For instance, the Goth family has aged significantly with Bella Goth mysteriously vanishing ("dying") at some point in the 25 years. The Sims 2 is set some 25 years after the original game. The game also features clear days of the week, with weekends when children can stay home from school and vacation days when adults can take time off work. The fulfillment of wants provides aspiration points, which can be used to purchase aspiration rewards. Consequently, the level of the aspiration meter determines the effectiveness of a Sim at completing tasks. Each Sim exhibits wants and fears according to its aspiration and personality. Another major feature is the aspiration system. Sims age through seven life stages, from infancy to old age and subsequent death. The sequel, developed by Maxis, takes place in a full 3D environment as opposed to the dimetric projection of the original game. The Sims had received seven expansion packs:Įlectronic Arts released The Sims 2 on September 14, 2004. By February 2005, the game had shipped 16 million copies worldwide. The original game, all seven expansion packs, and the two deluxe edition content packs constitute the first generation of the PC release. By March 22, 2002, The Sims had sold more than 6.3 million copies worldwide, surpassing Myst as the best-selling PC game in history at the time. It was repackaged in several different formats, and different versions of it were released on several different platforms. Seven expansion packs and two deluxe editions with exclusive content were released. ![]() The game used dimetric projection and featured open-ended simulation of the daily activities of one or more virtual persons ("Sims") in a suburban area near SimCity. Developed by Maxis and published by Electronic Arts, it was released for Microsoft Windows on February 4, 2000. The Sims was the first game in the series. 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. Wright has stated that The Sims was actually meant as a satire of U.S. 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. When Wright initially took his ideas to the Maxis board of directors, they were skeptical and gave little support or financing for the game. Replacing his home and his other possessions made him think about adapting that life experience into a game. 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. The Sims series is part of the larger Sim series, started by SimCity in 1989. Each successive expansion pack and game in the series augmented what the player could do with their Sims. Players can either place their Sims in pre-constructed homes or build them themselves. The player creates virtual people called "Sims," places them in houses, and helps direct their moods and satisfy their desires. ![]() ![]() 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 franchise has sold nearly 200 million copies worldwide, and it is one of the best-selling video game series of all time. The Sims is a series of life simulation video games developed by Maxis and published by Electronic Arts. Microsoft Windows, Mac OS, PlayStation 2, GameCube, Xbox, macOS, Game Boy Advance, Nintendo DS, PlayStation Portable, Java ME, BlackBerry OS, Bada, PlayStation 3, Xbox 360, Wii, Nintendo 3DS, macOS, PlayStation 4, Xbox One, iOS, Android, Windows Phone
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![]() Post college twenties? Everyone had their own apartments, and usually a lone guy or a couple would only have the one tv they shared. But college apartments? The tv in the living room of the apt had the consoles hooked up (if anyone had "gaming" systems in their bedrooms it was their computers). While the consoles were put away when not in use, everyone I knew would pull the console out to the fullest length of the cord from the tv and then sit at about the fullest length of the controller cord (though sometimes we'd have to pull separate stools or folding chairs up as the cords wouldn't reach most of the furniture.)Ĭollege age? Dorms are very small, so you could put the tv at one end and stand at the other and you'd be lucky to be 6 feet from the screen. If they wanted to play the Atari 2600 or the NES, they had to use the one tv. When I was a kid? Almost no one I knew (save some very wealthy families) had more than one tv. People use a living room TV for gaming? The TV I use is a 30'' Samsung in my room, which is relatively close to my bed, so I'm maybe 5-6 feet away from the screen at most.Ī living room TV would be a pain, because that would mean sharing. Especially with the larger screens (and when I say larger I'm even meaning like 32" as I'm speaking from over a decade+ of experience, not just recent time) I've rarely experienced anyone placing furniture closer than 6 ft from the screen. ![]() Unless it was a crowded dorm room or very small apartment, most people seem to set their couch and chairs a good 6 to 8 feet from the screen, with some seating further back. For most console gaming I've done / I've seen others do, it's usually the distance from the tv that they watch tv. |
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