Players can also choose to pursue a social and successful life.
The games development was led by Will Wright and the game was a follow-up to Wrights earlier SimCity series; Wright was inspired to create the game by Christopher Alexanders 1977 book A Pattern Language, and Scott McClouds 1993 book Understanding Comics later played a role in the games design.
Seven expansion packs were released from 2000 to 2003, each of which added new items, characters, skins, and features.
Upon release, it garnered generally positive reviews and was described by Wright as being successful in attracting casual and female gamers.
It also won several awards, and placed 31st on Times The 50 Best Video Games of All Time list.
Laughing monkey toy cracker barrelSeveral sequels were released - The Sims 2 in 2004, The Sims 3 in 2009, and The Sims 4 in 2014.
Gameplay The structure of the game is actually an agent-based artificial life program.
The presentation of the games artificial intelligence is advanced, and the Sims will respond to outside conditions independently, though often the players intervention is necessary to keep the Sims on the right track.
The Sims technically has unlimited replay value, in that there is no way to truly win the game, and the player can play over and over indefinitely.
Showhide text Sims are influenced by the player to interact with objects andor other Sims.
Sims may receive guests at their home lot, invited or not, from other playable lots or from unhoused non-player character (NPC) Sims.
If enabled in the games options, Sims have a certain amount of free will, allowing them to autonomously interact with their world.
However, the player can override most of these autonomous actions by cancelling them out in the action queue at the top of the screen.
Unlike the simulated environments in games such as SimCity, SimEarth or SimLife, Sims are not fully autonomous.
They are unable to take certain actions without specific commands, such as paying bills, finding a job, exercising, and conceiving children.
Sims communicate in a fictional language called Simlish, which is mostly composed of blowing raspberries and saying nonsense.
The player can make decisions about time spent in skill development, such as exercise, reading, creativity, and logic by adding activities to Sims daily agenda.
Daily needs such as hygiene and eating can and must also be scheduled.
Although Sims can autonomously perform these actions, they may not prioritize them effectively and can suffer consequences for neglecting their own needs.
In addition, Sims must maintain balanced budgets and usually supplement an income by obtaining a job.
Sims may earn promotions by fulfilling skills and maintaining friendships with others for each level, which lead to new job titles, increased wages, and different work hours.
Bakugan online mmorpgAlternately, Sims may create and sell various artwork and items at home.
In addition, Sims can leave the game for good and never return, or two adult Sims with a bad relationship may brawl, eventually resulting in one of them moving out.