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The Sims movie will have a Aesop Amnesia about how VR technology basically controls our lives!
Basically it'll be about how advanced virtual-reality technology allows an ordinary suburbian family to be teleported into The Sims game world and live their dreams, only to find out it's not exactly a perfect life...

The Grim Reaper is actually a diffrent person in each game, each one being a dead spirit
One of the most memorable parts of the sims games series is the fact the grim reaper shows up to collect you when you die. But it's not really a "the" grim reaper and more like "the current" grim reaper, let me explain, in each of the the original 3 sims games and sims medieval (not counting other spinoffs and sims 4 as those take place in an Alternate Continuity) the grim reaper looks different every time. In The Sims 1 he holds the "tradiditional" grim reaper look, the sims 3 version looks similar but with some differences, while the sims 2 version looks like a wraith and holds no sign of the human like skeleton like the other two. Sims Medieval looks the most different with two strips of white hair coming out of his shadowy hood, purple hands, black wings and overall more olden and demonic.

It's even possible to Woo Hoo him in some games. And also in some you can plead for another sims life with him and have a chance to succeed, and in sims 3 he will even let sims with the unlucky trait live just for their own amusement. Something that an embodiment of death most likely wouldn't do due to taking their job seriously. And if you manage to get him moved into your household and he dies another reaper shows up and takes his soul. The answer is simple; all of these Reapers are actually dead sims who have been chosen at random by whatever Great God (not counting the player) in the Sims universe to take the souls of the dead until they back down or somehow die. The reason that they let some sims live is because of a sense of mercy and sadism when dealing with unlucky sims, the second of which is most likely part of the reason they were chosen. The demonic and skeletal like appearance of most of them is because, as we can see in the sims 2, Reapers can bring sims back as zombies. So the reason they look like skeletons and demons is because they tried using their powers to bring THEMSELVES back but we're not experienced enough and/or COULDNT bring themselves back completely and ended up as odd zombies. The wraith grim reaper was just smart enough to know he couldn't and was content the way he was.


The player isn't god, but rather a conscience assigned to one or more families
The Build mode is the family choosing between many, many different houses, and choosing certain adjustments that they would like. Buy Mode is the conscience overseeing a cost-benefit analysis of want and need items on a phone catalog with ridiculously fast delivery and setup service (no IKEA in Sim Nation) and the characters sleepwalk through their jobs, or do things that would be expected of them being in the job. The opportunities for advancement are situations in which the character's conscience, loyalty to the rules of their job, and sometimes self-benefit drive conflict. The conscience actually has to be consulted in these cases and these cases only. The player telling a character to, say, continue cooking or exercising and them complaining that they really have to use the restroom is a conflict between what they think they should be doing and what their body tells them is imperative. And, occasionally, a "defective conscience" (you know who you are) gets fired for losing an entire family (though if you can ber a good enough conscience, and, actually, arbiter of common sense, to add members over time, the conscience enforcement agency doesn't mind if you lose every member of your original family). Actually, a "conscience" might not just be fired, but "terminated" in a lethal way after losing every human under their charge, giving some real incentive to keeping someone alive at all times.

  • Speaking of IKEA, the catalog description for one of the cheap tables in The Sims 2 describes it as basically being the Sim-world equivalent. You don't have to set it up though...
    • And now there is and IKEA stuff pack.
  • Considering in The Sims 2, the Grim Reaper appears when you lose everyone, the concience may actually be terminated.
  • In The Sims 2 (PSP), the horrible truth is that the player is a consciousness inside the green crystal who can control others' actions. Makes sense, neh?
  • Jossed by The Sims Medieval. The player is The Watcher, an externalized godhead who takes control of sims in order to guide them.
  • Another WMG further down suggest that The Sims and Mass Effect exist in the same universe based on a humors reference. So while obviously not the case wouldn't it be cool if it turned out the player is actually a reaper that uses indoctrination to control Sims?

Said conscience is not assigned, but a symbiote.
A mutually beneficial symbiotic relationship is pretty much the only way Sims could have become the dominant species. Sims themselves are not truly sapient— perhaps closer to the mental level of, say, an orangutan— but the symbiote bolsters their brain power enough to prevent societal collapse.

The neighboorhoods are the Stepford Smiler equivalent of a Dystopia.
Beneath the suburban facade is amind controlling Police State. The Sims cannot resist any authority: there are no appeals to reclaim their children being taken away. No household can have more then eight people: they start slipping birth control into the water supply until someone moves out. No one can even think about fighting with someone until they're incredibly pissed at someone, breaking through the mind control. Even then no one can commit murder. The political system is a sham: there can be an entire neighborhood of mayors. The criminal career track is accepted by the police state to discredit the mind control theory. The fact that one cannot get injured at all in the military is owed due to the organ harvesting of under performing children to "military schools" that ensure that they don't lose any soldiers even if they have to use several children's worth of organs. They started releasing them to adoption later to discredit anyone who reveals the truth.
  • And the Therapist is their agent sent to maintain order before a low-aspiration Sim snaps and kills someone.
  • And to administer more mind control to keep the Sim placid and under control. In fact, the low aspiration meter is just a measure to show how little or how much mind control the Sim is under. Platinum means they are totally and completely controlled by the system, while Red means they are close to breaking free.

