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* AnimalLover: There's a trait which causes Sims to build relationships with animals quickly, called "Animal Lover" in version three and "Animal affection" in version four.

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* StepfordSuburbia: The default setting, though it only gets [[VideoGameCrueltyPotential as dark as you are willing to make it]]. The aesthetic for the game was heavily inspired by American [[DomCom domestic sitcoms]], complete with the build menu in [[VideoGame/TheSims1 the original game]] having [[TheElevatorFromIpanema shopping mall muzak]] play whenever it is opened up. Creator/WillWright, the founder of Maxis and lead designer on the game, [[https://www.youtube.com/watch?v=32wN4IIDW1o&t=67m2s stated]] that the intent was to satirize the treadmill of consumerism that characterizes suburban life.


* SurvivalSandbox: Believe it or not, the series can be thought of as an antecedent to/parody of this. While it completely lacks a combat mechanic beyond getting into harmless fights with other Sims[[note]]Unless you're playing ''VideoGame/TheSimsMedieval'', or with one of the many [[GameMod mods]] that add violence, weapons, and murder to the game[[/note]], it still requires players to closely observe and manage their Sims' wants, needs, and relationships, and if they don't have a way of making money, they're not paying for food or keeping a roof over their heads. With few exceptions[[note]]The UsefulNotes/PlayStation2 port of [[VideoGame/TheSims1 the first game]], ''VideoGame/TheSimsBustinOut'', ''The Sims Stories'', ''VideoGame/TheUrbz'', and the ''[=StrangerVille=]'' expansion for ''VideoGame/TheSims4''[[/note]], there is no storyline other than that which the player forges for their Sims; the [[EmergentGameplay gameplay]] and [[EmergentNarrative narratives]] are entirely emergent. Later games even let you fish, grow a garden, and pick wild plants, which you can then sell or use to cook meals and brew herbal recipes. In short, it takes many of the tropes of the survival sandbox genre and applies them to [[StepfordSuburbia suburban life]].



** 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.

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** Reinstated (more or less) with Sims 4.''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.

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* TamerAndChaster:
** They have made Woohoo less explicit. In 1, using the vibration bed introduced in the Livin' Large expansion (the only way to have sex in the game) to "Play in Bed", Sims are naked (but pixellated) when they get out from under the covers. In 2, Woohooing (now can be done in any double bed) will end with both participants wearing underwear and the default setting has a rather raunchy, although still PG-level, cutscene. In 3 and 4, Woohooing is basically just shown as is above the sheet, and it ends with both participants wearing what they wore previously.
** Although all the games have been rated T, the first game had a bit more raunchy elements to it than subsequent games. In addition to the vibrating bed that Sims use while naked, there were scantily-clad dancers that jumped out of a birthday cake, among several other things.


The four mainline games have had, as of 2019, 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.

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The four mainline games have had, as of 2019, at least seven {{Expansion Pack}}s each, all of which add new features, permutations and gameplay game play 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.game play functions. Starting with The Sims 4, there are also Game Packs, which are a middle of the road between Expansion and Stuff packs, offering one major new feature (Such as Vampires, Spas or Camping), and a smaller world and small collection of tightly focused items to support it. 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.


* TooManyHalves: In the description of a bottle of nectar there is a breakdown of the fruit used to produce it, given as a percentage for each fruit. However, for some nectar the percentages add up to 99 rather than 100. Strangely, many of the percentages given should not actually be achievable in the game. Making nectar requires 10 fruits and so each percentage should be a multiple of 10, but found nectar bottles can have any percentage of fruit.

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* TooManyHalves: In the description of a bottle of nectar there is a breakdown of the fruit used to produce it, given as a percentage for each fruit. However, for some nectar the percentages add up to 99 rather than 100. Strangely, many of the percentages given should not actually be achievable in the game. Making nectar requires 10 fruits and so each percentage should be a multiple of 10, but found nectar bottles can have any percentage of fruit.

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* FruitOfTheLoon: Insane Sims will autonomously eat fruit in their inventory, even if they are not hungry.

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* PunchClockVillain: A life of crime in [=SimNation=] is comparable to any other job. Although the [[CardCarryingVillain Evil]] trait is recommended in ''VideoGame/TheSims3'' and ''VideoGame/TheSims4'', it's not required.


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.

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The three four mainline games have had, as of 2013, 2019, 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.


* 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.

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* 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]], pets, ''Seasons'' having [[CaptainObvious seasons]] seasons etc, etc) and then there are those packs with extra clothing, furniture etc.


* ''VideoGame/TheSimsFreeplay''[[/index]] (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 fifth 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.[[index]]

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* ''VideoGame/TheSimsFreeplay''[[/index]] (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 fifth year running and have has 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.[[index]]


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* FictionalGreetingsAndFarewells: The Simlish language has "sul sul" and "dag dag" as greetings.

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* AffluentAscetic: Depending on the player, it's possible to have a character who is extremely well-off financially but chooses to live modestly.


* {{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]].

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* {{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, Landgraab, the evil landlord]].



* 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''.

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* 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''.''VideoGame/SimCity 2000''.



*** ''VideoGame/{{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 ''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".



** 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.

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** Taken to an art form extreme in The Sims 4, which ''will'' will pixellate the ''the entire screen screen'' after your sim uses the toilet if the CopyProtection determines that it has been broken.



* StealthPun: ''The Sims 2'' introduces the possibility of giving birth to twins, and ''The Sims 3'' allows triplets.


* SweetHomeAlabama: While it's never stated where the games take place beyond "[=SimNation=]", the default neighborhoods in every game except the third are all heavily inspired by Louisiana. The setting of the first game was mostly generic American suburbia until ''Unleashed'' greatly expanded it to include an "Old Town" whose architecture resembles that of [[TheBigEasy New Orleans]], and the second game's default Pleasantview neighborhood is [[invoked]] [[{{Fanon}} assumed by many fans]] to be the same town as the one from the original game. The description for Willow Creek in the fourth game, meanwhile, overtly states that it's in the bayou and inhabited by Southern gentry, with the prebuilt houses containing a lot of design features common to homes in the South, and the Magnolia Promenade neighborhood from the ''Get to Work'' expansion is also very Southern-influenced (including a paddle steamer). Notably, Will Wright grew up in Baton Rouge, so it makes sense that he'd [[WriteWhatYouKnow draw on it for inspiration]].

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* SweetHomeAlabama: While it's never stated where the games take place beyond "[=SimNation=]", "[[{{Eagleland}} SimNation]]", the default neighborhoods in every game except the third are all heavily inspired by Louisiana. the South in general and Louisiana in particular. The setting of the first game was mostly generic American suburbia until ''Unleashed'' greatly expanded it to include an "Old Town" whose architecture resembles that of [[TheBigEasy New Orleans]], while the Hatfield family, part of a free downloadable pack, strongly evokes [[LowerClassLout redneck stereotypes]] and is named for one of the two clans in the famous Hatfield-[=McCoy=] feud. The second game's default Pleasantview neighborhood neighborhood, meanwhile, is [[invoked]] [[{{Fanon}} assumed by many fans]] to be the same town as the one from the original game. The description for Willow Creek in the fourth game, meanwhile, game overtly states that it's in the bayou and inhabited by Southern gentry, with the prebuilt houses containing a lot of design features common to homes in the South, and the Magnolia Promenade neighborhood from the ''Get to Work'' expansion is also very Southern-influenced (including a paddle steamer). Notably, Will Wright grew up in Baton Rouge, so it makes sense that he'd [[WriteWhatYouKnow draw on it for inspiration]].

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