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<center style="font-family: Comic Sans MS">Welcome to
{{Header Nav|game=The Sims}}
{{Game
|completion=1
|image=The Sims Box Art.jpg
|title=The Sims
|developer=[[Maxis]]
|publisher={{colist|Electronic Arts|Aspyr Media}}
|year=2000
|systems={{syslist|win|macos}}
|ratings={{ESRB|T}}{{ELSPA|15}}{{PEGI|7}}{{OFLC old|G8}}
|designer=Will Wright
|genre=[[Simulation]]
|modes=[[Single player]]
|expansion=[[The Sims: Livin' Large|Livin' Large]]<br />[[The Sims: House Party|House Party]]<br />[[The Sims: Hot Date|Hot Date]]<br />[[The Sims: Vacation|Vacation]]<br />[[The Sims: Unleashed|Unleashed]]<br />[[The Sims: Superstar|Superstar]]<br />[[The Sims: Makin' Magic|Makin' Magic]]
|series=The Sims
|pcgamingwiki=The Sims
}}
'''The Sims''' is a strategic life-simulation computer game created by game designer Will Wright, published by [[Maxis]], and distributed by [[Electronic Arts]]. It is a simulation of the daily activities of one or more virtual persons ("Sims") in a suburban household near SimCity.


<span style="font-size: 250%">The Sims</span>
The Sims was first released on February 4, [[2000]]. By March 22, [[2002]], ''The Sims'' had sold more than 6.3 million copies worldwide, making it the best-selling PC game in history. Since its initial release, seven expansion packs and two sequels, ''[[The Sims 2]]'' and ''[[The Sims 3]]'' (with their own expansion packs), have been released. ''The Sims'' has won numerous awards, including GameSpot's "Game of the Year Award" for 2000.


WikiBook</center>
==Gameplay==
''The Sims'', lacking definite goals or objectives, which are common in most other computer games, focuses entirely on the lives of virtual people called ''Sims'', placing the player in control of their virtual "world" and their daily activities, such as sleeping, eating, reading, and bathing. Will Wright, the game's designer, calls it a "digital dollhouse". Although players are encouraged to make their own characters, certain pre-made characters, such as the Newbie and Goth family, have become popular.


The player controls almost all aspects of the lives of a family either pre-made or self-created. Many choices lead a player's sim to a large family or a lonely life.


The Sims WikiBook aims to present a systematic guide and information to the famous simulation game The Sims and its subsequent version The Sims 2. It contains detailed information of the game and some cheats may appeared within the pages.
===Design===
Instead of objectives, the player is encouraged to make choices and engage fully in an interactive environment. This has helped the game successfully attract casual gamers. The only real objective of the game is to organize the Sims' time to help them reach personal goals.


In the beginning, the game offers players pre-made characters as well as the option to create more Sims that they can control. Creating a Sim consists of creating a "family" (identified by a last name) that can hold up to eight members. The player can then create Sims, by providing the Sim a first name and optional biography, and choosing the gender (male or female), skin complexion (light, medium, or dark) and age (adult or child) of the Sim. The personality of the Sim is dictated by five attributes and a specific head and body (bundled with a specific body physique and clothing). The player cannot change a Sim's face, name, or personality once they have been moved onto a lot.