The Sims live on a planet like Venus, where days are longer than years.
This would explain why they're Elders at only 55 days old. Though it would be troubling to have a date last 7 months...
  • "Half confirmed" In the Sims 3, you can download the DLC Lunar Lakes which is a Venus like Planet for your sims to inhabit.
Sims have a race of super-strong pikmin working for them.
Part of the bills paid goes toward pikmin food, or whatever they would be paid. The Sims have incredibly low finger strength, so they can't get out of the pool without a ladder, and they can;t move objects around the house, so the pikmin do it for them. Flies and cockroaches scare them so much not because they're bugs (and because flies are apparently lethal Sim-ivores), but because they attack the pikmin. The fire doesn;t scare them so much they stop spraying it, the extinguishers harm the pikmin trying to form a bucket brigade and the firefighters are specially trained to stop the fire first and save pikmin second. Pikmin in the service of the city take away the garage each day, which is why there's a school bus and pizza/maid/carpool vehicles, but no garbage trucks.

The Player is an alien.
The little diamond (plumb-bob), is a space-ship which can control Sim's minds when it hovers over them. Babies aren't selectable, because there's not much you can do with them. The ship turns red as an alert when their Sims needs fail because you can't exactly control a dead guy.

Fitting in with the above Dystopia ideas, all occupations save the Criminal one are complete shams.
In The Sims 3, you are assigned a superior no matter what career track you enter. However, the superior almost never changes, leading to absurd situations like a CEO answering to his own secretary or the Vice President being subordinate to a state senator. The only way this makes sense is if the so-called "bosses" are part of a secret society that manipulates the standings in organizations. Furthermore, Sims in the Political track often vote on propositions that they aren't even allowed to know about, and don't seem to have any legitimate control over the city/nation.

The Criminal track, however, is an Anti-Hero organization dedicated to tearing down the fake industry and replacing it with anarchy. The "same boss" phenomenon is, in this case, an example of a Sim who is merely the "brains" of the operation.

  • Its more of people you should be in good terms with since they have the audacity and balls to make you look bad amongst your otherwise spotless record

Along that line of thinking...
The GBA/DS Sims games take place before any of the other games. The Sims: Bustin' Out occurs when English is still used, and mind control hasn't been achieved as you only control one character. The Urbz: Sims in the City takes place a bit further in the future, when Simlish has been promoted as cool to get the younger generations of the populace to use it exclusively. Mind control still hasn't been used on the public, but corruption is already spreading among the government as seen with Daddy Bigbucks' evil plot. The latter game is also depicting the foiling of one or more of the soon-to-be oppressive state's plots by La Résistance.
  • Now I want to know if the PSP version can fit into all of this...

Keeping in theme with Dystopia, The Aliens are The Regime, the Sims is a grand experiment in creating life, and supernaturals are mutants

The Sims world is ruled by the aliens. There are a couple of way this could play out. The Sims could be artificial people created the aliens for either labor, Mad Science or amusement. Going with the 1984/Brave New World Theories on their own doesn't explain the existence of the Supernaturals. Consider this, the aliens created the Sims. Now they want to take their creation to the next level. Playing on the Sims easily impressed nature, they create various mutants to study what their creations will do with special powers. The mutants are based upon common folklore, perhaps to ease the transition of the sudden existence of fantastical beings like vampires, witches, and so forth. The Sims are aware of the Aliens, but only as a myth surrounded in mystery. Occasionally the aliens will abduct a Sim for individual study. It assumed that they use their scary alien technology to impregnate males for For the Evulz. This also brings the opportunity to introduce a new element of randomness to the Sims existence. The Aliens don't necessarily need to breed with the Sims, given how rare of an occurrence it is.

  • Emit Relevart from Into The Future is really an alien and the Sims aren't really traveling into the future, but are being transported to remote research facility, possibly off world. The "Future World" is like an elaborate theme park/rat maze for the Sim to explore while Emit and his colleuges take notes. The Sims are utterly oblivious to this as they're too focused on playing with future tech and meeting their "decendents" (who could be clones).

The Grunt Family are hereditary dictators, but it's a secret
Building on the theory that the government is some type of civilian, military based dictatorship, Buzz Brunt, his father and grandfather were all generals, and he has put his sons through a militaristic style of upbringing. Could he be preparing them to one day be the leaders of the country while still be able to maintain that the government is free?

A worldwide outbreak of a deadly virus occurred between The Sims 3 and The Sims 1.
Something happened to all those Sims you don't see in 1 and 2. It likely began in Twinbrook. It affected everyone in town save for the Wheloff and Curious families, who escaped. Eventually, the two families searched for survivors, but all the towns and nearly everyone else were destroyed in the onslaught. Whoever survived ended up having to start anew, hence why you have different towns in 2 than in 3.

The technology of the Sims isn't going to advance past that in The Sims 3
Rather, Will Wright's just going to get a patent on reality itself and call that The Sims 4. At least it'll be easier to play.
  • Nintendo already got that patent. The Sims 4 will be a portal to another dimension, where time flows more quickly than usual and people can be grown in seconds with perfect plastic surgery. There will unfortunately be autosaving in real time, but you'll still be able to set your own save files.
  • No, The Sims 4 will allow people to control each other's lives in real life. Unfortunately, it will also be a portal to another dimension that you have to escape into to survive the apocalypse.
    • So in other words... the Matrix?
Sims are the result of a genetic experiment gone horribly wrong
Think about it, if you stuck them in the center of the Labyrinth and put a bathroom at the end of it they'd somehow find their way to the toilet, yet if you don't continuously watch them they'll end up missing work because on the way to the bus they decided to take the long way rather than just going through the front door and walking 15 feet. The only possible answer for why this happens is because they were an attempt to create the perfect human that went wrong, causing them to have lapses of total retardation that cause them to water a plant for 14 hours.

The player is actually a scientist who job it is to observe the experiment and attempt to keep them from causing an accidental genocide.

