSims4
* Videogame/TheSimsMedieval
[[/index]]

* '''''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).
* 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.
* 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 [[LordOfTheRings Rivendell.]] The Sims games actually come with pre-constructed 'Mod' folders for you to put these things in.

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The three mainline games have had, as of 2013, at least seven {{Expansion Pack}}s each, all of which add new features, permutations and gameplay options (such as the ability to become vampires or plant-creatures, go to college or on vacations, own pets, open your own business, and so on). The two sequels also have a number of "Stuff Packs" associated with them; these only provide new objects as opposed to gameplay functions. According to EA, the franchise passed the one-hundred-million-units mark during the ''Sims 2'' era, but they're probably [[RankInflation counting the expansion packs]], which they maybe shouldn't.

''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.
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!!Provides Examples Of:

* AerithAndBob: Obviously, you can apply this to your own Sims, but it applies to premade Sims as well. There are normal names, such as Jenny Smith and Ana Patel, and then there's Annabelle Oinkslopes, Daisy Swizzle, Goopy [=GilsCarbo=], and Cycl0n3 Sw0rd.
* AmbiguouslyBrown: Bella Goth.
** Based on the names of her family members she seems to be of MixedAncestry, with Italian, Greek and Spanish names popping up on her family tree. Her husband Mortimer has English, French and German on his side by the same logic, making their two children the products of at least sextuple heritage. The same is true for a lot of characters whose family have been around for a few generations in-game. [[FridgeBrilliance It's no wonder the game engine don't recognise racial or ethnic origins, since canonically almost everybody in SimNation is mixed race.]]
** Any Medium or Dark Sim in [=TS1=] or [=TS2=], would probably qualify as Ambiguously Brown, since Sims don't really have any ethnicity unless you give them a name that implies they have one. (This also makes the lighter-skinned Sims [[{{Mukokuseki}} Ambiguously White]].) However, the range of customization options in ''The Sims 3'' makes it perfectly possible to create a classically African-looking, or northern Chinese-looking, or Japanese-looking, or whatever, Sim if you so wish.
* AndYourRewardIsInteriorDecorating: The top rewards for levelling up are furniture and garden accessories.
* AnInteriorDesignerIsYou: You can design houses from the ground up, planning up almost everything about them. Great potential for [[VideogameCrueltyPotential cruelty]] exists here, naturally.
* ArtificialAtmosphericActions: Ho boy....
** In the first game, Sims always seemed to be programmed to take a dip in your pool...when they barely know you.
** The third game has a couple weird quirks. Sims always follow you to public lots whenever you visit them. Specifically this is to keep say, the city park from being too empty. The problem comes in when you come in at weird hours and people with no reason to be there show up. They proceed to mill around until their schedules take them elsewhere.
** Toddlers regularly sit on the doorstep in their houses.
** They will also crawl over to the top of the stairs and sit there, if they're on the second floor, for example. This almost always happens when someone else has been told to pick them up.
** In the first and second games, visitors would sometimes play with a baby without even knowing the baby's parents. This was fixed in the third game.
** Sometimes the friends of your Sims can break into your house for no reason when your Sims are sleeping, and then proceed to mingle around and annoy your pets, and then go home only when they get exhausted. This can also fit in ArtificialStupidity.
** Even by ''Sims 4'' people will randomly wander around in your garden using your nice things when they don't even know you.
* ArtificialStupidity: In ''spades''. In the original and all of its sequels, Sims are very, ''very'' stupid creatures: running towards a fire and doing a panic dance two feet away from it instead of pulling out the fire extinguisher, screaming and panicking when a burglar breaks in instead of grabbing the phone and calling the police, pigging out on the contents of the refrigerator when their hunger bar is full but the others are critically low, and many more equally idiotic stunts that would get a normal person killed fairly easily.
** 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:
*** Flirting with and ''kissing'' someone else's significant other in their house, [[RefugeInAudacity right in front of that person.]]
*** Picking up someone else's baby and playing with it.
*** Playing video games, fishing, or writing stories until they starve or pass out from exhaustion. [[CruelPlayerCharacterGod Of course, it doesn't take Werner von Braun to work out how to torture them with this...]]
*** Having no circadian rhythm. They will go to bed at eleven AM if that's when they're tired, and then wake up at ten PM the next night fully rested and not mind at all. They will never have any trouble sleeping, except for Sims with the Light Sleeper trait in ''The Sims 3''.
*** If you put them in a swimming pool with no ladders, they will swim around until their motives drop, they get exhausted, and sink. They don't even have the artificial intelligence to float on their backs autonomously, which would probably use up less energy.
*** 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''.
*** Sims never seem to have heard of "stop, drop, and roll". It takes them an hour to [[KillItWithFire burn to death]], and they jump up and down screaming the whole time, not even ''trying'' to put out the fire.
*** Playing some game until they're about to wet themselves, and then they ''[[PottyFailure do]]'' because it takes them an hour to walk inside.
