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The Sims is an isometric open-ended life simulation game developed by Maxis and published by Electronic Arts (Company) for the PC (Platform) and Mac (Platform) on February 4, 2000. Players are given indirect control of one or more Sims (Concept) (semi-autonomous suburban dwellers) as they try to satisfy the Sims' basic needs while guiding them towards an effective life. Players also have the ability to construct and furnish the houses of their controlled Sims.
Along with numerous expansion packs and re-releases, the game spawned several sequels and numerous spin-offs (such as The Urbz: Sims in the City, MySims (Franchise), and The Sims Medieval (Game)). The original game was also released on consoles (PlayStation 2 (Platform) on January 12, 2003, Xbox (Platform) on March 24, 2003, and GameCube (Platform) on March 25, 2003), featuring full 3D camera controls, a full 3D environment (with the limitation of a certain amount of items and one floor story), and a new single player campaign known as "Get a Life" mode.
There is no concrete objective to The Sims. By interacting with objects and making choices, players indirectly control one or more Sims (semi-autonomous suburban dwellers), attempting to meet their personal needs while experimenting with new opportunities (such as social relationships and career advancement). Players can also become architects and home decorators by constructing and furnishing the homes of each Sim family (at the cost of the family's funds, known as Simoleans, or §).
Players start out by choosing a Sim family (either a pre-existing family or one created from scratch) from the "family bin" and, with §20,000 to start, picks a vacant lot (either completely empty or pre-constructed and pre-furnished) in the ten-lot street of Sim Lane.
Each Sim has basic physical characteristics, such as gender, age (Child or Adult), body tone, facial features, and casual clothing, and have five customizable personality traits (on a scale between 0 and 10, first determined by a chosen Zodiac (Concept) sign):
Each personality trait dictates how each Sim responds to certain situations, while sometimes granting them extra options in social and object interactions. There are no positive or negative sides to each trait, as both have benefits and drawbacks. For example, Sims that are more Active tend to excel in careers based on physical exertion (thanks to faster gain in the Body skill) and has slower Energy depletion (at the cost of faster Hunger meter depletion) while Sims that are more Lazy tend to excel in careers based on mental exertion (thanks to faster gain in the Logic skill) and has slower Hunger depletion (at the cost of an Energy meter that is fast to deplete and slow to replenish).
Each Sim has eight basic needs, which affect both the vitality and the mood of the Sim. These needs are usually replenished by interacting with objects, and usually deplete over time. If the 'Free Will' option is enabled, then the Sim will automatically perform actions to satisfy needs that are in a critical state.
Sims with a negative mood are affected in everything they do. Irritable Sims lack the motivation to do things, even if indirectly controlled by the player. These Sims also have negative social interactions with other Sims, especially if those Sims are also irritable. (At some points, these Sims may even fight, sometimes leading to neighbors moving out).
Throughout the game, the player may allow their Sim to become employed, and climb the career ranks. To excel in their careers, Sims would have to gain a certain amount of skill, so that they may gain the necessary skills to advance (much like real life).
The skills are:
A Sim's personality would determine how fast they would be able to build a skill. For example, a serious Sim would excel in the Logic skill, an active Sim would excel in the Body skill, and so forth.
Sim children didn't have careers, but they did have to go to school. Too many school days missed or constant low grades would result in military school.
As mentioned before, there is no objective in the game (which means there is no winning), but there is a way of losing. The most obvious would be starvation, or burning up in a cooking accident (more are added on as the expansion packs were released). Once a Sim died, their grave remained on the lot, and would float through the house during the night times. A living Sim could interact with a dead Sim, though not directly - for example, if the dead Sim had a bad relationship with the living Sim, the ghost could easily haunt them.
The main neighborhood of The Sims (also known as Neighborhood 1) features a community of ten large lots set around a large, circular street known as Sim Lane. The neighborhood was later expanded in The Sims: Unleashed to be part of a larger neighborhood called Old Town. Eight of the ten lots are vacant from the start, with the other two being occupied by the Newbie and Goth families.
The game comes with five pre-loaded families that the player can choose to control. Two of these families already start in the neighborhood (the Newbies and the Goths), while the other three are in the "family bin".
Living on 7 Sim Lane, the Newbies are an unemployed couple that serves as the tutorial family for new players. The tutorial starts with only Bob, with Betty entering the family at a later point. (If the player ends the tutorial before Betty joins, then the player can continue playing the normal game with only Bob).
Living on 5 Sim Lane, the Goths are a typical family of three (with scientist husband Mortimer, wife Bella, and daughter Cassandra).
From the family bin, the Bachelor household starts out with only one member: a recent college graduate named Michael.
From the family bin, the Pleasants are a stereotypical "perfect" upper-middle class family, consisting of a military husband (Jeff), housewife (Diane), son (Daniel), and daughter (Jennifer).
From the family bin, the Roomies household consists of two female roommates: Chris and Melissa (known in the console versions as Chris Jones and Melissa Smith).