The Sims (PC) - Let's Play 1001 Games - Episode 372
Like a twisted god let's toy with some sims until we get bored and kill them all...
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Sims
from https://en.wikipedia.org/wiki/The_Sims_(video_game)
The Sims is a strategic life-simulation video game developed by Maxis and published by Electronic Arts in 2000. It is a simulation of the daily activities of one or more virtual people ("Sims") in a suburban household near a fictional city. The game's development was led by Will Wright and the game was a follow-up to Wright's earlier SimCity series. The Sims original series had a total of seven expansion packs produced from 2000 to 2003, with expansions adding new items, characters, skins, and features. The game has had several subsequent sequels; The Sims 2 in 2004, The Sims 3 in 2009, and The Sims 4 in 2014.
The original inspiration for The Sims was Christopher Alexander's 1977 book on architecture and urban design, A Pattern Language. Game designer Will Wright was inspired by the book's focus on functionality in architecture, as Alexander based his design principles on structural usability rather than aesthetic values. Wright wanted to create a simulation game about enabling human behavior and interaction through design. Scott McCloud's 1993 book Understanding Comics became a big influence on the design of The Sims later on, as it advocates a certain type of "collaboration" between designer and consumer and outlines the value of abstraction for getting readers or players involved with a story.[7]
Will Wright started working on The Sims after releasing SimAnt in 1991. However, the game's concept was very poorly received by a focus group, so Wright had difficulty getting the project off the ground. He managed to convince his company to let him work on the project (codenamed "Project X" at the time) in the background while developing SimCity 2000 and SimCopter. He was lent one programmer for the project, Jamie Doornbos, who went on to become the lead programmer for The Sims. During the first few years of the project, Wright and Doornbos were primarily developing an open-ended system of character behavior. As the project continued, Wright found that the social aspect of the game turned out to be highly engaging, and the team started to focus more on the characters of the game, such as by letting Sims visit one another's houses and by implementing long-term relationships.[7]
A demo of the game was presented at the 1999 Electronic Entertainment Expo. During a displaying in front of the press, two female attendants at a wedding fell in love and kissed each other. After the event, the relationship mechanics were further modified so the character's sexual orientation was set depending on the player's actions.[8]
The Sims uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered in 3D, whereas the house and all its objects are pre-rendered and displayed diametrically.[4]
For the game's Japanese release, the game was renamed to SimPeople (シムピープル) to match the names of the other Sim games from Maxis.