*** 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=].
*** They ''can'' study Fire Safety, but the only difference between a Sim who has studied Fire Safety and one who hasn't seems to be that one who has will carry babies and children out of the house, then resume screaming about the fire indoors.
*** 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.
*** Try giving your Sims more than one kitchen. Rather than stay in one kitchen as they prepare a meal, they'll quite likely go back and forth with each step, even if the second kitchen is on another floor. Not really harmful, but it still puts much more time between a hungry Sim deciding to eat and finally actually eating.
** ''Vastly'' improved upon in the fourth instalment. 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, or a half-eaten sandwich in their pocket.
*** Sims 4 also returned the ability to drown without a ladder, apparently at the request of gamers.
*** 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.
*** VideoGame/TheSims4 actually has problems with the house's main door if you build up your house from scratch. The game requires you to set a door is the main door, and actually allows you to set ''any'' door as the main door, even if the door doesn't lead outside, and even then, if your main door doesn't face the street, the game will get confused. As a result, random sims will come into your house, go out the back (or into a random room), ''then knock to be let in''. It's actually disturbing and hilarious at the same time.
* AntiFrustrationFeatures: Added over the course of the series:
** All careers require you to have a certain amount of friends. However, the friends of ''anyone in the household'' count towards the friendship requirement, so you could have your working sims go out and work their jobs, while one (or two) sims stays at home and mingles with the neighbours and get friends.
** Friendships in general. The Sims 3 streamlined the relationships so that their relationships didn't have to be mutual. This removed a ''massive'' headache.
** Allowing your sims to actually chat with other sims over the phone. Surprisingly this was ''not'' included in the base version of the first game (you could only call people to invite them to come to your house), which confused a ''lot'' of people.
** Allowing you to set relations with your own sims via the Create-A-Sim. In the original Sims game, you'd create sims who are supposed to be a family yet barely know each other, so before sims who were supposed to be married could even sleep in the same bed, you had to devote about 10-15 minutes making them talk to each other and do things to make their relationships up. After Sims 2, you could preset their relationships so that married Sims will have a romance with each other, and sims with children will actually ''know'' who they are.
*** Slightly nerfed in the fourth game, since adults can only be set as roommates, spouses, or siblings; no more starting out with unmarried or affianced romantic partners in a household.
*** Although, the problem of trying to create adults with younger siblings is present. For instance, if you want to create a family without parents and only siblings, you have to have at least 1 adult in the household recognized as the parent, whether or not you intend it that way. You can create a household of an adult and a teen, but the adult ''has'' to be their parent or because there wasn't an option for sibling. This may be averted in Sims 4, where you can create Sims using the genetics feature, and change their life stage.
** Sims 4 actually is adding some in the form of a smart phone. Sims in The Sims 4 are able to look for a job from their phone and look for ''what'' job. Originally, you had to get lucky and find a job in the career path you wanted.
* BigBallOfViolence: This can be seen when sims fight.
* BottomlessBladder: Averted; you have to help your Sims fulfill needs for things like food, bathroom use, sleep, fun, and social interaction. Although it's more like ''inverted'' -- Sims seem to have bladders the size of peas since they have to go to the bathroom roughly every couple hours for about five to ten minutes each time. It's not as egregious in ''The Sims 3'', with Sims generally only needing two bathroom trips a day.
** Also played straight in ''The Sims 3'': one purchasable lifetime reward, Steel Bladder, gives your Sim a literal bottomless bladder.
** Also played somewhat straight in the Sims 3 DLC "Dragon Valley" in which your sims can own pet dragons. One of their abilities (Depending on which colour) is temporarily freezing needs. Including bladder.
* BoyMeetsGhoul: Particularly in the second and third generations. Your normal human Sims can fall in love, and have sex with various undead creatures, including zombies, vampires, mummies, and ghosts.
* BreakoutCharacter: Basically any pre-made character who becomes popular with the fans. In the original PC game in particular, the intended focus was very much on the player creating their own characters and thus only twelve pre-made Sims were included: The Newbies (Bob and Betty), The Goths (Mortimer, Bella and Cassandra), The Pleasants (Jeff, Diane, Daniel and Jennifer), The Roomies (Chris and Melissa), and Michael Bachelor. All proved to be incredibly popular with players, particularly the Goths and the Newbies, and got a fair amount of back-story and development in later games. (With the exception of Chris and Melissa, whose follow-up appearances were limited to having their surnames confirmed in the console version before developing ChuckCunninghamSyndrome in the sequels, much to the displeasure of their fans.)
* BugCatching: Sims can catch bugs and get a collection box with pictures of the species they've caught in 2 and 3.
* CameBackWrong: Losing rock/paper/scissors (''The Sims'') or being cheap (''The Sims 2'') results in some interesting undead tomfoolery. You are supposed to have a choice between MonsterFromBeyondTheVeil and BecameTheirOwnAntithesis if you are too cheap.
