The Sims is the first game in The Sims series, released in 2000, with seven expansion packs. It has got several sequels; The Sims 2, The Sims 3, The Sims Medieval, and an upcoming The Sims 4.A people simulator from Maxis, the creators of the insanely popular 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, entertainment, 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. 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 Soap Opera, or recreate your favorite fictional characters, or even just play normally.It's a game about Real Life. It Will Never Catch On.The Sims 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 Downloadable Content for other people; and, as mentioned, there is a huge variety of unofficial Game Mods which change the way the game functions. It has been used to create several works of fiction: Rooster Teeth Productions, creators of Red vs. Blue, were employed by EA to make "The Strangerhood" using The Sims 2 as a marketing effort; and a British college student created a homeless-father-daughter drama blog called "Alice And Kev" using the third game.
Awesome yet Practical: Making and selling lawn gnomes in the first game, with a maxed-out skill level, will allow you to make money faster than you ever could with a typical job. And you can work your own hours. In the second game, it's the snapdragons, which provides all your needs except sleep. In the third game, it's the Moodlet Modifier that provides all your needs period.
Camera Obscurer: this occurs in Sims 3 as a result of low photography skill, making the photos near worthless.
Classic Cheat Code: Press Ctrl, Shift, and C simultaneously and type rosebud for money. There are others that can be found easily—one cheat, called, "help" even lists a few of them for you.]]
There are ways to abuse that "Rosebud" cheat code. Typing a series of ";!;!;!;!;!" after that code, without a space, will generate an extra §1000 for each pair of ";!" you have (because each ;! "repeats" the previously-entered cheat). Typing a ":" after the last ";!" string you entered will cause an error and keep the cheat menu from closing, but you'll still get §1000 for each legitimate set of ";!" string. Hold the Enter button and watch your bank account soar. And try not to get bored at the game (since you no longer have to work for anything).
Before "rosebud", the original money cheat was "klapaucius".
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. In a sense.
The manual for The Sims 2 even includes a cheat code: "aging off", which does Exactly What It Says on the Tin. EA put it in the manual to ward off the inevitable barrage of They Changed It, Now It Sucks 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.
Cool Shades: Gnomes (along with red clothes and missile-shaped hats), after you max out your skill in The Sims Bustin' Out. Rocket Gnomes blast off and explode into a firework display.
Cosmetically-Advanced Prequel: The third installment is set 25 years before the first one, but the objects you can buy are much more advanced than in the first, and the fashions reflect 2010s fashions in the third, compared to the first, which was more early 2000s.
Evil Laugh: In The Sims Bustin' Out, each level starts with Malcolm cackling maniacally while pointing the Repo Gun at objects.
Face-Heel Turn: In the console versions, Malcolm Landgrabb goes nuts after the player's mom divorces him.
Fantasy Kitchen Sink: 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, and 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.
Genie in a Bottle: 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.
Germanic Depressives: The Goth family are rather dour and spooky and though their nationality is never stated, Goth is a German surname.
Global Currency Exception: MagiCoins in the Makin' Magic expansion pack. Necessary to buy anything magic-related, up to and including the residential lots in Magic Town.
Hammerspace: Sims apparently carry around everything from screwdrivers to mops to shovels in their pockets and can whip them out as needed. Hell, you can store a piano in a Sim's inventory (in the sequel at least).
Hobos: Bobo the bum appears in the console versions. He will show at your door asking for food.
It's Always Spring: Sim children go to school every day, and the plant life is always leafy and green. (The Makin' Magic expansion pack breaks the pattern by being set in the fall, although the most you can do to bring the change of season back to the main neighborhood is to use its orange-leafed flora in regular lots.)
Days of the week exist in the core The Sims 2 and The Sims 3 games, including children not going to school on weekends and every job having at least two days off during the week. Seasons were added in the aptly-namedSeasons expansion pack of The Sims 2.
Laser-Guided Karma: Malcolm donates the player a spare mansion in the console version, only to evict you in the sequel. He is later chased out of his new house by your mom, allowing the player to move in.
Light Is Not Good: Malcolm Landgraab, the antagonist in the console games, is decked out in an almost entirely white outfit. This does nothing to prevent him from being one of the most evil Sims in the entire series.
Losing Your Head: The console version has a head in a jar as artwork that you can buy.
The original The Sims has a head in a jar on a vaguely human-body-shaped metal stand that can be bought as a statue.
Market-Based Title: The Livin' Large and Vacation expansions were renamed Livin' It Up and On Holiday, respectively, in most European and some Asian releases.
Meaningful Name: A number, but Malcolm Landgraab wins points for not only having a punny surname but for even having the significance of his first name lampshaded in his bio: "If he were meant to be a good guy, he'd probably be called 'Benedict'" ('Mal' and 'Bene' being the Latin roots for a number of words connoting 'bad/evil' and 'good', respectively).
Robot / Robot Buddy: 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 The Sims 2 before Sims develop the advanced technology of Into The Future's PlumBots.
Rock-Paper-Scissors: In the expansions, pleading for a Sim's life would involve playing Rock-Paper-Scissors with death (though your chance to win was actually based off of how much the pleading Sim loved the dead Sim). The second game replaced this with a Shell Game type system.
Sad Clown: If you have his painting on your wall and one of your Sims gets depressed enough, Sunny the Tragic Clown will show up to try and cheer him or her up. Since Sunny is every bit as depressed as the Sim he's trying to cheer up, this only makes things worse.
Although Simlish actually seems to have some aspects of a Con Lang: among other things, there is a set word for "baby" ("nooboo"), which works just like the English word (i.e. can be used to refer to an actual baby or as a term of endearment).
Talking Is a Free Action: 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).
Technology Marches On: Going back to the first game nowadays, the frequent use of the Comic Sans font will probably annoy you a lot more than it did back in the day.
Super Serum: In the Livin' Large expansion pack, Sims can create a variety of different potions using a chemistry set, which causes different effects when drunk depending on its colour:
Cruel Player Character God: Somewhat obvious given that you're taking almost complete control over the lives of several people. You can easily and intentionally kill your Sims through starvation, burn their house to the ground as a result of bad cooking, and if you prefer to keep them alive, prevent them from going to school, force them to flirt with their (attractive or unattractive) neighbors, drive them into bankruptcy, and start familial and neighborhood conflicts that last a lifetime. Also, this. Or this list detailing the various ways you can be cruel; the basement one is rather disturbing.