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Video Games in the Digital Age

The Sims

  • 3 things to know
  • A2 Unit 3

Overview

Needs system, simlish and why is it used and expansion pack model.

What you need to know

Answer each one before you reveal it.

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Key term

How does the game handle relationships and sexuality?

Key term

What does the player actually do in The Sims?

Key term

What is Simlish and why is it used?

Questions from this subtopic

Each one with the model answer underneath.

  1. 1

    Identify the simulation game The Sims and give its designer, developer and year of release.

    Model answer

    The Sims is a life simulation game designed by Will Wright, developed by Maxis and published by Electronic Arts, first released in 2000.

  2. 2

    What does the player actually do in The Sims?

    Model answer

    The player creates people, builds and furnishes their homes, and manages their needs, jobs, relationships and ambitions across the course of their lives.

  3. 3

    Why is the game described as having no win condition?

    Model answer

    There is no final objective to complete and no way to lose outright, so the player sets their own goals, whether that is wealth, a family or an elaborate house.

  4. 4

    What is the needs system, and what does it do to gameplay?

    Model answer

    Each character has meters for hunger, hygiene, sleep, social contact and similar needs, and keeping them satisfied supplies the constant low-level pressure that gives play its structure.

  5. 5

    What is Simlish and why is it used?

    Model answer

    Simlish is the invented nonsense language the characters speak, and it lets emotion be conveyed by tone without writing dialogue, so the game works in every territory and never sounds repetitive in any real language.

  6. 6

    How does the game handle relationships and sexuality?

    Model answer

    Characters can form romantic relationships regardless of gender, which the game has permitted since its first release, and later updates removed gender restrictions on clothing, voices and behaviour.

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