** ''The Sims 3'': That opportunity the Science Lab gives you to resurrect the dead? Take a wild guess what happens. If you choose this, the sim will become a playable character and be able to do everything normally, but will be a ghost. They can be brough BackFromTheDead or choose to return to "The Netherworld".
* CantHaveSexEver: Not until you're an adult, so that's never if you've disabled aging. It makes sense when it comes to young children, but lacks verisimilitude when it comes to teenagers - and this in a game where physical assault and profiting from crime are acceptable.
** This can be disabled with mods in Sims 2 and 3, most famously the Inteenimeter mod in Sims 2.
** [[RapeIsASpecialKindOfEvil Underage sex is a special kind of evil?]]
*** Allegedly, teenage sex was excluded because it would have upped the games rating to 'M', which would have substantially hurt sales and kept the games out of a lot of stores.
** Plus it would certainly cause controversy with people worrying about the games depicting fictionalized child pornography.
** {{Averted}} in ''The Sims 4'': teens can now "mess around", which works nearly identically to adults "woohoo", except that they won't change into sleepwear and won't get the associated moodlet.
* TheCasanova: Don Lothario.
** ''The Sims 3'' has several, although they're usually more CasanovaWannabe to begin with, with two or three romantic interests at most. Tied in to the Heartbreaker Lifetime Wish, which involves having ten consecutive romantic relationships.
** Surprisingly subverted by [[PunnyName Castor Nova]]. Even though [[ChickMagnet he's being romantically pursued by every girl on campus, he's actually just very friendly and charismatic]], and seems unaware that the attention he receives from his female friends goes beyond the platonic.
* CharacterCustomization / VirtualPaperDoll
* ChildhoodFriendRomance: It's possible for two children, who are friends, to hook up and get married in the future.
* ChuckCunninghamSyndrome: Quite a few Sims from [=TS1=] do not appear nor are even mentioned in [=TS2=], and ''tons'' of Sims from [=TS2=] don't appear in [=TS3=].
** TS3's default neighborhood seems to be a ''prequel'' to the original game, although the continuity is all over the place. None of the Strangetown or Veronaville characters are followed up on in TS3, however.
*** Older generations of the Capp and Monty families show up in DLC worlds (respectively, Roaring Heights and Monte Vista)
*** Over the course of eleven expansions and nineteen worlds, both included in packs and downloads from the store, there are too many reappearances of TS2 Sims to list here.
* ClassicCheatCode:
** In the original game, you can press Ctrl, Shift, and C simultaneously and type [[Film/CitizenKane rosebud]] for money. There are others that can be found easily--one cheat, called, "help" even lists a few of them for you.]]
** Or a user can enter boolProp testingCheatsEnabled true in ''The Sims 2'' and ''The Sims 3''. This enables the player to access NPC clothing, alien traits, and to drag mood, relationship, and skill bars up without having to earn them. (For the former two, press Shift+N in Create-A-Sim after entering the cheat.)
** [=Move_objects=] on! It lets you have such fun as deleting your Sims then clicking on their portrait to bring them back totally refreshed (Although this will permanently remove a character if done and then saved during ''The Sims 3''), deleting unwanted people and pets, and ''moving objects while your Sims are using them''! And yes, it does count as a nude code. [[BarbieDollAnatomy In a sense.]]
** The ''manual'' for ''The Sims 2'' even includes a cheat code: "aging off", which does ExactlyWhatItSaysOnTheTin. EA put it in the manual to ward off the inevitable barrage of TheyChangedItNowItSucks for people who didn't want their Sims dying on them (and who were presumably too incompetent to satisfy the Sims' wants enough to get Elixir of Life.) That, and Elders are restricted in their jobs and interactions. The skill meters and such are also designed for a Sim to build them since infancy, so it makes sense, at least for the first generation.
* {{Cloudcuckooland}}: The entire 'verse, in the original and both sequels. Planting eggs in your garden and growing "eggplants", garden gnomes that come to life at night, men giving birth to alien babies...and that's just the ''tip'' of the iceberg.
* {{Creepypasta}}: Is the subject of a few of these. Notably Sonny the Tragic Clown, Your Friend: Sims 3, Sim Albert, and Why You Should NEVER Make Sims Based Off Of People You Know.
* DastardlyWhiplash: [[PunnyName Malcolm Landgrabb, the evil landlord]].
* DontComeAKnockin: Sims [[UnusualEuphemism WooHoo]] this way in every setting, be it a bed, shower, tent, sarcophagus, photo booth, haystack, or public establishment.
* TheDevTeamThinksOfEverything:
** A lot of "aversions" in ''The Sims 2''. Thanks to ''Seasons'', streakers at ''University'' will run around fully clothed if it's cold outside. ''University'' in general was forgotten about a lot in the later expansions.
** Averted in ''The Sims 3''. Let's put it this way: By the time your Sim is promoted to an executive chef, your boss is still going to be a line cook.
