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The Sims 2

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Revision as of 16:56, 26 October 2007 by ClueBot (talk | contribs) (Reverting possible vandalism by Special:Contributions/195.131.199.163 to version by 82.45.47.60. If this is a mistake, report it. Thanks, ClueBot. (41989) (Bot))(diff) ← Previous revision | Latest revision (diff) | Newer revision → (diff) This article is about the computer game. For console releases, see The Sims 2 (console game). 2004 video game
The Sims 2
North American cover
Developer(s)Maxis
Publisher(s)EA Games (PC)
Aspyr (Mac)
Designer(s)Jamar Sloley, Patrick J. Barrett III, Matthew C. Brown, Cooper Buckingham, Kacper Centowski, Jenna Chalmers, Shannon Copur, Michael Cox, Amy Dallas, Kevin Gibson, Daniel Hiatt, Kevin Hogan, Hunter Howe, Creighton Hurt, Trevor Jalowitz, Lyndsay McGaw, Ashley Monif, Solveig Pederson, Todd Reamon, Kana Ryan, Lauren Wheeler, Jeannie Yang
EngineCustom
Platform(s)Mac OS X, Windows
ReleaseWindows

,


Mac OS X
June 13, 2005
Genre(s)Life simulation game
Mode(s)Single player

The Sims 2 is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game, The Sims, which debuted on December 14, 2000. It was released on September 17, 2004; becoming an instant success, having sold a then-record one million copies in its first ten days. Along with the core game, Electronic Arts has released six expansion packs and six stuff packs with one stuff pack due to be released in late 2007. Mark Mothersbaugh composed the music for the game.

The Sims 2 generally follows the same concept as The Sims. The players control their Sims, as they interact with their virtual surroundings, engaging in various different activities and forming relationships in a manner similar to real life. Unlike its predecessor, The Sims 2 does not have a defined final goal; gameplay is open-ended. They do, however, have life goals, wants and fears, the fulfillment of which can have good or bad effects. There is also a wide-range of cheats to be used. All Sims age, and generally live up to sixty five Sim days, if the controller treats their Sim well.

The Sims 2 builds on its predecessor by allowing Sims, the simulated human characters, to age through six stages of life and incorporating a more powerful 3D graphics engine. As of July 2007, the base game has sold more than 13 million units worldwide, making it the 2nd best selling PC game of all time, only behind the original The Sims. A sequel, The Sims 3, was announced in November 2006 by EA to be released sometime in 2009.

Gameplay

Sims are the characters a player controls, and are the main drive for The Sims 2's open gameplay. A player's Sims can experience a life generally reflective of reality through events such as working, marrying, having children, having children out of wedlock, adoption, learning new skills, having intimate encounters (both heterosexual and homosexual), partying, eventually dying, and other.

Physiology

Like humans, Sims operate based on certain drives: they have needs, develop dreams and goals, and exhibit personality. They can progress through six life stages: baby, toddler, child, teen, adult and elder (the expansion pack The Sims 2: University has an additional life stage, Young Adult, for Sims who choose to attend college). Sims die naturally after a certain number of days in the elder life stage, determined by how high their Aspiration Score was when they first became Elders. The different life stages present different challenges that the player must overcome, such as the slower movement of Elders, children not being able to cook, and constant crying of Babies.

As in the original game, Sims are driven by their Needs. Sims have up to eight Needs (or "motives") depending on their age, ranging from tangible needs such as "Bladder" (the need to urinate) and Energy (the need to sleep), to more ephemeral qualities such as "Social" contact and a pleasant "environment". These needs are displayed graphically with meters that change from green (full) to red (low), and a Sim with an empty meter will either require or insist on action which fills it (for instance, if the Hunger meter is low, a Sim will go to the refrigerator and "stuff face", or the user can direct them to cook something). Some empty meters also cause actions (a Sim with an empty Energy meter will pass out; a teen, adult, or elder Sim with an empty Hunger meter will die (starving children and toddlers will be taken by a social worker); a Sim with an empty bladder meter will wet himself). These Needs are compiled into an overall "mood" meter, whose color is displayed by the diamond (called a "plumb-bob") that hovers above the active Sim's head.

