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- Players23 ratings

2003 · Expanded edition · Edge of Reality · Adventure · Role-playing
The Sims
Expanded edition
Home consoles version of The Sims.
- Released
- 14 January 2003
- Platforms
- GameCubePlayStation 2XboxmacOS
- Genres
- AdventureRole-playingSimulationStrategy
- Developers
- Edge of Reality
- Publishers
- Electronic Arts
- Modes
- Local multiplayerSingle-player
- Perspective
- First personThird personBird view / Isometric
- Themes
- FantasyComedySandboxRomance
About
The Sims is a series of life simulation video games developed by Maxis and published by Electronic Arts (EA). The franchise has sold nearly 200 million copies worldwide, and is one of the best-selling video game series of all time. It is also part of the larger Sim series, started by SimCity in 1989.
The games in the Sims series are largely sandbox games, in that they lack any defined goals (except for some later expansion packs and console versions which introduced this gameplay style). The player creates virtual people called "Sims", places them in houses, and helps direct their moods and satisfy their desires. Players can either place their Sims in pre-constructed homes or build them themselves. Each successive expansion pack and game in the series augmented what the player could do with their Sims.
›Story
"Get a Life" Mode requires the player's character to complete different objectives as they progress through life. They start out unemployed and living in Mom's house, and end with enough money to buy a yacht.
The articlegameplay, story, development, reception
Development
Game designer Will Wright was inspired to create a "virtual doll house" after losing his home during the Oakland firestorm of 1991 and subsequently rebuilding his life. Replacing his home and his other possessions made him think about adapting that life experience into a game. When Wright initially took his ideas to the Maxis board of directors, they were skeptical and gave little support or financing for the game. The directors at Electronic Arts, which bought Maxis in 1997, were more receptive—SimCity had been a great success for them, and they foresaw the possibility of building a strong Sim franchise.
Wright has stated that The Sims was meant as a satire of U.S. consumer culture. Wright took ideas from the 1977 architecture and urban design book A Pattern Language, American psychologist Abraham Maslow's 1943 paper A Theory of Human Motivation and his hierarchy of needs, and Charles Hampden-Turner's Maps of the Mind to develop a model for the game's artificial intelligence.
Legacy
The success of The Sims has resulted in Guinness World Records awarding the series numerous world records, including, as of 2017, "Most Expansion Packs for a Videogame Series" and "Best Selling PC Game Series", with sales estimates ranging from 36 to 50 million units. The series ranks 10th among the best-selling video game franchises of all times, with a sales figure of over 200 million combining all the entries in the series. As of October 2019, all The Sims games combined generated lifetime sales of more than US$5 billion.
A live-action drama film based upon the franchise was announced in 2007. Film rights to The Sims had been purchased by 20th Century Fox in the same year. It was to be written by Brian Lynch and produced by John Davis, and the film remained in development hell for a number of years. In 2019, following the acquisition of 21st Century Fox by Disney, the film along with numerous other video game-based movies in development at Fox were canceled.
Releases by platformdates and regions as published
Editions and related releases
- Part of
- The Sims
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Collections5 collections
Platform libraries
Development status
- Games in developmentIn development
- Games in developmentVideo game-based film and television releases › In production
Genres
- Simulation gamesLife simulation
Reception and records
Description adapted from its source, CC BY-SA 4.0.