Consumed by nostalgia since reading the news about a live-action The Sims film coming from LuckyChap, the production company of Margot Robbie. This video game played a significant role in my childhood since my first encounter in 2009. Those were the days when I used to play The Sims 2 Pets relentlessly, experimenting with varied families and houses. The addiction was contagious; even my parents took turns playing, with my mother contributing to the gnome cheat. In those golden days, the games weren't available in my mother tongue, Brazilian Portuguese. However, they became an unexpected portal, an unconventional route to enrich my vocabulary in the English language. Like any other Thursday, let’s throwback together!
Let’s start from the beginning. Will Wright, the game designer, found inspiration for creating a “virtual doll house” after enduring the loss of his home during the Oakland firestorm of 1991. In the process of rebuilding his life from scratch, including his home and possessions, he began to contemplate transforming this life-altering experience into a game. Initially, Wright presented his ideas to the Maxis board of directors, who greeted them with scepticism and provided minimal support or funding for the game. However, upon the acquisition of Maxis by Electronic Arts in 1997, the directors at EA proved to be more open-minded. Having witnessed the tremendous success of SimCity, they recognized the potential for establishing a robust Sim franchise and thus showed greater receptiveness to Wright's vision. His idea behind the revered simulation game was to create a satire of U.S. consumer culture.
SimCity, the groundbreaking city-building game released in 1989, spawned numerous sequels and spin-offs, including The Sims series. Initially developed by Maxis independently, the franchise was later acquired by Electronic Arts in 1997, remaining under their ownership until 2003. Throughout the 2000s, EA commissioned spin-offs from other developers, primarily for console and mobile platforms. However, a highly criticized 2013 reboot by EA-Maxis resulted in what's considered one of the most disastrous launches in gaming history. This setback potentially contributed to the closure of Maxis Emeryville in 2015, effectively ending the franchise.
The Sims was the inaugural game in the series, released in the early 2000s. Initially available for Microsoft Windows, it featured dimetric projections and offered players an open-ended simulation of the daily activities of one or more virtual people in a suburban area. The Sims allowed players to create and control virtual characters, or Sims, and guide them through various aspects of life. The game was well-received and was subsequently repackaged in several different formats. Additionally, it received seven expansion packs, which introduced new features, gameplay elements, and content to enhance the player experience.
In 2002, The Sims achieved a milestone by selling more than 6.3 million copies worldwide, surpassing Myst as the best-selling PC game in history at the time. Its popularity captivated a generation and fostered a vibrant community of players with user-generated content and online gamers. Today, The Sims holds a significant place in gaming history and continues to evoke cherished memories for many.
The Sims 2 was released in 2004 for PC platforms and later ported to various gaming consoles and handheld devices. Setting itself apart from its predecessor, it introduced a 3D environment where Sims would age through seven life stages, from infancy to elder age and eventual death. The game also introduced the aspiration personality system, which exhibited Sims' wants and fears, and included the introduction of the days of the week. In total, eight expansion packs and nine stuff packs were released, adding new content and features to enhance the gameplay experience.
The Sims 3 was released in 2009 for Microsoft Windows platforms and later ported to various gaming consoles and handheld devices. It stood out as the largest release in PC gaming history at the time, selling 1.4 million copies in the first week alone. Setting itself apart from its predecessors, The Sims 3 introduced an open world, improved Sim creation tools, enhanced build and buy mode functions, and the introduction of wishes and goals for Sims to pursue. In total, the game received eleven expansion packs, which added new content and features to expand the gameplay experience.
While not officially owned by EA, there were versions of The Sims designed for Facebook, as well as two mobile versions of the game. These versions differed from the PC versions, as they were energy-driven with missions to complete in order to level up and explore further. Additionally, being online platforms, they fostered a sense of community.