New to The Sims 2 is "Aspiration", roughly analogous to self-esteem or life satisfaction. As toddlers and children, Sims aspire only to "Grow Up", but upon becoming teens, the player assigns to them one of five life aspirations: Family (befriending family members, marrying and raising a large family), Fortune (wealth and prestige), Knowledge (both book learning and life experience), Popularity (friends and socializing) and Romance (frequent and varied romantic interactions); with the Nightlife expansion, a sixth Aspiration was added, Pleasure (wanting to live life to the fullest). Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to "make a friend", aspiration points are allotted to the aspiration meter; conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter: the highest is platinum, then gold, two levels of green and two of red, with the meter depleting a small amount every few hours. Aspiration levels, along with "mood", determine complaisance: Sims with a platinum meter are fulfilled, docile and more willing to perform tasks they dislike, in addition to having their mood meter full ("Platinum Mood") regardless of their individual needs; Sims with red meters will often experience nervous breakdowns and require treatment from an automatically-summoned psychiatrist. Aspiration levels also determine the length of time a Sim will live as an Elder before death. Finally, the Sim's lifetime total of Aspiration points are recorded by the game, and can be used to purchase special objects that possess unique effects, such as providing free money or altering lifespan.

Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, which players can allocate 'points' into to control that Sim's personality; for example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work.

All Sims communicate in Simlish, first introduced in the original The Sims game. Simlish is a mix of several languages that communicates a Sim's emotions or reactions using tones of voice. This extends outside of characters; songs heard on the radio are also sung in Simlish.

Lifestyle

A Sim's life is very similar to a human's: after passing through infantile stages, he or she attends school, makes friends, may have a regular job, and achieves goals. Children must go to school or risk getting low grades and being taken away by a social worker. A Teen, Adult, or Elder Sim may have a career to earn a regular salary. Advancement in career tracks, such as business and science, requires achieving certain skill levels and maintaining a certain number of family friends.

Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, while lifetime relationships are reflective of a pair's relationship as a whole. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Romantic relationships are realized through marriage, both heterosexual and homosexual.

Sims can die in several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims can also meet premature ends by various means, such as electrocution, starving, disease, fly swarms, fright, fire, drowning or death by satellite. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memoriam is left on the lot, ghosts will haunt the household. Ghosts make it harder for a Sim to live by waking up easily frightened Sims, and can also scare a Sim to death.

After death, a Sim is no longer controllable and will be removed from the control interface. Death is carried out in The Sims 2 by the NPC Reaper, equipped with the uniform scythe and robes (not to mention a clipboard and cell phone). Sims can be saved from death (except dying of old age) if a friend begs the Grim Reaper for mercy. There is a better chance of saving the sim if there is a higher daily and lifetime relationship.

Other characters

There are three types of non-playable Sims:

  • "Townie" Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They visit the Community and Residential lots and can be interacted with just like any other Sim. With very few exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in, to be joined, or to be married.
  • Non-playable Sims that perform specific functions are called Non-player characters(NPCs). NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as Firemen and Caterer. Each role (Fireman, nanny, etc.) is played by several sims, from which the game randomly choses to visit the lot when needed, so as to enhance the realism of the game. Most NPCs may become a playable Sim through union or moving in. Their role, now empty, is automatically filled by a new NPC.
  • Special Non-playable characters are the Grim Reaper, Therapist, Social Bunny, Mrs. Crumplebottom, Stinky Skunk, Penguin, Headmaster, Social Worker and the Repo Man. Each of them has a special behavior.
  • A complete list of NPCs can be found here.

Habitation

Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another, unless you move the inhabited lot of the sim into the lots and houses bin, then move the selected house to the other neighborhood. In The Sims 2, three neighborhoods created by Maxis; Pleasantview, Strangetown and Veronaville, were included. The new neighborhood Riverblossom Hills was included with the Seasons expansion, and Bluewater Village (a "sub-neighborhood" that can be connected to an existing neighborhood) was included with Open for Business. Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and may visit community lots, which house recreational hangouts, such as pools and malls. The player can also create their own neighborhood from scratch. Pleasantview is a neighborhood with many of the characters from The Sims as well as some new additions, Strangetown is a neighborhood similar to the area around Area 51 and Veronaville is a neighborhood heavily influenced by the works of Shakespeare, particularly A Midsummer Night's Dream (with a family's surname being Summerdream) and Romeo and Juliet — featuring the title characters and the surnames have been changed from Capulet and Montague to Capp and Monty.

Plot

Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies, a family from the first game, in their family tree. The Goth family is a canon element in The Sims games. In this game, their daughter, Cassandra, from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and an impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants and the Burbs. One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother. Alexander Goth, the young son of Mortimer and Bella Goth and Cassandra's little brother, was born before the game began. Similarly, Bella Goth has disappeared when the game begins and it is implied that she may either have been abducted by aliens or run away of her own free will. To add to this there is a townie character called Bella who walks the streets of Strangetown (another of the game's default neighborhood) and who is the spitting image of the disappeared Bella Goth.

