![]() In particular whether they thought buying things would fulfill their wants and needs enough to make them happy. As they began the process of replacing their belongings, Wright wondered why people bought things. The Wright family lost their home to a fire in the early' 90s. As with any long-running video game series, The Sims has had its ups and downs, as has Will Wright, developer Maxis, and publisher EA, and these highs and lows are also thoroughly covered.įor those that would rather see a video, we have a 30-minute look back at The History of The Sims, which covers the same touch points and delves much deeper into the history. This gallery starts at the very beginning, looking at the game that sparked the idea for The Sims, how creator Will Wright explored his burgeoning ideas further, and-eventually-the creation of The Sims. 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. ![]() The Sims filled a niche that no one knew existed, becoming both a video game and cultural phenomenon. Players have complained that Sims in the earlier versions of the game felt more like "real people" compared to their robotic, high-graphics Sims 4 counterparts.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. Almost all Sims act the same regardless of the traits they have. Sims have four traits each, and while some come with more dramatic in-game interactions - e.g., a "slob" won't autonomously do dishes after eating - generally speaking, they don't have a vast or dramatic effect on anything that occurs. Personalities are comparatively flatter in the Sims 4. In Sims 3, personalities were less animated, but they still had more impact. If a Sim was "sloppy," for example, they were liable to eat from the garbage or lick empty plates clean autonomously. Sims' personality traits would have a significant impact on their behavior in-game. The Sims 2 had massive potential in terms of personalities for each Sim Sims' personalities could change and develop over time in-game, depending on the influences they are exposed to in their life. The lack of vehicles is felt to detract from the realism present in earlier iterations of the game. In the absence of an open world, when Sims travel outside their home lot, they run to the edge of the map, and the game then cuts to a load screen. If Sims did not have a car or were too young to drive, they would take a taxi or ride a bicycle. The vehicles in the Sims 3 were less interactive, but even so, they were an essential element of the game, and you could follow Sims as they drove around the open map. Finally, the Free Time expansion pack even offered a junk car that could be restored. Passengers could ride in the car and change the music on the stereo or turn the car's lights on while inside. When leaving or returning to their home lot, the vehicle could pull into and out of the driveway. Sims would open the doors and climb in and out. In Sims 2, cars were incredibly animated and interactive. Sims would also carpool to work, and children and teens would catch a bus to and from school. The Sims 2 and 3 had cars that the Sims could own and drive around town.
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