=The Sims=
Each family, regardless of how many members are in it, starts with a limited amount of cash (§20,000) that will be needed to purchase a house or vacant land, build or remodel a house, and purchase furniture. All architectural features and furnishings are dictated by a tile system, in which items must be placed on a square and rotated to face exactly a 90 degree angle with no diagonals permitted. Walls and fences go on the edge of a "square" and can be diagonal, whereas furniture and Sims take up one or more squares and cannot be diagonal. There are over 150 home building materials and furnishings for purchase.
#[[The Sims/History|History]]
#[[The Sims/SysReq|System Requirements]]
#[[The Sims/Buying|Buying the Game]]
#[[The Sims/GUI|Interface]]
#The Many Ways to Play
##[[The Sims/Basic play with Sims|Basic play with Sims]]
##[[The Sims/Just Building and Decorating|Just Building and Decorating]]
##[[The Sims/Storytelling|Storytelling]]
###[[The Sims/Creator|The Sims Creator]]
##[[The Sims/Simulating Friends and Family|Simulating Friends and Family]]
#The Neighbourhood
##[[The Sims/Neighbourhood|The Neighbourhood]]
##[[The Sims/Create-a-Feamily|Create-a-Family and Create-a-Sim]]
#Build and Buy Modes
##[[The Sims/Money|Money]]
##[[The Sims/Buy Mode|Buy Mode]]
##[[The Sims/Build Mode|Build Mode]]
#Live Mode
##[[The Sims/Needs|Needs]]
##[[The Sims/Relationships|Relationships]]
##[[The Sims/Kids versus Adults|Kids versus Adults]]
##[[The Sims/Careers|Careers]]
###[[The Sims/Chance cards|Chance cards]]
###[[The Sims/Working from Home|Working from Home]]
#[[The Sims/Strategy|Strategy]]
##[[The Sims/Strategy/Time|Strategic use of time]]
##[[The Sims/Strategy/Getting promoted|Getting promoted]]
##[[The Sims/Strategy/Best Socials|Best social interactions]]
##[[The Sims/Strategy/Home building and decorating|Home building and decorating]]
#Secrets
##[[The Sims/Cheats|Cheats]]
##[[The Sims/Eggs|Easter eggs]]
##[[The Sims/Bugs|Bugs and exploits]]
#Expansion packs
##Livin' Large
##House Party
##[[The Sims/Hot Date|Hot Date]]
##[[The Sims/Vacation|Vacation]]
##[[The Sims/Unleashed|Unleashed]]
##[[The Sims/Superstar|Superstar]]
##[[The Sims/Makin’ Magic|Makin’ Magic]]
##[[The Sims/The Liebermans|The Liebermans]]
##Multiple neighbourhoods (Livin' Large and later)
##New secrets
###Easter eggs
###Bugs and exploits
##New strategy
###Visitable lots
###Home decorating with new objects
###Lifetime Relationships and new socials
###New careers
#Finding, downloading, installing and creating new content
#Further reading


=The Sims Online=
Sims are directed on the basis of instructing them to interact with objects, such as a television set, a piece of furniture or another Sim. Sims may receive house guests, which are actually based on the Sims of other game files. The player cannot control 'visiting' Sims, although it is important for Sims to interact with one another in order to develop a healthy social life and gain popularity.
#History
#MMORPG Background
#Servers (Cities)
##Alphaville
##Betaville
##Blazing Falls
##Calvins Creek
##Dan's Grove
##Dragon's Cove
##East Jerome
##Fancey Fields
##Interhogan
##Jolly Pines
##Mount Fuji
##Test Center
#"Cheats" and Exploits in the Game
#Economy of Game


=The Sims 2=
Sims, if enabled within the game, have a certain amount of free will, meaning they will engage in activities when left to their own devices, though player commands will override anything a Sim decides to do on its own. However, sims may not perform important commands, such as find a job or conceive a child. Unlike the simulated environments in games such as ''[[SimCity]]'', ''[[SimEarth]]'', or ''[[SimLife]]'', the Sims are not fully autonomous. They are unable to take certain actions without specific commands from the player, such as paying their bills. Thus, if left alone, without any player supervision, the Sims will eventually develop overdue bills and their property will be repossessed.
#[[The Sims/2History|History]]
#[[The Sims/2System Requirements|System Requirements]]
#[[The Sims/2 Buying the Game|Buying the Game]]
#[[The Sims/2GUI|Interface]]
#[[The Sims/2Not backward compatible|Not backward compatible]]
#New Ways to Play
##[[The Sims/2Play with Sims|Deeper play with Sims]]
##[[The Sims/2Just Building and Decorating|More advanced building and decorating]]
##[[The Sims/2Storytelling|New storytelling power]]
##[[The Sims/2Simulating Friends and Family|Simulating friends and family better]]
#The Neighbourhood
##[[The Sims/2Neighbourhoods|Neighbourhoods]]
##[[The Sims/2Create-a-Feamily|Create-a-Family and Create-a-Sim]]
#Build and Buy Modes
##[[The Sims/2Buy Mode|Buy Mode]]
##[[The Sims/2Build Mode|Build Mode]]
#Live Mode
##[[The Sims/2Needs|Needs]]
##[[The Sims/2Relationships|Relationships]]
##[[The Sims/2Generations|Generations, ages and aging]]
##[[The Sims/2Careers|Careers]]
###[[The Sims/2Chance cards|Chance cards]]
###[[The Sims/2Working from Home|Working from home]]
##[[The Sims/2Aspirations|Aspirations, Wants and Fears]]
#[[The Sims/2Strategy|Strategy]]
##[[The Sims/2Strategy/Aspirations|Aspirations]]
##[[The Sims/2Strategy/Time|Strategic use of time, and its new urgency]]
##[[The Sims/2Strategy/Getting promoted|Getting promoted]]
##[[The Sims/2Strategy/Best Socials|Best social interactions]]
##[[The Sims/2Strategy/Home building and decorating|Home building and decorating]]
##[[The Sims/2Strategy/Community lots|Community lots]]
#Secrets
##[[The Sims/2Cheats|Cheats]]
##[[The Sims/2Eggs|Easter eggs]]
##[[The Sims/2Bugs|Bugs and exploits]]
#Expansion packs
##University
###Young Adulthood
###Influence
###College towns
####Dorms
####Renting
####Greek houses
####Community lots
####The secret society
###Graduation and beyond
####New careers
####Lifetime Wants
###New strategy
####Scholarships
####[[The Sims/2Academics|Academics]]
####Lots in college
####New objects
##Nightlife
###Downtowns
###Dating
###Chemistry
###Vampirism
###The Inventory
###New Aspirations
####Pleasure
####[[The Sims/2 Grilled Cheese|Grilled Cheese]]
###New strategy
####Dating
####Aspirations
####Downtown lots
####New objects
##Open for Business
##New secrets
###Easter eggs
###Bugs and exploits
#Finding, downloading, installing and creating new content
#Further reading