History

Development

Controversy

Reception

Comparison to The Sims

File:Sims2 oct2005 house 2storyexecutive-732781.jpg
Compared to The Sims, the graphics of The Sims 2 are greatly improved.
File:Sims 2 3D.png
A shot of Pleasantview, one of the default neighborhoods

Graphically, The Sims 2 is more detailed and realistic than The Sims and lets players view its world in full 3D. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. In The Sims, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique, and Sims can smile, frown, and blink. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.


Game customization

Core game

Core game

Name Windows Release date (USA) Aspyr Media, Inc. Mac OS X port Release Features
The Sims 2 September 14, 2004 June 13, 2005 First release of the core game
The Sims 2: Special DVD Edition September 17, 2004 n/a Core game, Bonus DVD content
The Sims 2: Holiday Edition (2005) November 17, 2005 n/a Core game, content from The Sims 2: Holiday Party Pack
The Sims 2: Holiday Edition (2006) November, 2006 n/a Core game, content from The Sims 2: Happy Holiday Stuff
The Sims 2: Deluxe May 8, 2007 n/a Core game, The Sims 2: Nightlife, Bonus DVD
The Sims 2: Limited Edition September 4, 2007 n/a The Sims 2: Deluxe, The Sims 2: Bon Voyage

Expansion packs

The Sims 2 expansion packs provide additional game features and items. Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of "expansion neighborhood", a new mythical creature (e.g. zombies in University and vampires in Nightlife), and over 100 new objects. Six expansion packs have been released so far, with another hinted pertaining to the theme of "hobbies" set to be released in the Spring of 2008.

Name Windows Release date Mac OS X Release Major Additions Neighborhood Expansions New NPCs Creature
North America Europe
University March 1, 2005 March 2, 2005 December 12, 2005 Young Adult life stage (only accessible in college), lifetime wants, pranks, Influence, new careers only available to graduates College Towns, Dormitories Baristas, mascots, students, University staff and faculty (professors, cafeteria workers etc.) Zombies
Nightlife September 13, 2005 September 13, 2005 March 27, 2006 Dating/outing, Pleasure Aspiration, chemistry, drivable vehicles Downtown Gypsy Matchmaker, variety of "Downtown" employees (waiters, etc.) Vampires
Open for Business March 2, 2006 March 2, 2006 September 4, 2006 Businesses, business perks, talent badges, elevators, robots Shopping districts, Businesses Reporters, barbers Servos (robot)
Pets October 17, 2006 October 20, 2006 November 6, 2006 Dogs, Cats, Birds, Womrats, pet store lots, in-game encyclopedia None Animal Control Officers, Obedience Trainer, Wolves, Skunks Werewolves
Seasons February 28, 2007 March 2, 2007 June 11, 2007 Weather system, Outerwear, Seasons, fishing, gardening, additional careers Riverblossom Hills Neighborhood Garden Club Members, Penguins Plantsims
Bon
Voyage
September 4, 2007 September 7, 2007 December 2007 Hotels and Vacations in Tropical, Oriental and Woodland (Camping) Settings, Regional Typical Games, Traditions & Items as well as functional beaches Holiday Neighborhoods (Twikki Island - Beach, Three Lakes - Mountain and Takemizu Village - Far East) Fire Dancers, Concierges, Hotel Maids, Bellboys, Wise Old Man, Pirates, Pickpockets, tourguides and Ninjas Bigfoot (Only Male)
TBA Febuary 12th 2008 TBA TBA Hobbies TBA TBA TBA

Stuff packs

Main article: The Sims 2 Stuff packs

See also

References

External links

Official site

Producer journals

Resources


Sim video games
People
Related articles
Category

Template:SimUniverse

  1. "Mac OS X system requirements". Aspyr Media. Retrieved 2006-08-29.
  2. "Windows system requirements". EA Games. Retrieved 2006-08-29.
  3. Walker, Trey (2002-03-22). "The Sims overtakes Myst". GameSpot. Retrieved 2007-04-04.
  4. IMDb. "The Sims 2 trivia". Internet Movie Database. Retrieved 2007-04-04.
  5. "Bon Voyage Press Release". EA. 2007-07-26. Retrieved 2007-07-26.
  6. Thorsen, Tor (2006-11-02). "Sims 3, next-gen Black, new SimCity & LOTR coming". GameSpot. Retrieved 2007-04-04.
  7. Orry, James (2006-03-11). "Three new Sims games in development". Pro-G Media, UK. Retrieved 2007-04-04.
  8. Adams, Dan (2004-09-10). "The Sims 2 Review". IGN. Retrieved 2007-04-07.
  9. "Official The Sims 2 Website". 2007-04-12. Retrieved 2007-04-13.
  10. "Official The Sims 2 Website". 2007-09-04. Retrieved 2007-09-04.
  11. The Sims website with announcement of the Bon Voyage expansion
  12. The Sims 2 Community Chat
  13. Insert with Bon Voyage
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