The satisfaction of the meal (determined by the quantity of the meal and, if cooking, both the skills of the chef and the quality of the preparatory objects) determines how much of the Hunger meter replenishes, If the Hunger meter fully depletes for some time, then the Sim dies of starvation. Hunger - The Sim's physical nourishment, which depletes over time.(At some points, these Sims may even fight, sometimes leading to neighbors moving out). These Sims also have negative social interactions with other Sims, especially if those Sims are also irritable. Irritable Sims lack the motivation to do things, even if indirectly controlled by the player.
Sims with a negative mood are affected in everything they do. If the 'Free Will' option is enabled, then the Sim will automatically perform actions to satisfy needs that are in a critical state. These needs are usually replenished by interacting with objects, and usually deplete over time. Needs and MoodsĮach Sim has eight basic needs, which affect both the vitality and the mood of the Sim. For example, Sims that are more Active tend to excel in careers based on physical exertion (thanks to faster gain in the Body skill) and has slower Energy depletion (at the cost of faster Hunger meter depletion) while Sims that are more Lazy tend to excel in careers based on mental exertion (thanks to faster gain in the Logic skill) and has slower Hunger depletion (at the cost of an Energy meter that is fast to deplete and slow to replenish). There are no positive or negative sides to each trait, as both have benefits and drawbacks. Physical Activity (from Lazy to Active)Įach personality trait dictates how each Sim responds to certain situations, while sometimes granting them extra options in social and object interactions.Characteristics and Personality TraitsĮach Sim has basic physical characteristics, such as gender, age (Child or Adult), body tone, facial features, and casual clothing, and have five customizable personality traits (on a scale between 0 and 10, first determined by a chosen Zodiac sign): Players start out by choosing a Sim family (either a pre-existing family or one created from scratch) from the "family bin" and, with §20,000 to start, picks a vacant lot (either completely empty or pre-constructed and pre-furnished) in the ten-lot street of Sim Lane. Players can also become architects and home decorators by constructing and furnishing the homes of each Sim family (at the cost of the family's funds, known as Simoleans, or §). By interacting with objects and making choices, players indirectly control one or more Sims (semi-autonomous suburban dwellers), attempting to meet their personal needs while experimenting with new opportunities (such as social relationships and career advancement).
There is no concrete objective to The Sims.
The original game was also released on consoles ( PlayStation 2 on January 12, 2003, Xbox on March 24, 2003, and GameCube on March 25, 2003), featuring full 3D camera controls, a full 3D environment (with the limitation of a certain amount of items and one floor story), and a new single player campaign known as "Get a Life" mode. Players also have the ability to construct and furnish the houses of their controlled Sims.Īlong with numerous expansion packs and re-releases, the game spawned several sequels and numerous spin-offs (such as The Urbz: Sims in the City, MySims, and The Sims Medieval). Players are given indirect control of one or more Sims (semi-autonomous suburban dwellers) as they try to satisfy the Sims' basic needs while guiding them towards an effective life.
The Sims is an isometric open-ended life simulation game developed by Maxis and published by Electronic Arts for the PC and Mac on February 4, 2000.