The Sims are artificial
Imagine that it is the future. Humanity has created so much and discovered so much that scientists declare this the absolute peak of humanity, for now and forever. Obviously nobody likes this concept, so they create artificial humans in order to restart humanity from the very beginning. The experiment was a failure, but they continued trying, until they were finally stopped by the government. The robots were stranded on a random planet and left alone. These robots rebuilt from what they found on the planet, formed societies and civilizations. Luckily these robots were given functional reproductive systems, and they spread all around the planet. What does this explain? It explains how god-awfully stupid and yet how god-awfully smart the Sims can be. It explains why there's so much advanced technology that they really have no business having yet, and it explains the "magic". It's not magic, it's simply nanobots. The Vampires are a literal computer virus, as are the werewolves, zombies are bugged Sims that don't know what to do (since according to their programming, they're dead).

The player, on the other hand, is an AI created many years later as another attempt. The scientists freaked out when they realized exactly what they had created and dumped it on a random planet, never speaking of it again. Luckily for the AI, it landed on the Sim's planet and worked out how to hook itself up to a wireless network and take control of the hapless idiots. However, the AI can't control every Sim at once, so it set up a system that allowed it to look after Sims living in a household.

The different games are actually the same place, but the AI adding new features to the Sims in order to make them more realistic. Also, certain NPC Sims are designed and built by the AI itself to serve a purpose.(E.G The Grim Reaper was designed to prevent a number of zombie-related glitches in the death programming)

So what you're saying is that The Sims is The Matrix (of sorts) and the player is an AI/Machine. Well that's an inversion.

  • So are the full-blooded alien Sims humans (and only male Sims have the space left after inclusion of the Sim-uterus in females for a future-human compatible womb), or are they just another type of Sim?

The Sims is a human DNA storage facility like in Boichi's Hotel.
Where the player is Louis. However, instead of simply freezing the samples, human technology has gotten to the point where accurate replication of DNA (or at least haploid DNA) is feasible. The Sims are built based on their DNA- the birthing sequences are literally what is happening, where the adult's plumbob releases a smaller plumbob that it had been building inside of it for the duration of the "pregnancy", once the DNA is finished being scanned and a body built to fit. "Louis", however, has determined that A.I. Is a Crapshoot if not left alone for the beginning cycle of its development, and has disabled the ability of its Sim-monitoring subroutines (the player) to control Infant Sims (this ability can be restored if the subroutines progress enough that they can hack the primary AI into releasing the restriction). The aliens are part of project Ark, which in this continuity has found a habitable planet close enough for back-and-forth travel, and occasionally adds some DNA of one or more Gaian humans to the Terran Sims' gene pool in exchange for a partial extraction of the male's sample in order to keep the Gaians (pollination technician species) from getting too inbred before they are numerous enough to procreate in the long term without assistance.

Evil Showers are taken by running the water at as high a pressure and waterflow as the Sim can enable while keeping a comfortable temperature.
It's just not eco-friendly.

The first game (The Sims) set after a post-apocalyptic event.
As the discovery of Tiberium on Egypt (World Adventures), and a mention of a guy called Kane in the Science job, the Tiberium Wars most likely to happen sometime later. The Sims and The Sims 2 may or may not be a Lotus-Eater Machine, as the world seems to be fully recovered into lush green meadows with 50's to 80's lifestyle and technology (The Sims), and late 90's to 2000's lifestyle and technology (The Sims 2) and chronological errors of The Sims 3, which should be take place before The Sims and The Sims 2.How about the robots and such marvels as teleporters? That's either the quirks of the Lotus-Eater Machine simulation or the remaining scraps of military reorganized as technologies helpful to mankind. In addition, the Tiberium and the wars is fully gone, nothing but a videogame based on disclosed past history (In The Sims 2: Free Time expansion, a Sim can play C&C 3 Tiberium Wars). The military? They rebuilt the space program in The Sims 2 and NEVER any single mention of war in The Sims 2 provides that is there only for employment.
  • However, the devastation of the wars left a great deal of plants and fish extinct, explicitly those that prolong a Sim's life. The elixir of life was basically liquid ambrosia and it has to be be rationed for obvious reasons.
  • If so, why do only TS2 and TS3 have Apocalypse Challenges?
    • Because the Apocalypse Challenge for The Sims is the vanilla game?

In The Sims, synthetic ambrosia was the only foodstuff... with nasty side effects
Which explains their apparent immortality (except for fire and drowning)The side effects are mental retardation which affects the DNA (to the point that the government has a mind-control program),perception rewiring so that the Sims see fire as an Eldritch Abomination and only stands, jittering in fear instead of run or trying to extinguish (except while commanded by the Plumb-Bob), and the last, resets the language into sign language (in The Sims 2 they construct their own letters indeed) and made-up babbling known as Simlish. The government saw this opportunity to use them as an societal simulation, coining the term "Sims".
  • It recovers with the return of standard foodstuff in The Sims 2 and also the Sims are little bit smarter, but apparently the mental retardation still occurs on the offsprings.
Mention of ambrosia is above (as the elixir of live)

The plumb-bob is a mind-control remote-controlled drone programmed by the government agents in response to the above
The Social Bunny, Therapist, and various NPC's are your teammates, as well as uncontrolled family apparently being quite intelligent. Special mention to the Fireman, whereas the Sims stands in awe, jittering in fear while seeing fire (causes see WMG above), the Fireman fearlessly put of the fire, even it's only the kitchen burns.
  • The plumb-bob is invisible by normals, as well as the plumb-bob of the other fellow agents.