* DoesNotLikeShoes: You can make your Sims go barefoot all the time. Originally, this was tied to legs overall, and work uniforms overrode this temporarily, forcing your Sims into footwear; however, ''The Sims 3'' has footwear as its own category and [[http://sims.wikia.com/wiki/The_Sims_3/Patch_31 patch 31]] added the option to fully customize your work uniform(s), so you can now invoke this [[BunnyEarsLawyer even at work]].
* EveryoneIsBi: Sims can engage in romantic interactions with members of either sex, although especially in the first game, there's a couple of places where, given the same relationship values, it assumes a romantic relationship for opposite-sex pairs and a platonic one for same-sex pairs. ''The Sims 2'' changed this by providing a sliding scale of sexuality. Pregenerated characters start with a given sexuality and the sexuality value is primed for initial pairings in a family, but after that, their interactions with other Sims determine whether their value increases or decreases. Notably, this only impacts a few things, such as their Wants and their autonomous behavior; a player-controlled Sim will ''never'' turn down a romantic interaction, or refuse to do one if directed by the player, with ''anyone'' (aside from direct family members) that they have a sufficient relationship with. A happily married male Family Sim with three children will readily accept his male friend's romantic behavior toward him while his wife is in the room, no questions asked. (Said wife may not be so tolerant of this behavior.)
** There are mods which allow the player to give Sims specific sexualities; Gay, Bi, or Straight and mods to allow checking the internal value, and there are several premade characters that are generally played gay, most notably Pascal Curious (who is actually set as straight), Beau Broke, Nervous Subject, and Frances Worthington III.
*** 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.)
*** Strangetown especially is a breeding ground for this. Most of the characters there are "passively" bisexual without the player's input(They won't autonomously flirt with someone of the same gender, but will not react negatively to one flirting with them). Buzz and Tank Grunt, as you probably figured, start the game rigidly straight, and they're pretty much the only ones. Nervous Subject, on the other hand, very much prefers men and reacts negatively to women flirting with him.
*** There are no premade women in [=TS2=] who have strictly gay scores; Circe Beaker, Titania Summderdream, and Ariel Capp are all bisexual, while the former two are in love with/married to men. Meanwhile, Nervous Subject, Kent Capp, and Jason Cleveland are ''arguably'' bisexual because while their preferences suggest they're exclusively gay, they have storylines pairing them with women with no hint that there is a conflict there.[[note]]Nervous is given a girlfriend in The Sims 2 [=PSP=] and cares deeply for her. Jason is married with a child and starts with a near-perfect relationship score with his wife. Kent does not start with any romantic attachments but is nudged toward Bianca Monty anyway in the household descriptions although it's only said that Bianca has affections for him, not the other way around, and Kent's bio calls it a friendship.[[/note]]
*** In ''The Sims 3'', [[Series/ArrestedDevelopment Gobias Koffi]] is preset as gay (though, as with anyone else, it's possible to have him fall in love with a woman.)
** [[http://sims.wikia.com/wiki/Same-sex_relationships This page]] of The Sims Wiki provides a few more examples of premade Sims with preferences of the same gender.
* ExpansionPack: The Sims is notorious for having these; extensions of their main games what really makes the series a real cash cow. The most normal ones are those with new features (like ''Pets'' having [[CaptainObvious pets]], ''Seasons'' having [[CaptainObvious seasons]] etc etc) and then there are those packs with extra clothing, furniture etc.
* FantasyKitchenSink: Each expansion tends to add more and more wacky elements; your Sims can be abducted by aliens, have wishes granted by a genie, and learn quirky magic spells. All of which eventually makes a return in the sequel, which also adds the abilities to become vampires, werewolves, and plant people, befriend Bigfoot (and even ask him to move in with you), create your own robot butler/maid (who is a fully-controllable member of the family), and such.
*** Sims 3 just takes this and runs with it, especially with the living beings. We have dragons and unicorns on the animal side and aliens, ghosts,zombies, mummies, two kinds of robots, vampires, imaginary friends, genies (as playable or to grant wishes), werewolves, fairies, witches, plantsims and mermaids on the (relatively )human side. There are also magical sentient gnomes, the Grim Reaper, skeleton maids, various extra magical objects through DLC and a carnivorous cow plant. Also, if you bought the limited edition of ''VideoGame/TheSims3'' Supernatural, you get Peashooters from ''VideoGame/PlantsVsZombies'' to defend your plants from Zombies, whom in turn you can dress up in the ironic PvZ outfits. In a sense making the two games canon?
* FictionalCurrency: The simoleon is the series' standard currency and its mark is represented as a section sign (§).
* FictionalCountry: [=SimNation=].
* ForumPeckingOrder: The official forum has its own variations and categories. The Gurus (those on ''The Sims'' team) are highest in the pecking order. Users with popular designs on the Exchange and users with technical know-how are also high rankers (and possibly the most likely to answer posts concerning glitches and bugs).
* FrenchMaid: The maids wear this costume. The female ones anyway.
