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The Sims cover

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

PlatformReleasedRegions
PlayStation 214 January 2003North America · Europe 31 January 2003 · Japan 29 May 2003
Xbox25 March 2003North America · Europe 4 April 2003
GameCube25 March 2003North America · Europe 4 April 2003

Editions and related releases

Part of
The Sims

Games like this

Collections5 collections

Platform libraries

Development status

Genres

Reception and records

Description adapted from its source, CC BY-SA 4.0.