The Sims 4 was released in 2014 for PC platforms and later ported to various gaming consoles. The game transitioned to a free-to-play model in 2022. To date, it has seen the release of fifteen expansion packs, twelve game packs, nineteen stuff packs, and twenty-five kits, with updates continually adding new content such as basements, ghosts, pools, modular stairs, toddlers, new careers, terrain tools, additional skin tones, bunk beds, and infants.Distinguished from previous games, The Sims 4 takes a diverse approach, departing from the emulation of American suburbs seen in its predecessors. Instead, its creators draw inspiration from a wide range of cultures and backgrounds, reflecting the diversity of its audience. This inclusivity is evident throughout the game, whether in the Create a Sim mode or in the details of gameplay, contributing to its broad appeal to various groups of people.
In addition to the references to various groups of people within the game series as a whole, The Sims franchise incorporates intertextual elements that enhance the gaming experience. These include characters and objects inspired by pop culture, such as celebrities, iconic landmarks, and recognizable items from movies, television shows, and literature. Moreover, many of the songs played in the game are sung in Simlish, the fictional language created for The Sims series. While some of these songs are original compositions specifically crafted for the game, others are Simlish versions of real-world songs.
The Sims franchise may be one of the first games to put non-playable characters (NPCs) in the spotlight. Throughout the series, NPCs hold a rich backstory that unfolds within the game itself, often within their own homes. Each NPC brings their own unique backstory, personality, and thematic elements that add depth and complexity to the overall gaming experience. Furthermore, they often hold symbolic significance. For instance, Don Lothario is a reference to the Spanish Literature classic “Don Quixote”, embodying a character who obsessively seduces and deceives women. However, this portrayal perpetuates stereotypes regarding the Latino community. The Goth family, with their gothic appearance and wealthy background, embody themes of darkness, mystery, and aristocracy, reflecting gothic literature and Victorian-era aesthetics. On the other hand, Bob and Betty Newbie represent the quintessential "average" Sims family, symbolizing themes of suburban life, domesticity, and middle-class values.
A sandbox game is a type of video game where players have considerable freedom to explore and interact with the game world in a non-linear manner; The Sims is an example of such a game. Sandbox games offer numerous benefits, including promoting creativity and relaxation, fostering social interaction, and enhancing cognitive development. These games provide players with a unique opportunity to explore, create, and engage with virtual worlds in sensory ways that can have positive effects on their mental well-being. Moreover, sandbox games encompass a wide range of mental, emotional, social, and cognitive aspects, making them valuable tools for entertainment, education, and personal development.
On the other hand, The Sims games can lead to excessive time spent playing, potentially causing players to neglect other responsibilities or activities in their lives and fostering unrealistic expectations or comparisons. Some players may use The Sims as a form of escapism, retreating into the virtual world to avoid dealing with real-life challenges or issues. Additionally, the addictive nature of The Sims games, with their focus on goal setting, achievement, and continuous gameplay, can further exacerbate these tendencies.
In addition to other considerations, The Sims series has faced controversy regarding the sale of downloadable content (DLC) and expansion packs. This monetization strategy reflects a capitalist approach, wherein revenue is generated through the continuous sale of additional content to players. While this model allows for ongoing support and development of the game, it also incentivizes players to spend more money to access the full range of content, which may not be affordable for all players. Additionally, the company's responsiveness to community feedback has been questioned, despite providing interactive tools to encourage player involvement in the game's development. Furthermore, The Sims games may inadvertently reinforce materialistic values and consumerist behaviours among players, given the emphasis on acquiring material possessions and building wealth within the game.
In the following year, 2025, The Sims will celebrate its quarter-century anniversary with the release of its fifth edition. Coincidentally, this marks the launch of its biggest competitor, Paralives. Despite numerous attempts over the years by other games, The Sims has remained the number one simulation game. However, Paralives is poised to stand out from the crowd. Although still in development, Paralives promises not to have paid DLCs, offering a different approach to game monetization. Based on what has been shared so far, it seems to offer a unique experience, presenting itself as a viable alternative to The Sims.
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