The Tragic Clown as seen in TS1 is a lich; the painting is his phylactery
We see him as a ghost in TS3, a prequel, and he has an inexplicable ability to show up whenever people are miserable around his painting; he tolerates the abuse because he feeds on their emotions to sustain his unnatural life. (If we accepts TS1 as a Lotus-Eater Machine, then you can replace "lich" with "Ghost in the Machine.")

Alternatively, the Tragic Clown was resurrected with Ambrosia by people who played the first game.
Clearly, something happened to bring the Tragic Clown back to life in time for the first game. And Ambrosia, when eaten by a ghost, will bring them back to life. But why would anyone do that, you ask? Because people who played the first game wanted to figure out why he died, so they brought him back to life, leaving him ready to fail at cheering Sims up in TS1, in turn inspiring those people to resurrect him again when they play TS3.

There was a "Monster War" between TS1 and TS2
The final expasion of the first The Sims has a spell that temporalily transforms Sims in monsters, this was just a cosmetic change, but envetually they made a stronger version of the spell that actually transformed others in monsters and things went out of control.

Eventually they discovered ways to partially reverse the process, at least making the "monsters" less dangerous, this is way vampires don't need to drink blood, and werewolves aren't murderous killing machines. Despite this, prejudice against the "monsters" is still strong and for a long time, they stayed hidden.

Because of growing numbers of Aliens Hybrids and Sims accepting them, the monsters decided to try to find a place in Sim Society again, each kind coming back one by one. Also, in the meantime they discovered complete cures for the different causes of "monsterism"

Because Witches are the most to be blamed, they are the last to come out and despite being Cursed with Awesome people still don't be one.

As a alternative, the monster aren't hidden, but in concentration-camps like facilities, locked away from general public to avoid infection, and released after cures are found.

  • As a corollary to the concentration-camp theory, the pesticide used on crops in TS2 Seasons is made from PlantSims.

Don is out to make the TS2 future set
Don Lothario is a time traveler assigned to make sure the events of TS2 happen no matter what the conscience (you) does to try and fuck it up.

The lawn gnomes are weeping angels
They move when you're not looking.

Bella was aged down.
Think about it. In an interview with Strangetown!Bella, she said that she was either aged down or Mortimer (her husband) was aged up. Looking into Alexander Goth's bio, it says he was born of older parents. Considering that Cassandra Goth is an adult, Bella and Mortimer must be getting on in years.
  • The Sims 2 takes place 50 years after The Sims 3 where she is at least 5 and probably older, so she's in her mid-fifties at least.

Kaylynn Langerak was abducted by aliens.
Think about it. Going by the above theory: Bella was abducted by aliens, check. And aged down, check. Since Kaylynn is an NPC, she can't age. So she is stuck as an adult. She was close to Mortimer's age in The Sims 3, so why wouldn't she be older? Simple: aliens abducted her, aged her down and made her an NPC. An alien did it.

We are The Sims 12
To expand on this...(and get ready for a mental mindfuck!)Think of it this way: In the original The Sims, it's pretty boring, the Sims are poor quality, and have silly toys. In The Sims 2, you can get your Sims to purchase the original The Sims and play it on their computers. If you want to be creepy, you can event zoom in so that you can watch them play The Sims (and it looks pretty similar!). Not so bad as far as mindblowing goes, but it gets better. Now look at The Sims 3. You can get your Sims to purchase The Sims 2! But, in The Sims 2, they can buy The Sims original! So, that means that your The Sims 3 Sims can play The Sims 2 and make their own Sims play the original. But we're also playing the The Sims 3!! By logical analogy, it wouldn't be too far-fetched to wonder if we're ALSO Sims, being controlled/periodically manipulated by some mysterious god-player.
  • further proof: the Sims can yell out of the game at you. Kinda like when you talk to yourself, or pray, or shout at the sky because you're angry.
    • (Also, this would totally explain why I can't keep a boyfriend around—the god-player messing with my life has decided to make me miserable and thus subtly sabotages my relationships)
    • If they plays Sims 1 in 2, and Sims 2 in 3. Then technically we would be Sims 4. And yes I thought of this before, mainly for humour purposes. Such as when I get food but immediately change my mind. As if someone changed my mind for me. Want the ultimate Mindf***? Maybe there is no God, just people in higher planes of existence playing the Sims. I mean maybe the Sims we control are saying this exact theory on their computers? Except in the games you can use money cheats. So if I wake up with 50,000 dollars in my account. My theory will be correct ;)
      • Your theory kinda rings true, as in The Sims 4, your sims can play 1, 2 or 3 depending on how expensive their computers are. Like in real life ;)

Daniel Pleasant had a sex change.
Think about it. Look in their family tree and you'll see that he is on the left side of the Pleasant twins' family tree. This is where the mother is usually found, the one who gave birth to them. Obviously Daniel Pleasant was once a woman. Whether Mary Sue was a man or not is debatable. I mean, sure, they could have been made in CAS orthat could have been done with cheats, but this is much more interesting a theory.
  • Daniel Pleasant is a boy in The Sims.
    • That could be another Pleasant family, like how there are 2 Bella Goths (which could explain other inconsistencies). Alternately, Daniel was abducted by aliens.
      • There's another Pleasant family with a husband named Jeff, a wife named Diane and two kids named Daniel and Jennifer? Not likely.
    • Actually, that's just a glitch. Sims who are born in game (or who come from the Capp or Summerdream families) show their mother on the left; however, the other premade Sims usually show their father on the left. Mortimer Goth is on the left side of Cassandra and Alexander's family tree, as is Darren Dreamer in Dirk's family tree, and Nicolo Lothario in Don's family tree. Sims created in CAS also have their father on the left side if you create him before the mother.
    • Also, if you look at TS2 Daniel's family tree, he has the same mother, father, and sister as he did in TS1, so you can rule out it being a different family.