The player must make decisions about time spent in personal development, such as exercise, reading, creativity, and logic, by adding activities to the daily agenda of the Sims. Daily need fulfillment must also be scheduled, such as personal hygiene, eating, and sleeping. If the simulated humans do not perform need fulfillment, they suffer consequences. For example, if they do not eat, they will die of starvation. If they do not go to the bathroom, they will wet themselves. If they do not have fun, they become depressed, and unwilling to do things. When Sims have low motives they are more likely to be nasty to other Sim characters by insulting them, slapping them and even attacking them.


[[Category:PC games|Sims, The]]
Financial health is simulated by the need to send the Sims to find jobs, go to work, pay bills, and take advantage of personal development and social contacts to advance in their jobs.
[[Category:Simulation games|Sims, The]]
 
The inner structure of the game is actually an agent based artificial life program. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions by themselves, although often the player/controller's intervention is necessary to keep them on the right track. ''The Sims'' technically has unlimited replay value, in that there is no way to win the game, and the player can play on indefinitely. It has been described as more like a toy than a game.
 
In addition, the game includes a very advanced architecture system. The game was originally designed as an architecture simulation alone, with the Sims there only to evaluate the houses, but during development it was decided that the Sims were more interesting than originally anticipated and their initially limited role in the game was developed further.
 
The first game of ''The Sims'' has several limitations, most notably that children in never grow up to become adults, though babies do eventually become children. Also, adult Sims never age (or die of old age), and there is no concept of weekends. For example, adults and children are expected to go to work and attend school respectively, every day. In particular, adults receive a warning if they miss one day of work, but they are fired if they miss work for two consecutive days. Children can study at home to keep their school grades up.
 
While there is no eventual objective to the game, states of failure do exist in ''The Sims''. One is that Sims may die, either by starvation, drowning, perishing in a fire, electrocution or by virus (contracted from a pet guinea pig, which can happen when its cage is left dirty). In this case, the ghost of the deceased Sim may haunt the building where it died. In addition, Sims can leave a household for good and never return; two adult Sims with a bad relationship may brawl, eventually resulting in one of them moving out; child Sims can be sent to military school if their school grades remain at an F for several consecutive days.
 
''The Sims'' uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered as high-poly-count 3D objects, but the house, and all its objects, are pre-rendered, and displayed diametrically.
 
{{ToC}}
{{The Sims}}
 
{{DEFAULTSORT:Sims, The}}
[[Category:Maxis]]
[[Category:Simulation]]
[[Category:Single player]]

Latest revision as of 05:49, 31 March 2023

This is the first game in the The Sims series. For other games in the series see the The Sims category.

Box artwork for The Sims.
Box artwork for The Sims.
The Sims
Developer(s)Maxis
Publisher(s)Electronic Arts, Aspyr Media
Year released2000
System(s)Windows, macOS
Expansion pack(s)Livin' Large
House Party
Hot Date
Vacation
Unleashed
Superstar
Makin' Magic
SeriesThe Sims
Designer(s)Will Wright
Genre(s)Simulation
ModesSingle player
Rating(s)ESRB TeenELSPA Ages 15+PEGI Ages 7+OFLC General 8+
LinksThe Sims at PCGamingWikiThe Sims ChannelSearchSearch

The Sims is a strategic life-simulation computer game created by game designer Will Wright, published by Maxis, and distributed by Electronic Arts. It is a simulation of the daily activities of one or more virtual persons ("Sims") in a suburban household near SimCity.

The Sims was first released on February 4, 2000. By March 22, 2002, The Sims had sold more than 6.3 million copies worldwide, making it the best-selling PC game in history. Since its initial release, seven expansion packs and two sequels, The Sims 2 and The Sims 3 (with their own expansion packs), have been released. The Sims has won numerous awards, including GameSpot's "Game of the Year Award" for 2000.

