The Sims
The Sims
The Sims
The Sims is a series of life simulation video games developed by Maxis and published by
Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and it is one of the
best-selling video game series of all time.
Back in 2000, California-based developer Maxis released a game entirely focused on the
micromanagement of someone's life, letting players pull their strings to make them do chores,
go to work, and make friends. The Sims filled a niche that no one knew existed, becoming both
a video game and a cultural phenomenon. With the release of The Sims 4 on Xbox One and PS4,
as well as the new Pets expansion pack, we thought we'd relive the history of one of the biggest
PC franchises of all time.
Game designer Will Wright was inspired to create a "virtual doll house" after losing his home
during the Oakland firestorm of 1991 and subsequently rebuilding his life.[2][3] Replacing his
home and his other possessions made him think about adapting that life experience into a
game. When Wright initially took his ideas to the Maxis board of directors, they were skeptical
and gave little support or financing for the game. The directors at Electronic Arts, which bought
Maxis in 1997, were more receptive—SimCity had been a great success for them, and they
foresaw the possibility of building a strong Sim franchise.[2]
Wright has stated that The Sims was actually meant as a satire of U.S. consumer culture.
[4]
Wright took ideas from the 1977 architecture and urban design book A Pattern Language,
American psychologist Abraham Maslow's 1943 paper A Theory of Human Motivation and
his hierarchy of needs, and Charles Hampden-Turner's Maps of the Mind to develop a model for
the game's artificial intelligence.[2]
Sims now had personality. They would form memories, and had distinct Wants and
Fears, which would feed into an ultimate lifetime goal: Sims could now be family or
career-oriented, and long for money or power. Sims would remember important life
events, both positive and negative, and if they constantly met their goals, they'd live
happier, longer lives.
But the biggest change was the addition of genetics. In The Sims 1, there was no
guarantee that a child would resemble either of its parents. In The Sims 2, after a
successful 'WooHoo,' the female Sim could become pregnant, and the resulting baby
would inherit not only appearance from its parents, but aspects of their personalities
too. Sims passed through six life stages, with each offering unique age-related
experiences.
But it wasn't just the Sims that received some huge changes. Players could now view
the world in full 3D thanks to the game's new engine. Days of the week were added,
Build and Buy Mode received their share of gameplay tweaks and new objects, and
Create-A-Sim was radically overhauled to improve Sim customisation.