Cassandra is aware of Don's pursuit of women.
Think about it: she's in deep denial. She must have heard about Don's conquests. Considering it's a (seemingly) tight-knit neighborhood, gossip must be flying all over the place. She either knows he is a flirt and hopes he will stop when they get married, or she's already decided to let him do as he wished because she loves him so much and wants him to be happy. Her mom is also a Romance Sim, so that may mean something.

This is all in Shinji Ikari's Head after The Movie
Are you drunk yet?
  • Not quite yet; I think Bella is a Time Lord. (hic)
    • Just to keep it going, the Alto's in 3 are descendants of Haruhi.

When a pet expansion pack is released for The Sims 3, evil Sims will have an interaction that allows them to kick the neighbour's pets.

The new Hunt interaction for vampires in The Sims 3 will be used to find Sims who have plasma that your vampire enjoys most.
Since vampires still need to befriend Sims they will feed off of, what is the point of the hunt interaction which allows you to see other Sims auras? To find tastier meals of course! Much like some vampires seem to like types of blood better in various media, vampires may enjoy or even benefit more from the plasma of a Sim with a blue aura than plasma of other Sims with a different aura. The aura vision allows you to seek out and befriend Sims who are the tastiest after you discover what preference your vampire Sims has.

What happened to Bella Goth...
She was at Don Lothario's condo, confronting him about why he made a move on her before, (she rejected him). Trying to still be friends with her soon to be son-in-law, she started stargazing, one of her many hobbies, with him. Unfortunatly for her, the Pollination Technicians were lost and accidentally abducted her rather than someone from Strangetown. Because the existence of aliens is widely known in Strangetown but not Pleasantview, the aliens decided to send her to Strangetown, a town where she would not be known, and have her memeories wiped clean. She now lives in Strangetown, trying to remember how she got there.

The Michael Bachelor Story
If you take into account the 25 years between TS1 and TS2, this means that the fit, fresh-faced "Just out of college and has no idea what to do with his life" Michael Bachelor of TS1 is around 40-years-old. So even though TS1 Mike looks about 20-years-old, we'll just assume he graduated later in life and aged gracefully (before dying of old age at 65). It's possible at the time of TS1, what with the stress of being unemployed still not knowing what the hell he wants to do with his life while his baby sister was all settled and married with a kid, he started going through a midlife crisis. This is why he dyed his hair black, got a really dark tan, grey contact lenses, changed his zodiac sign, and started hanging out with younger women. MUCH younger women, considering Dina Caliente got her first kiss from him as a teenager. As for the extra dead Michael Bachelor hidden in the game files? Maybe his brother-in-law did some sort of cloning experiment.

Kaylynn Lagerak from TS2 is a different Kaylynn to TS3
The TS2 Kaylynn is actually Kaylynn Langerak Jr, the daughter of Parker Langerak from TS3, due to her resemblance to Parker's sister, Kaylynn Sr. (the Kaylyn from TS3).
  • And the young Michael Bachelor of TS1 could be Michael Bachelor Jr.! Dina could have had relationships with both of them, kissing the younger when she was a teenager and then marrying the dad when she got older. Of course, this calls into question what happened to Kaylynn I and Michael II.
    • Actually, that's impossible because only 1 Michael Bachelor is seen on the family tree in The Sims 2. With Kaylyn, it's still possible as she doesn't have a family tree because she's an NPC.
    • But the Sims 1 didn't have family trees, so that Michael could have been different from the ones in 2 and 3.
    • Actually, the absence of a Michael Bachelor Jr. from the TS2 family tree does not disprove his existence. The family trees are limited to relatives who live (or died) in the current neighbourhood, and new family members are added by the production team whenever they feel like it, such as Skip Broke suddenly having an older sister in TS3. All it really proves is that, if Michael Bachelor from TS1 was the son of the TS2/3 guy, he no longer lives in Pleasantview.
    • The problem is that Dina's memories clearly show its the same Michael who she kissed and then married, so there's no way it could be true.

All lifespan discrepancies between games can be explained in the same way.
They drank Elixir of Life, ate Ambrosia (or just Life Fruit), or otherwise used in-game methods of life extension.

There's a high allergy rate in SimCity.
Which is why most of the randomly computer generated Sims have HUGE LIPS.

The expansions in The Sims 2 each represent one of the aspirations.
  • University - Knowledge
  • Nightlife - Romance
  • Open For Business - Fortune
  • Pets - Family
  • Seasons - Grow Up (The whole point of the expansion is that changes happen as time passes)
  • Bon Voyage - Pleasure (It's all about doing fun things while sightseeing)
  • Free Time - Grilled Cheese (It promoted Grilled Cheese from just a joke aspiration to something that could benefit your sims' lives)
  • Apartment Life - Popularity (Living as part of a community)

Tara and Ginia Kat are the same person.
  • It's been assumed that Tara is Ginia's daughter, even though Ginia was already elderly by TS1 and seemingly had no children. A glitch with Tara's face template causes her to age much more gracefully than other Sims. She gets grey hair and the elder skintone, but her face stays exactly the same. Clearly Ginia made a deal with some sort of wizard to restore her youth, permanently.

Seasons and University are the remaining expansions for The Sims 3.
  • They're the only aspects of The Sims 2 that haven't been touched upon yet in The Sims 3, and the absence of both is quite jarring; if there weren't a seasonal expansion planned there would at least be rain and cloudy days in the base game, and if there weren't a university expansion planned, teens wouldn't grow up and then all still live with their parents and then all have to start their careers at the very bottom.
  • Jossed, for now we're getting all the leftover Nightlife stuff that should've been in Late Night.
  • It came a bit late, but it's coming
  • Make that double.

