Game Overview
Making a Sim
Creating a Sim involves choosing from skin color, gender, and a few body
types - the people range from medium height and thin to medium height and
not so thin. You assign your Sim characteristics, much like choosing
attributes in a role-playing game - you can distribute points between five
characteristics: neat, outgoing, active, playful, nice. Then, based on
the characteristics you ascribe the Sim, they are assigned an Astrological
sign, which the game instructs you to use to help find good matches for
that personality. This is the first game I've seen using any
astrology at all, let alone
an astrological shorthand for every character in the game. I'm curious
about how they came up with that! After studying interviews and
documentation on The Sims, the only explanation I can find is that The
Sims was developed in Northern California.
![The Sims Review [ This computer got top marks on FiringSims.com @ 800 x 600 ] > View Full-Size in another window.](images/9-s.jpg) This computer got top marks on FiringSims.com
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![The Sims Review [ What the program doesn't understand is that I'm systematically denying my Sim pleasure @ 800 x 600 ] > View Full-Size in another window.](images/10-s.jpg) What the program doesn't understand is that I'm systematically denying my Sim pleasure
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Housing
Housing your Sims is almost another entire game within a game. There's
ample flexibility within the game's architectural tools, and the needs of
your Sims will encourage you to experiment with layout. Every once in a
while I found myself taking down the old wall paper and painting a whole
room another color - because you spend your game sessions staring at the
interior of the house, there's a lot of inspiration to redecorate.
Furnishings
Within the house are all the things that the Sims use. There's a chess
board which increases logic and fun. There's a couch which increases
energy, and can be used in conjunction with a TV to increase fun. There's
a computer which can be used to look for a job. A refrigerator supplies
food. A sink can be used to clean dishes or increase personal hygiene.
It's a decidedly object based view of the world - you control your
character by clicking on the items you want them to manipulate to their
benefit. Most time playing the Sims consists of watching Sims live and
sending them around the house to improve themselves and keep their mood up
by using the right sequences of goods and even people.
![The Sims Review [ This is the private hell of my first test case Sim @ 800 x 600 ] > View Full-Size in another window.](images/11-s.jpg) This is the private hell of my first test case Sim
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![The Sims Review [ So much for Sim research @ 800 x 600 ] > View Full-Size in another window.](images/12-s.jpg) So much for Sim research
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Careers
The life of work takes place in an unseen world outside of the house.
Your success at work is determined by your practicing certain job-related
skills and being "happy" - well fed, clean, entertained, related to,
rested and comfortable. If they are happy/satisfied enough when they go
off to work, they will begin to climb whichever career ladder they are on.
As they climb the ladder, most Sim careers will require of them that they
have a certain number of family friends. As your game progresses, you'll
find much of your time taken up by the management of neighborly relations.
These neighbors come from the other houses in the ten house neighborhood.
It will behoove you to create nine other houses and fill them with Sim
families so that the opportunities for social networking can keep pace
with the careers of your Sims. Of course, this is only important if you want them to rise to the top of their professions; an optional objective considering there is no
stated way to win The Sims.