How The Sims Evolved From a Virtual Building Game to a Cultural Phenomenon
When the year 2000 marked the beginning of a new millennium, boy bands and pop artists topped the music charts. Meanwhile, the International Space Station received its initial team of inhabitants. On our planet, television took a turn as well when CBS introduced a groundbreaking season with the debut of a pioneering set of participants on their reality program "Survivor." Survivor — all this occurred when over 70% of Americans did not possess a cellphone and merely half of U.S. homes had a computer.
Phil Salvador, who serves as the library director for the Video Game History Foundation, looked back at this period marked by swift technological advancements.
"Back when you were into particularly computer games, you likely played them on the family PC," Salvador mentioned.
During an era of rapid advancement in gaming hardware, popular titles such as Halo and various first-person shooter games gained prominence. However, a particular game development firm named Maxis opted for a distinct path by focusing on simulations—games meant to mirror everyday tasks and experiences.
Leading the project was renowned game creator Will Wright, driven by his own motivations to delve into this genre.
"Will Wright actually lost his house due to the Oakland Hills Fire In 1991, he embarked on reconstructing his life, which inspired his concept for the "Dollhouse," as Salvador mentioned.
At first just a digital building toy, Dollhouse did not garner significant attention. However, once Maxis came under the wing of Electronic Arts in 1997, EA saw the unique appeal this game held.
Salvador pointed out that EA recognized individuals enjoyed sharing tales and engaging with the virtual characters more than they did constructing houses, which was the initial aim of the game. This realization led EA to shift the focus from Dollhouse to The Sims during this period.
The Sims underwent approximately ten years of development, eventually crafting a digital realm where gamers had the ability to manipulate virtual characters, settings, and life decisions. Upon its release in February 2000, the game stood out as something entirely unprecedented.
"It’s a game where your role involves assisting individuals with household tasks and using the bathroom, among other similar activities. At first glance, this concept may not seem particularly engaging; however, upon experiencing it firsthand, people began to recognize that something unique was unfolding," Salvador explained.
Even with stiff competition from PlayStation 2 and Xbox, The Sims rapidly transformed into a cultural sensation. By 2002, it had claimed the title of the best-selling PC game ever recorded.
It’s quite humbling when we reflect on all the individuals we’ve influenced," stated Laura Miele, president of EA Entertainment, Technology, and Central Development. "Several generations have come of age with The Sims.
The franchise has transformed our understanding of gaming, as approximately 60% of the latest game’s userbase consists of female gamers. Boasting more than 500 million players, The Sims continues to dominate as the biggest brand in life-simulation games.
Miele attributes the game's enduring success to its role as an open canvas where creators of all ages can freely express themselves.
Miele stated that regardless of your age—whether you're 12 or 82—you can always stay connected to the culture you adore via The Sims.
The Sims still resonates with creators in various fields. This year, Grammy-winning artist Doja Cat took part in The Sims' commemorative 25-hour live stream event alongside Chappell Roan, who recently won the title. best new artist Who showed an interest in undergoing "Simmification," with aspirations similar to those of The Black Eyed Peas and Glass Animals' frontman Dave Bayley, both of whom have had their music recorded in Simlish, the made-up language developed specifically for the game?
"The Simlish idea in The Sims was truly ingenious," remarked Rachel Franklin, EA’s senior vice president and group general manager of lifestyle entertainment. “It enables players to imagine what their characters might be conveying with phrases like ‘I believe they’re saying this,’ thus fostering choices and creative interpretations that resonate personally.”
Guided by Franklin, The Sims 4 has emerged as the most popular game in the series, providing players with extraordinary control over customizing both their Sims and their surroundings.
Franklin mentioned that we often hear tales of individuals who aspire to become architects, spending their time constructing buildings in The Sims. This hobby eventually leads them to achieve their career goals, as evidenced by statements like, "Thanks to all those hours I invested in playing, I managed to secure my dream role as an architect."
She mentioned that many players enjoy experimenting with virtual lifestyles in The Sims, often focusing on building families and discovering happiness through interactions with these digital characters. This game provides a secure environment and an upbeat world where everything ultimately resolves positively in the end.
On The Sims' 25th anniversary, its enduring impact is clear.
"Importance-wise, it’s nearly at the pinnacle,” stated Salvador. “If we consider titles that truly revolutionized what video games were capable of becoming, then you have to mention Doom, as it was among the initial first-person shooters that gained widespread popularity. Then there’s also iconic series such as Super Mario Bros., Donkey Kong, undoubtedly significant. Additionally, The Sims should definitely be part of this discussion.”
As for why the game remains pertinent, Salvador stated, "Each person adds a piece of their own identity to the experience. Everybody takes away something slightly distinct from it—much more than the creators initially envisioned. How many games can claim that?"
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