Documente Academic
Documente Profesional
Documente Cultură
Publisher(s) Designer(s) Series Platform(s) Genre(s) Mode(s) Electronic Arts Will Wright
The Sims
Microsoft Windows, Mac OS, PlayStation 2, Xbox, GameCube Life simulation Single-player
Rating(s)
CD-ROM (Microsoft Windows, Mac OS, Linux) Media/distribut DVD (PlayStation 2, Xbox) ion Nintendo GameCube disc (Nintendo GameCube)
The Sims is a strategic life-simulation video game developed by Maxis and published by Electronic Arts. Its development was led by game designer Will Wright, also known for developing SimCity. It is a simulation of the daily activities of one or more virtual
persons ("Sims") in a suburban household near SimCity. [edit] Neighborhood screen, Build and Buy modes When the game begins, each family will start off with 20,000 Simoleons (regardless of its number of members). These funds can be used to purchase a small house or vacant lot on the Neighborhood screen. Once a lot is purchased, a house can be built or remodeled in Build mode, and/or purchase or move furniture in the Buy mode. All architectural features and furnishings customizable in the Build and Buy modes follow a square tile system in which items must be placed on a tile
The player can make decisions about time spent in skill development, such as exercise, reading, creativity, and logic, by adding activities to the daily agenda of the Sims. Daily needs such as hygiene maintenance and eating can and must also be scheduled. Although Sims can autonomously perform these actions, they may not prioritize them effectively.In addition to fulfilling their needs, Sims need to maintain balanced budgets. The most conventional method of generating an income is to obtain a job. Example: Business, Entertainment, Law Enforcement, Crime, Medicine, Military, Politics, and Science. The first game of The Sims series has several limitations, most notably that children 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. If they miss too many days
of school or fail, they are transported away to a military academy indefinitely. Because children cannot prepare food or earn money, nor room with another adult Sim, they cannot sustain life on their own if their adult guardians die.
In 2002, The Sims became the top-selling PC game in history, displacing the game Myst, by selling more than 6.3 million copies worldwide.[2] [ Simlish language Simlish is a fictional language
Example: