- Creator Breakdown: The game was inspired by Will Wright's getting his life back together after his house burned down in the Oakland Hills Fire.
- Jossed: The usually cited reason for why no game prior to 4 had teenage woo-hoo was because it'd cause a rating increase. This was debunked when The Sims 4 introduced a woo-hoo equivalent for teens.
- Lying Creator: Several times, creators have stated that new installments would include specific features. When the games were actually released, these features were nowhere to be found. For example, that Sims in The Sims 2 would be able to recognize which bed was theirs, which wasn't introduced until 3.
- Name's the Same: Jordan Hamilton: University cheerleader who can fall so hard for your Sim, or basketball star?
- Pop Culture Urban Legends: For years, fans speculated that teens couldn't have a Woo-Hoo option because that'd lead to a ratings bump. The Sims 4 jossed this when a Woo-Hoo-like option was created for teenagers.
- Too Long; Didn't Dub: One of the reason for Simlish's existence is because they didn't want to bother doing redubbing for other languages.
- Unintentional Period Piece: Each and every game in the series can be pinpointed to the year it came out by the things that date it, from furniture to technology to especially the fashion.
- In terms of technology, the first game (released in 2000) had Sims using landline phones to talk to each other at long distances, a black-and-white television available as the cheapest TV set, newspapers as Sims' primary means of finding jobs, and computers being used only to play games and look at job listings. Cell phones did not exist. By the fourth, released in 2014, newspapers and landline phones were gone entirely, every Sim had a smartphone, cathode-ray-tube color TVs were the dirt-cheap options, and the City Living expansion released in 2016 added a Social Media career track, allowing Sims to work in an industry that did not exist in 2000. Going through the series, one can trace the evolution of consumer technology over the course of the early 21st century, and how people have interacted with such.
- In terms of fashion, meanwhile, the clothing options available in the first game still reflected The '90s, with a particular focus on clothes that would look and feel right at home in a Dom Com from that decade. The second and third games, meanwhile, featured popular fashion items from the Turn of the Millennium, particularly with the prevalence of low-rise hip-hugging pants for female Sims designed to bare the midriff, which were trendy among young women in that decade but experienced a major backlash in the next. Finally, the clothing in the fourth game reflects contemporary fashions in The New '10s, particularly the hipster and athleisure trends.
- While The Sims 3 is canonically set several decades before The Sims 2, it doesn't even try to be a Purely Aesthetic Era, instead being firmly rooted in the late 2000s and early '10s. The Sims 4's expansions seem fond of a heaping helping of Art Nouveau as well as the usual contemporary styles, but technology is more advanced and upgradable than ever before.
- Vaporware: A town-based spinoff called Simsville was cancelled in 2001.
- What Could Have Been: Simsville was announced in 2000 for a 2001 release, then held back to 2002 in 2001, only to be cancelled later that year due to the mediocre reception of the game. Simsville was essentially a combination of Sim City and The Sims 1. You had the ability to design your own town and create your own villagers who would live in a realistic economy. Eventually this concept was revisited, to a lesser degree, in The Sims 3 when it introduced open towns to interact with. Other elements were put into the Hot Date expansion pack and Sim City 4.
- The Wiki Rule: The Sims Wiki and SimsWiki.
Trivia / The Sims