Bella is Italian
Or really, whatever the Sims version of Italian is. "Bella" is an Italian word that means beautiful, her grandmother's name is a variant of an Italian name, and she is Ambiguously Brown (it's not uncommon for someone who is of Italian descent to have an olive skin tone).

Religion no longer exists in the modern day Sims
It's very apparent in Medieval but has yet to appear in a mainstream game.
  • There's Christmas and Hanukkah stuff available in one of the Sims 2 expansion packs, and Santa Claus actually shows up if you put a plate of cookies by a Christmas tree and a fireplace and everyone's asleep by midnight. I think they were just trying to avoid controversy as much as possible. (It'd kind of interesting if you had modern-day Peteran or Jacoban Sims, along with a Sim-expy of Judaism, a Sim-expy of Islam, a Sim-expy of Buddhism, a Sim-expy of atheism...) In World Adventures you could put a Peteran cathedral in France, a Sim-Islamic temple in Egypt, and a Sim-Buddhist sanctuary in China.
    • I was under the impression religion exists but it's not common to be religious, especially in Sim Nation.

the next Sims will be M-rated
Mediveal was darker than regular Sims, so this would be the only logical step. Sex, murder, religion, torture, drugs, prostitution, dictatorships, war, child abuse, and dragons will run rampant.
  • No; The Sims XXX will be another side game.
  • So in other words, "Elder Scrolls meets Fallout meets The Sims" I would totally play that!

Child townies are all orphans
Think about it. No townies have family relationships, so a child townie must be an orphan, and when they say they need to get home, they really mean the Orphanage.

Florida is the Sims.
Seriously. That place is amazingly strange.

A despotic government took over SimNation between The Sims 3 and The Sims
Hence why the most advanced technologies disappear; travel outside the home is strictly regulated and no-one can privately own a vehicle; taking a single day off work will likely get you fired (and there is no maternity leave or sick leave); there are no weekends or holidays; failing school will get a kid packed off to a state-run military academy (it must be state-run, since their parents get no say in the matter); same-sex marriage is no longer recognised and only opposite-sex couples seem comfortable appearing together in public; and a Sim in the Political career can only participate at the local government level, with no opportunity to influence national policy. Obviously things were still not quite back up-to-speed yet in The Sims 2, although the political situation had clearly improved for Joe and Jane EverySim.

In the next game each age group will have stages within it
Your Sim will age more realistically. For example a teenage Sim will begin looking like a thirteen or fourteen year old but by the time they aged they're noticeably taller, their voice is different, and they're more developed.

Sims takes place in the Mass Effect universe
  • When using a time machine in Ambitions, it's possible for your sim to get a message describing a trip to the future:
    • "[Sim] appeared accidentally in the middle of a crowd while time traveling, but nobody noticed. They were all cheering about how some kind of Shepard just saved the galaxy from some huge ancient machine god threat. The celebration was definitely cool though."
    • A forum post on Bioware's discussion boards, talking about this very reference, notes that the Sims version of Mass Effect's ending is much happier than the actual ending...
    • Its Possible that the player is just a Reaper and the Sim are victims of indoctrination.
    • Due to the presance of a certain green crystal introduced in World Adventures, does that mean The Sims (and by extension Mass Effect) are set in the C&C universe?

You are actually Culex all along and he's been controlling the players!!!
  • For anybody who played Super Mario RPG, remember Culex, the secret boss that was a Final Fantasy shout-out? Well he had four crystals representing the elements: Earth (Yellow), Fire (Red), Water (Blue), and Wind (Green). Well that Wind Crystal looks extremely similar to the Green Crystal. What if this series takes place before or after the events of Super Mario RPG and the Green Crystal was actually Culex's presence ...

There was a Zombie Apocalypse between The Sims 3 and The Sims
Here's my rationale - you can disable witches, vampires, fairies and werewolves from spawning in your game, but if you have Supernatural installed you're going to have zombies every full moon whether you like it or not, even in towns without a full-time supernatural population (i.e. just about every town other than Moonlight Falls). These towns would have no witches or alchemists to de-zombify their neighbors, meaning that every full moon the problem would just get worse, until eventually nearly everyone who lived in town was a zombie. This would explain why towns in TS1 were so small and those in TS2 were not much larger, particularly by comparison to those in TS3 - the population hasn't yet risen back to its original levels. Also why so many characters from TS3 didn't have descendants in any of the other games - large numbers of them died during the outbreak. Here's the twist, though: the survivors who turn up again in TS1 (the Goths, the Newbies, etc.) didn't actually get away. They were the people who were eventually captured and cured of their zombie-ism, or who took preemptive alchemical cures to ensure that they couldn't be infected by the zombies - which would explain why TS1 Sims are so very stupid compared to the generations on either side. They're recovering zombies, and Old Town is a containment zone/rehabilitation centre.

All of The Sims 3 actually takes place in the same time frame, but Time Travel is getting out of control.
While it does seem that the developers have abandoned the "50 years before The Sims 2" rationale they began with, at least one example of a character appearing out of synch with the general timeline (Don Lothario appearing in Riverview) is explicitly stated to result from a time travel experiment; and a second case (Twinbrook's Curious family appearing a generation back from where they should be) can arguably be put down to the same cause, since it's heavily implied that Zo and Notzo will invent time travel together and so may well wind up with a son who is, technically, the same age as them. (That's entirely possible through use of the in-game time machine object.) So in the other cases where characters appear out of time - the Calientes and GilsCarbos in Barnacle Bay, Darren and Darleen Dreamer in Lucky Palms, Daniel and Mary-Sue Pleasant in Sunlit Tides, the Monty and GilsCarbo families in Monte Vista, the Beakers in Aurora Skies, John and Jennifer Burb in Dragon Valley, Olive Specter and Nervous Subject in Midnight Hollow, and the apparent legacy descendants in Lunar Lakes - could this be the same thing? Obviously they're not all scientific geniuses like the Curious kids, nor do they all have memories of being time-travelled like Don Lothario does, but what if the increasing experimentation with time travel is screwing up time in SimNation so badly that some Sims aren't even aware of how they're living in a different time frame from the family next door? The slated release of a time-travel themed expansion pack later this year seems to confirm that time travel is becoming a pretty big deal in the Sims universe, and while this is probably not all a deliberate tease to some future plot line on the part of the creators, this Troper likes the idea that "time-travel did it" could be used to write off other leftover continuity errors as The Sims 3 draws to a close.
  • The time inconsistencies are easily explained; only Sunset Valley and perhaps a few other towns are 50 years before the events of TS 2. Every other town is further back or in the future.

The dystopic future in Sims 2 GBA is connected to the death of Buck Grunt
Think about it; all of the families from the PC version of Sims 2 are there intact EXCEPT the Grunts. Buck is not there and nobody addresses where he went. Maybe Buck was hanging around with the Smiths and something happened that caused him to die, and his death was used as fuel by the government in an anti-alien campaign, allowing the Smiths to be captured and held without trial.

Thoggus is the Kraken

In ancient times Sims worshiped The Kraken as a god named Thoggus. It was dismantled with the rise of Jacobanism and Peteranism, though the iconography of the cult still remain. For example when Evil Sims make Evil Snowmen, the snowmen carry a red pitchfork/trident. Since the deity has long since been demonized, this explains why Sims would associate the trident as evil (what with the lack of any form of organized religion in the modern Sims world).

  • The Kraken (or Krakens) still exists obviously, and goes about its life doing whatever Krakens do when they aren't attacking boats. How one becomes a friend to Krakens, is anybody's guess.

  • Alternatively, Thoggus is very much real and all Evil Sims are his followers. He is a Great Old One and is biding his time at the bottom of the sea for when his brethren return to claim the world. Evil Sims go out into the world and do fiendish things in his name, believing that World Misery will bring about his return. Friends of The Kraken can summon a fragment of their master's power to attack unbelievers' boats, because you know, For the Evulz.

  • On the other hand, maybe Evil Sims are just plain crazy and think the Kraken is more than it really is or they're pretending the Kraken is a god named Thoggus because well, WHY NOT?

The Sims 4 will have plenty more traits and trait slots.
Try describing anyone you know with 5 adjectives or less. Pretty hard, isn't it?
  • Jossed , I'm afraid. Sims have less traits in Sims 4 than Sims 3, starting off with three instead of five.
  • Half-Jossed, while there are two less slots. The Sims 4 has 35 basic traits, 10 bonus traits, and 23 unlockable traits. 5 more than 3's vanilla game had.
  • The Sims 4 also introduces gaining new traits as a main game-play goal, something that 3 only added in the University Life EP, and then only as a side goal.

The Sims ISN'T living in some sort of Dystopia
The reason why game mechanics imply it is a Dystopia (at least according to some previous WMGs) is simply the games not having the capacity to implement mechanics that would run counter to the supposed "evidence" it's a Dystopia. Likewise, the reason The Sims 1 and The Sims 2 have less mechanics (and thus seem more dystopian) than The Sims 3 (which is a prequel to them), is also because The Sims 1 and 2 were developed on absolute dinosaurs of programs compared to the Sims 3, and thus didn't have the power to implement tools The Sims 3 had.

Occam's Razor, motherfuckers!

At a fairly recent point in their evolution the ancestors of the Sim species were hermaphrodites

The Sims universe is remarkable and utopian in its equality of the sexes: males and females are found evenly across all professions and interest fields. Social interactions are blind to a Sim's gender as well.Really the only thing that differentiates male and female Sims is that female Sims can bear children EXCEPT (!) that male Sims can give birth after being artificially impregnated by aliens. Thus a male Sims' body must contain, at the very least, an uterus for the baby to develop in.

So it seems likely that both male and female Sims have the physical characteristics needed for both gestation and impregnation, or at least vestigial remnants that have since become dormant and which can be reactivated by the aliens' superior technology.

  • This gets some back-up in the MySims spin-off games, where there was no option to assign your character a gender in the first installment, and gender was expressed purely cosmetically.

Zombies and Vampires are coming to Sims 4 soon
The Sims 4 pool item "Bunker De Bright Wall Light" says that the light is effective at keeping away Zombies and Vampires. This is outright foreshadowing.

Lopita Alto and Lopita Ojeda are two different sims
Olin and Yelena Ojeda's description says they have a daughter named Lopita. They don't know Lopita Alto so it won't be her. Look at the Medina-Hernandez family tree, they're in two different households yet Palmira is connected to Florita. (Even though Palmira's parents are ex-spouses when they're suppose to be ex-lovers.)

I think Lopita Alto and Lopita Ojeda just have the same given name. Townies often reuse playable's names. Milton Tong is not Milton Bachelor, Brandi Le Torneau is not Brandi Broke, yet they reuse names and stuff.

So yeah, Lopita Alto was a townie before marrying Alfonso.

