Maxis is known for making some of the most addictive games of micro
management in the industry. Their latest title, The Sims, is thankfully
no different. While this title is noticeably less
stat-heavy when compared to Sim City 3000, that by no means makes it
less involved. The level of detail in The Sims is astounding, and this
extra attention Maxis put into developing this
game will surprise the player more than once when managing their Sim
Family.
There are many examples I could describe to you, but the one that sticks
out the most in my mind has to do with the toilet. Now most people are
familiar with the on going feud between
men and women regarding the position of the toilet seat. One night I was
hanging out with some of the Sims from around the neighborhood and one
of them left the toilet seat up. My
female sim proceeded to get upset when she had to put the lid down
before she took her turn. Now for some that may not be as humorous as it
was for me, but who would think to add
something like that?
With all these little hidden quirks that so accurately mimic behavior of
people I know, it can be seen that a lot of importance was placed on
attitude and emotion, and less on finances
and space management. Sims can and will get angry, sad, confused, happy,
and even violent. I suspect a few of you read my brief description of my
first Sims, The Evils. As mentioned in
that particular article, I decided to create a new Sim that had stronger
qualities. Since The Evils still existed in my little neighborhood, they
proceeded to harass my new Sim. Of course the
option is always open to ignore people that come to your door, but I
figured Kane Evil was a changed man. No sooner had I let him in, he was
slapping my new Sim around. There was a
large fight indicated by a cloud of smoke and appropriate limbs popping
in and out, and its resolution left my new Sim crying and depressed.
In my experience with the title, that is probably the best example I can
give that shows how much interactions with other Sims in the area
matter. This interaction is stressed when a player
needs to advance their Sim in the chosen career by making new friends.
As positive relationships develop between the player's Sims, new actions
open up, which include backrubs,
kissing, dancing, tickling, and joking. If enough attention is spent on
a relationship between two Sims, they can even get married and have a
child.
Sims are governed by a mood. There are variables that must be considered
when managing a Sim's day. Hunger, Fun, Comfort, Energy, Bladder, Social
and Hygiene all need to be attended
to. If these stats start to dwindle, the player's Sims will get irate,
and refuse to participate in work and even finding a new job after they
are fired for missing work. The social and fun bar
can be affected by simply talking with other Sims. The most effective
way to accommodate this is to have a roommate. The other variables can
be positively affected by many of the items a
player can buy for their Sims. For example, a Sim can have more fun by
watching a big flatscreen TV, or playing pool with some friends, while
the most extravagant bathtub will do the best job at cleaning the Sim as
quickly as possible.
While same sex relationships are allowed in The Sims, same sex
marriages are not. Since Sims cannot have a child out of wedlock, the
option to adopt is open to all the same sex
couples that are unable to tie the knot. Raising children opens up a new
set of possibilities that are not available with adult Sims, and this
adds some nice realism and variety to the title.
Time management is ultimately the key to playing The Sims. There are
three speeds the game can run at, yet the only two that seem functional
are slow and very fast. My only real
problem with this title has to be with the passage of time. Even in
slow, the time goes by pretty fast. The demands of work, a social life,
and finances are all crammed into a rather short
day. Of course a person must also take into account that a Sim needs the
appropriate amount of sleep to be in a good mood, as well as have time
to improve their skills. There is also an
absence of weekends, but if a Sim is performing well at work a player
can simply allow them to skip a day. All the events of the day can seem
a bit cramped but there is also a pause option
that still allows the player to queue up actions for the Sim to carry
out.
As a Sim acquires wealth and decorates their house with nothing but the
best, there is also a cost effective way to add on to their dwelling.
Using the house editor players can easily add
whole expansions to even modest sized homes and create everything from
scratch. Completely new houses can be added to the Sim neighborhood at
any time, and removed just as
easily. This brings up interesting features Maxis has allowed for this
title. They plan to constantly add new items (fully interactive with
your sims), as well as new houses to
www.thesims.com for download. There is also a plan to allow players to
distribute their Sim families on the web. The possibilities this adds to
the replay value of the title is almost mind
boggling.
From a pure technical standpoint The Sims performs quite well. The game
is made up of real-time polygon Sim character models interacting with
pre-rendered items. Much like Sim City 3000, as the
players possessions and property expand, the burden on the hardware
increases. Even in smaller houses the scrolling is noticeably choppy,
but not so much as it hinder the gameplay.
The controls are all point and click operations which operate around a
series of circular pop up menus and a static set of options that are
placed right next to a Sim's mood statistics.
Maxis also took advantage of EAX, which does a great job emulating the
changes of sound effected by distance. Players can even place their own mp3 files into
the sound directories and have their Sims listen to the mp3 audio on their radio.
A person needs to be careful. The Sims will take over your life if you
let it. Once you start this game you will find yourself thinking about
it constantly. You will start caring about your
Sim's well being, putting their needs first. This, however, has always
been the trademark of any title from Maxis. The Sims is a fantastic
title that you will need to clear an appropriate
amount of time for. I would suggest six whole months.
-- Ryan Thompson