* FrothyMugsOfWater: Likely intentional as the Sims has always had a sort of tongue-in-cheek nature to the world in which it's set but there are two examples from the third game; Nectar (a 'censored' wine expy) and Juice bars (which apparently involve Flare bar tending for making cocktails when a mixologist is at work).
** Averted in ''The Sims Medieval'', where there's not only beer and wine, Sims can also get drunk.
** By ''Sims 4,'' Sims get Dazed if they drink too many cocktails, acting like they're drunk for a little while.
* {{Gasshole}}: Sloppy Sims (or Sims with the "Slob" trait in ''3'') burp and fart randomly.
* {{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.
* GenderBlenderName: A large number of pre-made examples, including Gwayne Bayless and her daughter Chase, DJ Verse, Sam Thomas and Scout Sergeant (all women), who between them demonstrate most of the ways this trope can be played. There are many more similar examples, male and female, throughout the series.
* GenieInABottle: Genies can grant your Sims' wishes - at the risk of backfiring horribly.
** Never, ever, ever wish for "Fire." The backfire is... literally a fire. At least if "Water" doesn't go as planned Sims only have to mop up a flood.
** It's a quest in ''The Sims Medieval''.
** In ''The Sims 3'' wishes can no longer backfire, but you can only get three from one lamp. Also you can [[FreeingTheGenie free the genie and add him to your household for the first time.]]
** In ''The Sims 4'' this is replaced by the Wishing Well, which can have equally horrible results depending on the mood of the well. You can cheer it up with Simoleons, but there's no guarantee.
* GoldDigger: Dina Caliente and Jessica Peterson from The Sims 2. Also, it's a lifetime wish in the 3rd Installment, with Kurt Shallow and June Shallow being premade Sims with this want.
* GRatedSex: While it's clear that the sims are having sex on occasion, it's never explicitly mentioned, and has a stand-in name for it: "Woo-hooing". If two sims does have the possibility to have sex [[MakingLoveInAllTheWrongPlaces somewhere]], you can either make them "Woo-hoo" or "Try making babies".
* HalfIdenticalTwins: This can be easily created by the player by making one Sim, cloning it in either Bodyshop ([=TS2=]) or Create-a-Sim ([=TS3=]), and changing the gender. While the sex differences between teen and older Sims can be dramatic enough to mask the similar facial genetics, the models of prepubsecent Sims are identical. A premade example of this are Jason and Jodie Larson from ''[=TS2=]: Open for Business'', although even then Jodie has lighter skin.
* HasTwoMommies: ''The Sims'' has no formal relationships, so any adult in a household with a child was considered that child's parent by the game engine. This led to situations where children could end up being raised by parents, step-parents, parents' roommates, two couples at once, and so on - all the while happily regarding them all indiscriminately as his or her parents.
** The Curious brothers in ''The Sims 2'' seem to be preparing to raise [[MisterSeahorse Pascal's]] alien baby between the three of them.
** The Single Moms and Single Dads households (from ''The Sims 3'' and PC and Console versions, respectively) feature same-sex friends who are single parents, share a house and appear to be raising their children together in (initially, at least) platonic relationships.
** Linn Valstrom from ''The Sims 3: Aurora Skies'' DLC is being raised by her adoptive Dad and his male friend - who, incidentally, are ''heavily'' implied to be a couple, although their starting relationship values just have them as [[HideYourGays Best Friends Forever]].
** Dylan and Audrey Shears from ''The Sims 3: Roaring Heights'' DLC are a same-sex couple who have had a biological son together thanks to "advances in science" (possibly referring to the Engineer A Baby interaction that is available to any couple - including same-sex ones - in the Future world of Oasis Landing).
** This trope can be invoked by the player in any ''Sims'' game except ''The Sims Medieval'', where same-sex couples are unable to have children, [[EternalSexualFreedom though they are free to marry]].
*** It's technically still possible even then, but requires a bit of forward planning as you'd have to marry an opposite-sex spouse, have the desired number of children, divorce or kill off said spouse and marry the same-sex partner of your choosing, who would then be recognised as the child's step-parent.
*** Also, if a same-sex couple adopts a child via phone, the child is not their biological child (and can look totally different), but the relationship claims that they are the childs parents, not step-parents or adoptive-parents.
* IHaveToGoIronMyDog: ''Most'' excuses for a Sim not visiting yours when you call to ask them over qualify, including "I have to feed my llama" and [[FridgeLogic "I'm waiting for the... phone repairman."]]
* InstantGravestone: All of the games use this, specifically it will be an urn if it's indoors and a tombstone outdoors, and it will change if the player moves the grave marker. If a sim's grave is on a lot, that sim's ghost may show up at night.
* InstantHomeDelivery: There's no need to wait for your furniture, major appliances, or even your entire house to be delivered and installed.
* ItsAlwaysSpring: Unless you have an expansion to offer seasons.