Gameplay[edit]

The Sims, lacking definite goals or objectives, which are common in most other computer games, focuses entirely on the lives of virtual people called Sims, placing the player in control of their virtual "world" and their daily activities, such as sleeping, eating, reading, and bathing. Will Wright, the game's designer, calls it a "digital dollhouse". Although players are encouraged to make their own characters, certain pre-made characters, such as the Newbie and Goth family, have become popular.

The player controls almost all aspects of the lives of a family either pre-made or self-created. Many choices lead a player's sim to a large family or a lonely life.

Design[edit]

Instead of objectives, the player is encouraged to make choices and engage fully in an interactive environment. This has helped the game successfully attract casual gamers. The only real objective of the game is to organize the Sims' time to help them reach personal goals.

In the beginning, the game offers players pre-made characters as well as the option to create more Sims that they can control. Creating a Sim consists of creating a "family" (identified by a last name) that can hold up to eight members. The player can then create Sims, by providing the Sim a first name and optional biography, and choosing the gender (male or female), skin complexion (light, medium, or dark) and age (adult or child) of the Sim. The personality of the Sim is dictated by five attributes and a specific head and body (bundled with a specific body physique and clothing). The player cannot change a Sim's face, name, or personality once they have been moved onto a lot.

Each family, regardless of how many members are in it, starts with a limited amount of cash (§20,000) that will be needed to purchase a house or vacant land, build or remodel a house, and purchase furniture. All architectural features and furnishings are dictated by a tile system, in which items must be placed on a square and rotated to face exactly a 90 degree angle with no diagonals permitted. Walls and fences go on the edge of a "square" and can be diagonal, whereas furniture and Sims take up one or more squares and cannot be diagonal. There are over 150 home building materials and furnishings for purchase.

Sims are directed on the basis of instructing them to interact with objects, such as a television set, a piece of furniture or another Sim. Sims may receive house guests, which are actually based on the Sims of other game files. The player cannot control 'visiting' Sims, although it is important for Sims to interact with one another in order to develop a healthy social life and gain popularity.

Sims, if enabled within the game, have a certain amount of free will, meaning they will engage in activities when left to their own devices, though player commands will override anything a Sim decides to do on its own. However, sims may not perform important commands, such as find a job or conceive a child. Unlike the simulated environments in games such as SimCity, SimEarth, or SimLife, the Sims are not fully autonomous. They are unable to take certain actions without specific commands from the player, such as paying their bills. Thus, if left alone, without any player supervision, the Sims will eventually develop overdue bills and their property will be repossessed.

The player must make decisions about time spent in personal development, such as exercise, reading, creativity, and logic, by adding activities to the daily agenda of the Sims. Daily need fulfillment must also be scheduled, such as personal hygiene, eating, and sleeping. If the simulated humans do not perform need fulfillment, they suffer consequences. For example, if they do not eat, they will die of starvation. If they do not go to the bathroom, they will wet themselves. If they do not have fun, they become depressed, and unwilling to do things. When Sims have low motives they are more likely to be nasty to other Sim characters by insulting them, slapping them and even attacking them.

Financial health is simulated by the need to send the Sims to find jobs, go to work, pay bills, and take advantage of personal development and social contacts to advance in their jobs.

The inner structure of the game is actually an agent based artificial life program. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions by themselves, although often the player/controller's intervention is necessary to keep them on the right track. The Sims technically has unlimited replay value, in that there is no way to win the game, and the player can play on indefinitely. It has been described as more like a toy than a game.

In addition, the game includes a very advanced architecture system. The game was originally designed as an architecture simulation alone, with the Sims there only to evaluate the houses, but during development it was decided that the Sims were more interesting than originally anticipated and their initially limited role in the game was developed further.

The first game of The Sims has several limitations, most notably that children in never grow up to become adults, though babies do eventually become children. Also, adult Sims never age (or die of old age), and there is no concept of weekends. For example, adults and children are expected to go to work and attend school respectively, every day. In particular, adults receive a warning if they miss one day of work, but they are fired if they miss work for two consecutive days. Children can study at home to keep their school grades up.

While there is no eventual objective to the game, states of failure do exist in The Sims. One is that Sims may die, either by starvation, drowning, perishing in a fire, electrocution or by virus (contracted from a pet guinea pig, which can happen when its cage is left dirty). In this case, the ghost of the deceased Sim may haunt the building where it died. In addition, Sims can leave a household for good and never return; two adult Sims with a bad relationship may brawl, eventually resulting in one of them moving out; child Sims can be sent to military school if their school grades remain at an F for several consecutive days.

The Sims uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered as high-poly-count 3D objects, but the house, and all its objects, are pre-rendered, and displayed diametrically.

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