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The Sims (video game)

The Sims is a 2000 social simulation video game developed by Maxis and published by Electronic Arts. The game allows players to create and control virtual people, called "Sims", and manage their daily lives in a suburban setting. The game features open-ended gameplay where players can choose their own goals and objectives, and customize their Sims' appearance, personality, skills, relationships, and environment. A series of expansion packs were also released that add new content and features to the game, such as new careers, items, locations, and scenarios.

Gameplay
The structure of the game is an artificial life program that is agent-based. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions independently, although often the player's intervention is necessary to keep the Sims on the right track. The Sims technically has unlimited replay value, in that there is no way to truly win the game, and the player can play indefinitely. It has been described as more like a toy than a game. Sims are influenced by the player to interact with objects or other Sims. Sims may receive guests at their home lot, invited or not, from other playable lots, or from unhoused non-player character (NPC) Sims. If enabled in the game's options, Sims have a certain amount of free will, allowing them to autonomously interact with their world; however, the player can override most of these autonomous actions by canceling them in the action queue at the top of the screen. Unlike the simulated environments in games such as SimCity, SimEarth, or SimLife, Sims are not fully autonomous. They are unable to take certain actions without specific commands, such as paying bills, finding a job, exercising, and conceiving children. Sims communicate in a fictional language called Simlish, which is mostly composed of blowing raspberries and saying nonsense. Players have a broad choice of objects that their respective Sims may purchase. Objects fall into one of eight broad categories: seating, surfaces, decorations, electronics, appliances, plumbing, lighting, and miscellaneous. ==Development==
Development
The original inspiration for The Sims was Christopher Alexander's 1977 book on architecture and urban design, A Pattern Language. Game designer Will Wright was inspired by the book's focus on functionality in architecture, as Alexander based his design principles on structural usability rather than aesthetic values. Wright wanted to create a simulation game about enabling human behavior and interaction through design. Scott McCloud's 1993 book Understanding Comics became a big influence on the design of The Sims later on, as it advocates a certain type of "collaboration" between designer and consumer and outlines the value of abstraction for getting readers or players involved with a story. Will Wright started working on The Sims after releasing SimAnt in 1991. however, the game's concept was very poorly received by a focus group, so Wright had difficulty getting the project off the ground. He managed to convince his company to let him work on the project (codenamed "Project X" at the time) in the background while developing SimCity 2000 and SimCopter. He was lent one programmer for the project, Jamie Doornbos, who went on to become the lead programmer for The Sims. During the first few years of the project, Wright and Doornbos were primarily developing an open-ended system of character behavior. As the project continued, Wright found that the social aspect of the game turned out to be highly engaging, and the team started to focus more on the characters of the game, such as by letting Sims visit one another's houses and by implementing long-term relationships. A demo of the game was presented at the 1999 Electronic Entertainment Expo. During a displaying in front of the press, two female characters at an in-game wedding fell in love and kissed each other. After the event, the relationship mechanics were further modified so the character's sexual orientation was determined depending on the player's actions. The Sims uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered in 3D, whereas the house and all its objects are pre-rendered and displayed diametrically. For the game's Japanese release, the game was renamed to SimPeople (シムピープル) to match the naming conventions of the other Sim games from Maxis. Music The game music was composed by Jerry Martin, Marc Russo, Kirk R. Casey, and Dix Bruce, with additional participation from jazz pianist John R. Burr for the songs used in the game's Build Mode. The game disc contains 37 tracks, of which 15 were published in 2007 as an official soundtrack album. Most of the tracks contain no vocals, but some of them feature Simlish lyrics. In recent years, critics have praised and noted the game's use of new age and jazz music. Modding scene The Sims is credited with opening up modding to a new demographic, making it easy enough for "casual modders" to modify the game. The Sims was designed in a way that it would be easy to add user-created content (also known as custom content or "CC") to the game, with Will Wright stating in an interview that he wanted to put the player in the design role. Websites for downloading CCs and mods include The Sims Resource and Mod The Sims. Maxis released modding tools for The Sims before the game itself, resulting in a suite of fan-created mods being available at launch. ==Expansion packs==
Expansion packs
The Sims had a total of seven expansion packs released in its lifecycle. Each expansion generally adds new items, neighborhoods, characters, skins, and features. Core game editions Expansion-only compilations ==Reception==
Reception
Critical reception The Sims received "universal acclaim" according to review aggregator Metacritic, which assigned the game a score of 92%. IGN gave the game a score of 9.4/10, and praised its easy-to-use user interface. In 2012, the game was one of 14 video games selected by the Museum of Modern Art as the basis for an intended collection of 40 games. The PlayStation 2, Xbox, and GameCube ports received scores ranging from 81.05% to 85.80% on GameRankings. Game Informer ranked it the 80th best game ever made in its 100th issue in 2001. In 2005, The Sims was inducted into GameSpots list of the greatest games of all time. In 2016, The Strong National Museum of Play inducted The Sims to its World Video Game Hall of Fame. In August 2016, The Sims placed 31st on Times "50 Best Video Games of All Time" list. In 2019, it was ranked 17th on The Guardians "50 Best Video Games of the 21st Century" list. Sales The Sims was released on February 4, 2000, and became a best-seller shortly after launch. It remained the country's No. 1 computer title in 2001, when it sold an additional 1.48 million units and earned another $60.4 million in revenue. In 2002, The Sims became the top-selling PC game in history at the time, displacing Myst by selling more than 6.3 million copies worldwide. By September 2004, the game and its expansions had sold 41 million copies worldwide. Next Generation ranked The Sims as the 45th highest-selling game launched for the PlayStation 2, Xbox, or GameCube between January 2000 and July 2006 in the United States. To date, the Sims had sold more than 70 million copies worldwide making it one of the best selling video games of all time. ==Sequels and legacy==
Sequels and legacy
The Sims was followed by the sequels The Sims 2 (2004), The Sims 3 (2009), and The Sims 4 (2014). The console versions of The Sims were each followed by a sequel, ''The Sims Bustin' Out (2003), and a spin-off game, The Urbz: Sims in the City (2004). These versions incorporate some features of later PC expansion packs, and Bustin' Out adds a multiplayer mode supporting two simultaneous players. When completing the game, Will Wright dedicated The Sims'' to the late Danielle Bunten Berry, an influential trans game designer known for her innovation and contributions to multiplayer gaming. ==See also==
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