* LeavingFoodForSanta: Since the games don't keep track of dates past the day of the week (and the first game not even that), the only conditions for invoking a visit from Santa are placing appropriate furniture items, including a nice plate of cookies.
* LevitatingLotusPosition: Meditating long enough also allows a Sim to levitate.
* LoadingScreen: The more expansions you have, the longer it will take. The screen displays various phrases, which start out normal in ''The Sims'', but get sillier and sillier with each additional expansion added on, with the exception of "Reticulating Splines", which has been used as a standard Maxis loading screen phrase since ''VideoGame/SimCity''.
** The seventh (''[=FreeTime=]'') expansion for ''The Sims 2'' [[LampshadeHanging lampshades]] this---one of the phrases is "Writing Startup Scrolling Text Strings".
** Splines get reticulated, re-reticulated, scolded for reticulating...
*** In ''Apartment Life'', they get asked to reticulate more quietly.
*** {{Spore}} takes this gag UpToEleven with the loading screen "Reticulating ''[[JustForPun Spines]]''".
*** The "Reticulating Splines" thing is silly too; it's a running gag that originated from the loading screen from ''VideoGame/SimCity 2000'' as a placeholder for other serious phrases, which was left as the initialization step.
*** In "Teen Style Stuff" the Reticulating Splines line is "Like, totally reticulatiing splines, dude."
*** In ''The Sims 3'', Sims can write books on their computers, where the player selects the genre and a window pops up asking you to write a title, or giving you the option to stick with a pre-generated title. One of the pre-generated titles in the "nonfiction" genre is "Reticulated Splines: A History".
** ''The Sims 3: Ambitions'' gives us Sneaking Cookie Dough.
* LoadsAndLoadsOfLoading: Maxis is working on addressing these with each new game, and in ''The Sims 3'' once you are in the game there is very little to no loading. Starting the game and saving when you're finished, however, is a long wait.
** ''The Sims 3: University Life'' lampshades it by displaying "Protesting Loading Screens" on the main loading screen.
** The latest update has a "Find the Object" minigame to pass the time while the game loads, which the better you do you earn more Lifetime Reward Points for every member of your family.
* ManOfWealthAndTaste: Malcolm Landgrabb. His tuxedo [[ManInWhite turns to white]] in ''The Sims Bustin' Out'' and ''The Sims 3''.
* MeaningfulName: Don Lothario, Angela and Lilith Pleasant, the [[BilingualBonus Caliente]] sisters, and numerous other examples.
** Almost every single premade Sim has a name that means something. The Pleasant family, for example, goes far beyond just Angela and Lilith. Their parents names are Daniel (judged by god) and Mary-Sue (A [[MarySue term]] for a character who is portrayed in an overly idealized way). Mary Sue is a workaholic perfectionist, and Daniel is cheating on her with the Maid (In fact, the very first day you play the family, unless you ignore the chance card that pops up (it's rigged) , Mary-sue is sent home from work early and catches Daniel cheating on her if the player doesn't stop him from doing so). Note that Daniel first appeared as a child in the first game and none of the other names in his family were quite as meaningful, aside from the family name itself.[[invoked]]
** In Greek mythology Ambrosia is a food said to be the gods source of immorality. In the Sims 3 Ambrosia is a special dish that resets the life state and revives ghosts. And how do you make Ambrosia? You catch a '''''Death''''' Fish using an '''''Angel''''' Fish as bait then add a '''''Life''''' Fruit (who even has a halo for that matter). It should be noted that eating Ambrosia grants the Simmer the "'''''Divine''''' Meal"-moodlet. EA really [[{{ShownTheirWork}} shown their work]] when they came up with this.
* ModernStasis: It's always ThePresentDay in [=SimNation=]. This results in a bizarre "timeless" world in which the great-grandparents of the current generation grew up with exactly the same technology.
* MoreCriminalsThanTargets: You can, in fact, have every player-created Sim be in the Crime career. Of course, since everyone takes a carpool to work, maybe they're traveling to someplace that does have targets.
* MostGamersAreMale: One of the greatest subversions of this stereotype. A majority of ''The Sims'' fans [[http://www.nydailynews.com/lifestyle/2008/04/16/2008-04-16_women_really_click_with_the_sims.html are female]], and the series has been credited with bringing more women into gaming and breaking down the gender divide.
* OneOfTheBoys: The bro trait in Sims 4. Despite the name, the Bro-trait is available to female sims who wish to play with this trope.
* PictorialSpeechBubble: Used by Sims to talk with each other.
* {{Pixellation}}: Female Sims are pixellated shoulder-to-knee when showering or using the bathroom, male Sims from waist-to-knee.
** It's a simple matter to remove it, though. There was even a console command to do it at one point, but it was disabled, for [[MoralGuardians obvious reasons]].
** In the console ports, your Mom calls out Malcolm Landgrabb with a pixellated [[FlippingTheBird middle finger]] and [[SoundEffectBleep bleeped]] Simlish.
