We have guests over | Sims 4
Description of Sims 4:
The Sims is a social simulation video game developed by Maxis and published by Electronic Arts in 2000. The game allows players to create and control virtual people, called "Sims", and manage their daily lives in a suburban setting. The game features an open-ended gameplay, where players can choose their goals and objectives, and customize their Sims' appearance, personality, skills, relationships, and environment. A series of expansion packs were also released that added new content and features to the game, such as new careers, items, locations, and scenarios.
The game's development was led by Will Wright, and the game was a follow-up to Wright's earlier SimCity series. Wright was inspired to create the game by Christopher Alexander's 1977 book A Pattern Language, and Scott McCloud's 1993 book Understanding Comics later played a role in the game's design. Seven expansion packs were released from 2000 to 2003, each of which added new items, characters, skins, and features.
Upon release, The Sims garnered widespread critical acclaim and was described by Wright as being successful in attracting casual male and female gamers. The game is regarded as one of the most influential and greatest games of all time. It won several awards and placed 31st on Time's The 50 Best Video Games of All Time list. The game has also been commercially successful, being one of the best-selling PC games of all time with 11.5 million copies sold. Several sequels in The Sims series have been released —The Sims 2 in 2004, The Sims 3 in 2009, and The Sims 4 in 2014.
Gameplay
The structure of the game is an artificial life program that is agent-based. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions independently, although often the player's intervention is necessary to keep the Sims on the right track. The Sims technically has unlimited replay value, in that there is no way to truly win the game, and the player can play indefinitely. It has been described as more like a toy than a game.[10]
Sims are influenced by the player to interact with objects or other Sims. Sims may receive guests at their home lot, invited or not, from other playable lots, or from unhoused non-player character (NPC) Sims. If enabled in the game's options, Sims have a certain amount of free will, allowing them to autonomously interact with their world; however, the player can override most of these autonomous actions by canceling them in the action queue at the top of the screen. Unlike the simulated environments in games such as SimCity, SimEarth, or SimLife, Sims is not fully autonomous.[11] They are unable to take certain actions without specific commands, such as paying bills, finding a job, exercising, and conceiving children. Sims communicates in a fictional language called Simlish, which is mostly composed of blowing raspberries and saying nonsense.[12]
A lazy and sloppy Sim
The player can make decisions about time spent in skill development, such as exercise, reading, creativity, and logic by adding activities to Sims' daily agenda. Daily needs such as hygiene and eating can and must also be scheduled. Although Sims can autonomously perform these actions, they may not prioritize them effectively and can suffer consequences for neglecting their own needs. In addition, Sims must maintain balanced budgets and usually supplement an income by obtaining a job. Sims may earn promotions by fulfilling skills and maintaining friendships with others for each level, which leads to new job titles, increased wages, and different work hours. Alternatively, Sims may create and sell various artwork and items at home.[10]
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