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Looking Ahead: The Sims

When talking about sims in 2000, Maxis "The Sims" is near the top of anyone's list. Why? Simply stated, it looks to be the most original and intriguing game of the year. While other sims are improvements of a previous genre (i.e. Gunship for the helos, or B-17 II for military sims), Will Wright's newest creation provides a whole, new concept. It's not about simulating a drive through the city, or lunar landings in outer space, but simulating the every day actions of people. "The Sims" mirrors life and the choices that people make. It is a sim of moral decisions and consequences.

Continuing the theme from the now immortal "SimCity" series, Wright now turns attention to the tiny inhabitants, termed Sims. Like a human Skinner box, we set up the world around our Sims: their home, their careers, and each integral facet of life. While this may seem like profound control and subsequent responsibility, we completely become a part of the activity by directing the decisions of each Sim. This is not a simple game of Barbie Playhouse, but a chance to be Barbie. Through active guidance, our Sims design houses to live in, find work, interact with other Sims, and form relationships that may lead to marriage (and even more Sims every nine months). We don't control the Sims like miniature digital dolls with no personality or motivations. Instead, we modify conditions surrounding the Sims to see how they react. Is he lonely? Then a trip next door to the beautiful neighbor may provide new inspiration. Is he bored? Then a look through the Want Ads may spark interest in a new career. And while you can help choose the road towards the perfect family unit and that Cleaver-esque existence, your Sim can take the darker path to a life of crime. The possibilities are appropriately limitless.

Next page Schizophrenia in a box? >Page 1, 2, 3


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