** Taken to an art form in The Sims 4, which ''will'' pixellate the entire screen after your sim uses the toilet if the CopyProtection determines that it has been broken.
* PolarOppositeTwins: Throughout the series, several premade twin pairs are said to be this (whether their actual personalities back this up varies). In [=TS2=] there are the Pleasants, the Curious sisters, the Rubens, the Davises, and the Cordials, while [=TS3=] so far has the Avillas, the Durwoods, and the Nelsons. Additionally, while the Calientes are not said to be opposites, their personality points are exact opposites of each other in [=TS2=]. The player, of course, can create more of these pairs.
* PottyDance, PottyEmergency, and PottyFailure
* {{Pyromaniac}}: In Sims4, ghosts killed by fires can come back as pyromaniacs. Represented in the trailer by Diana [[PunnyName Fyre]].
* RealLifeWritesThePlot: The game's creator, WillWright, lost his home in the Oakland-Berkeley Firestorm. It was while assessing what he had lost and figuring out what he needed that led him to think about the value put on material possessions, which in turn led to a game where Sims constantly buy and replace their home's goods, and where those goods have a large impact on their success.
* RelationshipValues
* RightThroughHisPants: Sims do not pull their pants down when using the toilet, and in ''The Sims 2'', they get out of bed after Woo Hoo still wearing underwear. This is strange in that in the ''The Sims'', which had much less GettingCrapPastTheRadar (the "Play in Bed" option was only on one type of bed, babies came from lots of kissing, etc.), people got out of bed after the "Play in Bed" interaction naked.
* {{Robot}} / RobotBuddy / RobotMaid: Sims can create robots to assist them, which may eventually gain sentience. Judging by the timeline of the games, fairly primitive [=SimBots=] are made in ''The Sims 3'' and eventually developed into the Servoes of the Sims and the more advanced Servoes of ''VideoGame/TheSims2'' before Sims develop the advanced technology of Into The Future's [=PlumBots=].
* RolePlayingGame: The Sims is seldom referred to as one, but it definitely is a Role Playing Game. It is based entirely around RPGElements like attributes, skills, experience, personality traits and quirks, dialogue and relationships with other characters, diverse inventory and powerful customization tools. Some expansion packs (such as ''The Sims 3: World Adventures'') even go that extra step by adding actual dungeons and combat into the mix, but these are played in just the same way as a Sim's regular work day followed by some dinner and a movie - and sometimes a regular work day can still be more challenging!
* SceneryPorn: The destination spots in World Adventures. The maps make Sunset Valley look amateur by comparison.
** The designers love to put lots of detail into things that aren't necessarily important.
** Lunar Lakes may count as well. Many players agree that this is the best Neighborhood EA had ever made.
** Lucky Palms counts as well.
** Sunlit Tides counts definitely here. It's a tropical Hawaiian town with a huge blue cove, a volcano base, and a luscious green jungle.
** Monte Vista, being based off of Italy, is undoubtedly beautiful with its architecture, ruins and sunsets.
* SelfInsert: It's possible to make a Sim based off of yourself.
* SequelDifficultyDrop: Truth be told; this was one of the more merciful examples. It was easier to make friends, but they would pretty much degrade rapidly if you didn't talk to them every single day. The later ones make it easier to ''keep'' friends, but it's harder to make friends. It's worth noting that unless you spent a bunch of hours into the game in the first one, you pretty much ''had'' to cheat.
* ShoutOut: [[ReferenceOverdosed Overloaded with them]] all across the series. It has a substantial, but incomplete, [[ShoutOut/TheSims Shout Out page]] that needs a little bit of WikiMagic.
* SpeakingSimlish: The TropeNamer.
* SpotlightStealingSquad: The Goth family. Hardly a moment goes by when they aren't mentioned in a pop-up, description, or message, and more than half of the entire series' {{Easter Egg}}s are about them; the other half tends to be about the Landgraabs.
* StealthPun: ''The Sims 2'' introduces the possibility of giving birth to twins, and ''The Sims 3'' allows triplets.
* StellarName: [[MeaningfulName Stella Terrano]] and [[SuspiciouslySimilarSubstitute Stella Roth]].
** Castor Nova. Even though it's likely the developers intended this to be more of a pun on [[TheCasanova Casanova]], fans have picked up on the more literal meaning of the name, to the point where Fanon usually gives him a twin brother named Pollux.
* TalkingIsAFreeAction: Averted. Not only does it take up ''lots'' of time, but if you want to engage another Sim in a conversation, you can't multitask while doing so (Sims will chat if they find themselves eating at the same table or something, but you can't control the conversation that way).
** Reinstated (more or less) with Sims 4. Sims ''can'' multi-task with most things, have group conversations, and you can direct speech while the Sim is busy doing something else. While eating & conversing was always present, pretty much any task that doesn't require intense focus will have Sims chatting with people in the same room.