They decided to give Lopita Alto and Lopita Ojeda the same first name, to imply traditionalism. Lopita Ojeda, hates, HATES family and traditionalism, and is a technogeek on-par with Cycl0n 3 and the Sunset Valley Wainwright's, so she changed her name and moved into a town that's NOTHING like Isla Paradiso.

Plus, the Manzanos also have children living away. I bet one of them is Holly Greenwood of Twinbrook (she slept in the green leaf bed?) and that Harley Greenwood is the little sibling of Jade and Emerald, making him Margarita and Manuel's grandson.

  • It's even possible that Olin and Yelena's daughter is actually Lupita Ojeda not Lopita.

The recurring sims - Bella Bachelor, Mortimer Goth, Betty Simovitch, Bob Newbie Jr., et al - aren't exactly the same people
Either TS 1, TS 2, and TS 3 are all set in the year 2000 but in different places on the same planet, but with some quite similiar people cropping up here and there.

Or TS 1 is set in 2000, TS 2 is set in 3000, and TS 3 in 4000, technology grows very slowly in the Sim Verse, and some sims either reincarnate or have vaguely similiar appearance and personality.

Or TS 1, TS 2, and TS 3 are all set in 2000, with all savefiles\neighborhoods being a slightly different universe. TS 1, TS 2, TS 3, and TS 4 are just four separate "dimensions" one on top of the others. It use to be like that until something happened to the TS 4 dimension.

Or TS 1 is set in 2000, TS 2 in 2005, and TS 3 in 2009, in the same universe\dimension which just changes its mechanics a lot (and there are diff. breeds of vampires, werewolves, et al) and there just happen to be a lot of coincidentally alike people, or distant relatives with the same passions and stuff.

Any identical names between "recurring sims" are just a quirk of translation from Simlish to English. The only family to actually always be the same is the Landgraabs, if anyone. And maybe the Goths. It's just that they're DISTANT relatives, that is.

The Sims is a high-concept adaptation of another work entirely.

There's a LoTR-style Translation Convention going around
The Premade Sims' "real" (in-universe) names are Simlish ones but get translated in other Earth languages according to their sound, meaning, origin, puns, or just general feel.
  • The same Simlish names don't always get translated into the same English (or other language) names, and the same English names don't always mean the same Simlish ones.

The Sims takes place very slightly into the future, regardless of the game.
The world largely looks like modern-day Earth, but the technology is noticeably ahead, even in the base games. Moreover, no one finds any of the advanced technology out-of-place. The human race has made contact with aliens, but it's still very new contact, and the existence of aliens isn't common knowledge in most places. Homophobia appears to be nonexistent as there are zero negative or even surprised reactions to Sims being gay/bi (and the same goes for transgender Sims in TS 4). All of this implies that the Sims is in a Next Sunday A.D. style setting, where technology and society have noticeably progressed but not so much that the world is unrecognisable.

In TS 4, Bella Goth is not Mortimer's first wife.
Nor is she the biological mother of Cassandra and Alexander, who are Mortimer's children from his previous marriage.
  • Alternatively, Sims 4-verse Mortimer married Sims 4-verse Lolita, had Cassandra with her, Lolita died while Cassandra was a baby or toddler, so Mortimer meets and remarries Bella a while after, and has Alexander with her.

Gunther and Lolita Goth had a child together
That child (Eleonora Goth) was close in age to Blair and Holly, and moved to another town when they became an young adult to let Mortimer become the actual Goth heir.

The Bella Bachelor and Kaylynn Langerak of Sims 3 grow up to be a lesbian couple
Unlike their cross-canon counterparts who barely met, the Bella and Kaylynn of pudding-verse grew up together to fall in love and marry each other.

Katrina Caliente is Nina and Dina's stepmother.
She married Flamenco after Nighat passed away from old age, and then became the matriarch of the family after he passed away too. It would explain why she seems too young to have given birth to them.

The Ottomas are a family of Simoid Abominations
Hence their Uncanny Valley appearances, large number of children, and ability to corrupt the entire world to obliteration. In the same vein, the Critturs are Animalistic Abominations, although it’s more subtle given they aren’t nearly as ugly and only have three puppies.

The “Perform Risky Scene” options in The Sims 4: Get Famous involve in-universe examples of Getting Crap Past the Radar
When Sims are acting, during their performance there’s the option to do “risky” or “safe” versions of the scene. If you choose “Risky Tell Joke” or “Risky Give Speech”, the Sims are ad-libbing in subtle jokes that really aren’t appropriate for the show or movie’s target audience. Of course, since it’s all in Simlish, the player has no idea what subtle jokes are being snuck in to the (in universe) otherwise family-friendly show or movie they’re performing.

The Barbie Doll Anatomy under the pixelation is actually a case of Bizarre Alien Biology
Sims really aren’t human, they’re, well, Sims. So if the blur is removed, the reason they aren’t anatomically correct isn’t just the developers not wanting to render genitals in a T-rated game, Sims actually don’t have them. The Woo-Hoo actions literally consist of them simply getting in bed together (or the shower, or a closet, or bush, or wherever they do it) and contorting weirdly because that is how their species reproduces. Also, there’s no need for birth control, given that their species has the ability to consciously turn their fertility on and off, hence “Woo-Hoo” and “Try for Baby” being different options without the need to purchase any form of birth control.

There is more than one Sim language
The Sims 4 has an "S-pop" radio station, and the fact it needs to be distinguished from regular Simlish pop implies that it's in a different language in-universe. Furthermore, the S-pop songs only use sounds that exist in real Japanese; let's call this language Simpanese. There are also plenty of Simpanese signs around Mt. Komorebi. Of course, all Sims use the same library of Simlish voice clips, but that's for the sake of development convenience.

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