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The Sims communicate with thought and speech balloons containing icons which
represent topics of discussion or what items that they want.A diamond-shaped
object which rotates above their heads slowly turns from bright green to dark
red as their mood worsens. Trying to balance their needs can be difficult;
theres no command which invites a friend over for dinner so that you can
fulfill the hunger and social needs all at once, so careful planning is in
order. As with many of Wrights previous games, The Sims requires constant
attentiveness if you want even a chance to succeed.
The Gaming World According to Wright
Failure in games is not only okay but crucial to a game being fun, Wright
explains. Whats very important, though, is that the failure needs to be
understandable (Why did I fail? How can I avoid it next time?) as well as
interesting. An NPC (non-player character) argument or fight is much more
interesting than a wrong buzzer sound.
Heres one way to see how important this is: Go online someplace where
players are discussing games. Notice how much of the discussion revolves
around failures theyve experienced in their games and how to avoid them. As
soon as you stop failing in a game, it tends to get boring fast.
Given Wrights years of experience in the videogame industry, its not
surprising that hes thought long and hard about what makes gamers and games
tick. He does a lot of thinking before he creates a game; in fact, The Sims
grew out of an earlier idea for a house building simulation which began
gestating in his mind eight years ago. When he decided he needed computer
people to use the homes, he discovered that watching them was far more
interesting, but he retained the original idea for the house building option
in The Sims.
Wright also does a lot of research. Influential books used to develop The
Sims include Maps of the Mind by Charles Hampton-Turner and Society of Mind
by Marvin Minsky. The original house building sim was inspired by an
architecture professor named Christopher Alexander, whose book A Pattern
Language sets forth 256 design rules for planning for everything from cities
to parks.
Zoning Space on the Western Spiral Arm
Now that The Sims has proven itself to be a smash hit with as much potential
as the original Sim City, Wright and his team at Maxis are working on a
multi-player version which he says is going to use the base simulation as a
starting point for a rather odd online world. He thinks the game is
successful because players have so much in it to project themselves on to.
In the meantime, hes also at work on a sim involving SETI (the search for
extra-terrestrial intelligence), which hes been researching for the past
three years. Specifics about the game are vague and have something to do with
his belief that humans are the only intelligent life in the Milky Way galaxy
and the first truly alien beings our race will meet will be the machines
which weve created.
Will has a unique take on the world, says Rogers, and I think thats what
makes his games so interesting. I dont think anyone has ever thought about
making games in quite the same way that he has. Its a testament to his
creativity that his games are so playable and addictive to a wide range of
people.
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Customizing your Sim
Each Sim has eight needs. The bar below each one fills green as that need is
satisfied and dips precariously into the red the longer you neglect that
area. Its a constant juggling act to keep all eight in the green.
Hunger All Sims need food to keep going. Buy a microwave if you prefer quick
meals.
Hygiene Regular showering and handwashing helps keep this need fulfilled.
Bladder Going to the bathroom is a requirement, but you wont see anything
under those blurred pixels.
Energy Sims can get energy by resting, sleeping and drinking coffee.
Fun Playing games and watching TV are just two ways Sims can have fun. You
can even switch among the types of programming on the TV, from horror to
cartoons.
Social The more Sims interact with each other, the more you will keep this
need in the green.
Room All Sims need plenty of space in their homes. They also love windows.
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Personality Traits
Each Sim also has five personality traits which determine how that Sim will
choose to spend his or her free time. When you create a Sim from scratch, you
get 25 points to distribute among these areas.
Neat Some Sims pick up after themselves and others have to be told to do it.
If you leave dirty dishes and trash lying around, flies show up and your
hygiene level drops.
Outgoing Not every Sim likes to talk with others. Some prefer to be alone,
but wheres the fun in that?
Active The less active a Sim is, the bigger the couch you should buy.
Playful Sims who are playful like to tell jokes and have fun.
Nice Just like in real life, not all Sims are nice. In fact, you may even
find yourself burglarized by a Sim who doesnt have any points in this
category. Luckily for you, there are burglar alarms available for purchase in
Buy mode.
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What you need
MacOS 8.1 or later
G3 processor at 233 MHz or faster (333 MHz recommended)
64 MB of Memory (96 MB recommended)
8X CD-ROM (16X recommended)
Hard drive, with 350 MB minimum free space
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Bonus Material
Once youve bought The Sims, be sure to visit Aspyr Media for additional furnishings and add-ons to extend your Sims pleasure. Most of the PC add-ons available from Maxis will work as well, simply unzip the files using Stuffit Expander.
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