* TalkingToPlants: In ''The Sims 2'', talking to plants will improve their health. In ''The Sims 3'', only Sims with the Green Thumb trait can do it, but it both improves the plants' health and [[CompanionCube actually counts as socializing for the Sim]].
* ThePiratesWhoDontDoAnything: Most Sims' jobs in the series are done off-screen. Only some craft jobs (painting, writing etc) and hands-on careers from ''The Sims 3: Ambitions'' and further on, are visible to the player.
* TheTalk: In The Sims 4 teenage sims can "Ask about Woo-hoo" to their parents.
* TooDumbToLive: Sims left to their own devices tend to either do nothing on their own or do incredibly stupid stuff. ''Medieval'' flat out tells you in the intro that the Sims are "dumb" and have a tendency to doom themselves and their civilization without your guidance.
* TrademarkFavoriteFood: Sims with the Grilled Cheese aspiration take this UpToEleven, with their entire lives revolving around acquiring more of the orange stuff they crave. Their addiction is so powerful that they may eventually gain the ability to conjure a grilled cheese sandwich out of thin air!
** Although favourite foods weren't properly part of game-play until ''The Sims 3'', several characters in ''2'' have a note in their bios mentioning their favourite foods, for example the Caliente sisters (bread pudding for Nina, chocolate for Dina), Brandi Broke (grape juice) and Stella Terrano (cookies).
** ''The Sims 3'' adds the ability to set a character's favourite food, colour and music. When a Sim encounters their favourite food, they will briefly clap and look happy before tucking in, and the resulting Moodlet will be slightly more powerful.
* VariableMix: Each expansion for ''The Sims 2'' remixed the original or ''University'' theme in a way relevant to that expansion's new musical genre; Club, [[{{Retraux}} New Wave]], Country, New Age, World, Indie Wave and Techno. In ''The Sims 3'' this theme goes orchestral.
* VideogameCaringPotential: Generally the point of the games.
* VideogameCrueltyPotential: Some people ignore the point of the games and just spend their time killing their Sims.
* VideoGamePerversityPotential - There are tons of sites dedicated to [[GameMod Game Mods]] for this, from just making females have nipples to [[HotCoffeeMinigame hardcore sex mods]].
* VideoGameTime: A minute of in-game time passes for every second of real-life time, so something as simple as walking from the bedroom to the bathroom can take half an hour, up to an hour if two people meet at a door and one has to step away. On the other hand, activities which in real life would take months if not years, such as building up strength through physical training, can happen over the span of a few day in-game. So, a Sim can learn to play the piano quite well in a few hours, but it takes him almost an hour to drink a coffee.
** Taken to almost comedic extremes due to engine limitations in ''The Sims 2''. It's possible for an entire neighborhood, save one person, to go through (to take a completely random number) three generations during the time it takes that one person to have a cup of coffee, and yet they'll still be able to interact with those three generations without aging a second.
*** ''The Sims 2'', plus University and Seasons, equals academic years (Six days) being shorter than weeks (Seven days) which are longer than seasons (Five days).
** Averted with The Sims Freeplay- it only runs in real world time, and no pause.
* [[MakingLoveInAllTheWrongPlaces [=WooHooing=] In All The Wrong Places]]: From ''The Sims 2'' onward, Sims have a variety of places to Woohoo:
** 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 ''Sims [=FreePlay=]'' Sims can [=WooHoo=] just about anywhere, including standing on the front lawn. Interestingly, if the Sims are on the ground floor outside, and the perspective is shifted to the second floor or higher, the obscuring pixellation is lost and the Sims can be seen embracing in their underwear.
* WhoWantsToLiveForever: The Age Freeze Potion you can buy with lifetime experience lets you experience this trope in full effect.
* WorldOfNoGrandparents: In [=TS1=], this was literally the case, as there were no familial relations at all, In [=TS2=], where familial relations are established, this is the case for most of the families; with just a few exceptions, none of the teen sims have living grandparents. This persists in [=TS3=].
* WritersCannotDoMath: There are a ''lot'' of age discrepancies with characters who appear in both ''The Sims 2'' and ''The Sims 3''.
* YouGottaHaveBlueHair: Both Sims 1 and Sims 2 have non-natural hair colors to choose from, although in the latter's case they are not available in Create-A-Sim or Body Shop and thus can't be genetic; player-made hairs can bypass this. Sims 3 does away with that restriction and even allows all hairstyles to be changed to any color the player wants.
** One of the pre-made townies at Sim State University in ''The Sims 2'' is a blue-haired guy wearing an athletic strip. In ''The Sims 3'' there are a few pre-made characters with blue hair, such as Amy Bull from Twinbrook.
** The female Sim shown in most promo art for ''The Sims Online'' has blue hair with darker roots showing.
** Chastity Gere from ''The Sims 2'' had blue hair as a teenager, as shown in the Green household's photo album. However, by the time she's an adult, it's back to being brown.
* In ''The Sims 4'' you can give your Sim any colour of hair, and there are hairstyles with streaks in them, presumably for when you want to go out and party.
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