The Sims , a serial that allows players to forge the lives of their creations from the cradle to the grave , has always been full of profound philosophical ideas . With the recent rerelease ofThe Sims 1and2for the 25th anniversaryof the series , I need to take a look back at the original game ’s manual , which guide to a surprising discovery : a reading list that explains the blueprint choice behind the first game .

To fully infer the design philosophy behindThe Sims , the developers left a ample list of book for players to fully understand the pick made during the game ’s development . Ranging from topics about construction and city planning to the centre of human consciousness , the development team forThe Simsleft behind a wealth of information for consecrated player to dive late into .

hide out in the very last pages ofThe Sims 1manual onInternet Archiveis a section titled ‘ Recommended Reading . ’This list of literature covers a wide range of matter , from dwelling house design and urban preparation to get hold erotic love and care for llamas . While a recitation list may seem a little unusual for a video game , its inclusion makes sense when player consider that the developer wanted to share the ideas behind their pioneering plot and face a deeper understanding of the inner working ofThe Sims .

The first Sims is quite different from its heir , so it can be necessary to attempt out tips to make it easier to keep these Sims glad .

Never before had a biz likeThe Simsexisted , where players could charter in every aspect of veridical life in a simulation , from humble job like fudge and cleaning to more in - deepness activities like building friendships and romances . While the plot can often lean more on the offbeat side of life , very realistic idea needed to be considered to create the small neighborhood and the citizens at bottom . Building off ofSimCity , literally and figuratively , The Simsneeded to fit out every tier of a somebody ’s hierarchy of needs , from providing food and shelter to self - actualization through career growth .

Bella Goth and imagery from Sims 1

Fittingly for the first game ’s horse sense of dry humour , the Word list comes with a warning : " Warning : all are filled with provocative ideas ; Maxis disavows any responsibility for encouraging deep persuasion . ”Each of the eleven titles informs some aspects ofThe Sims ’ game philosophy and design .

Constructing An Entire World For The Sims Required Big Ideas

Game Philosophy Ends Up Just Being Normal Philosophy

Sincethe inner and extinct workings of a Sim ’s life take to be considered and constructedwhen creatingThe Sims , it makes common sense that title likeTime for Life : The Surprising Ways Americans Use Their Timeby John P. Robinson andHidden Order : The Economics of Everyday Lifeby David F. Friedman were used for figuring out the basic ways Sims would apply their time and how the house economy would work . For relationships , get hold Your Perfect Loveby Arthur Clark and Cassandra Skouras is reference , a deed of conveyance focused on enrich sexual family relationship to their good capacity , an musical theme that sure shape the grandness of family relationship and human interaction inThe Sims .

In the first Sims , romantic relationships , marriage , and even give birth kids is dissimilar from the repose of the serial publication , but they ’re all still potential .

The most interesting book on the inclination is the very last , The User Illusion : Cutting Consciousness Down to Sizeby Tor Norretranders . This speculation on consciousness and how humans litigate their reality is a entrancing title when considering howThe Simsallows players to recreate God in a good sense , asthey create reality and select every conclusion for their creations up to the grave(and sometimes beyond ) .

The Sims Romantic Relationship Up

As Will Wright state in a late consultation with theNew York Times , “ A foresightful clip ago , I decide that secret plan design is applied psychological science . ”TakingThe User Illusion , which has a meet claim for its use in plot figure , andapplying the interrogative of awareness to a life simulator name for a surprisingly deep theme . This self-examining philosophy is only moderately undercut by the comprehension ofMaking the Most of Your Llamaby Linda C. Beattie , a book for novice llama owners , which seems to have no relevance toThe Simsbeyond the developers line up llamas funny .

The Sims Has Always Been A Criticism On Consumerism

Buying Happiness Usually Ends In Disaster

Since the beginning of the series , The Simshas always been critical of consumer culture , specifically in the United States . serial creator Will Wright explain some of his view on the game and their relation to the American Dream , saying , “ I never really thought of The Sims as inherently affirmative . I always considered The Sims slightly sardonically nostalgic for a past that never really survive . ”When looked at through that crystalline lens , the independent pursuit of the game , principally money , is open a deeper meaning , especially with all the intersection Sims take to buy to function .

From The Sim 2 on , make friendships is straightforward and often easy . However , that is n’t the case for The Sims 1 , where Friend are needed .

The Simshas always been specify by money , also known as Simoleons . The biz ’s core functions are building , purchasing , and gain , either through a vocation or through the game’sbest - cognize cheat code , Rosebud . The intact serial has always center on training Sims to meliorate themselves and work up a career , which in turn is the pursuit of money .

Two sims talking to each other on the street in The Sims Legacy Collection.

Players would arrive to translate that money literally does adequate happiness for their Sims .

The better items in the plot , normally signified by higher ranks than other choices , always cost more money , pull in the connection that money will always buy happiness . When purchase a idiot box that costs 10,000 and gives 9 Fun , it ready sense that players would come to understand that money literally does adequate felicity for their Simsin the limited clip they have before operate to work .

The Simsis notoriously difficult , especially compare to later entries in the serial , but making life unmanageable is completely the level . While the goal ofThe Simsis whatever the actor wants , most stock goals demand raise a home base and the product within , which refer directly to a Sim ’s felicity . The criticism of consumerism and the need for game design are tie to buying products . As Wright explained , “ You buy all these things . Fridges and TVs . And all these things foretell to make you happy . But at some point , they all start wear down . ”

A Sim from sims 4 looking amazed with sims 1 imagery

Custom image by Katarina Cimbaljevic

Source : NYTimes , Internet Archive

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