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Wednesday, January 9, 2008

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The Sims 2 DeluXe

The Sims 2
North American cover
Developer(s) Maxis
Publisher(s) EA Games (PC)
Aspyr (Mac)
Designer(s) Jamar Sloley, Patrick J. Barrett III, Matthew C. Brown, Cooper Buckingham, Kacper Centowski, Jenna Chalmers, Shannon Copur, Michael Cox, Amy Dallas, Kevin Gibson, Daniel Hiatt, Kevin Hogan, Hunter Howe, Creighton Hurt, Trevor Jalowitz, Lyndsay McGaw, Ashley Monif, Solveig Pederson, Todd Reamon, Kana Ryan, Lauren Wheeler, Jeannie Yang
Engine Custom
Version 1.0.0.1022 / 1.0 Rev C
Released Windows
NA September 14, 2004
HK September 15, 2004,
TW September 15, 2004
EU September 16, 2004
BR September 17, 2004
Mac OS X
June 13, 2005
Genre Life simulation game
Mode(s) Single player
Ratings ESRB: T
OFLC: M
PEGI: 12+
Platform(s) Mac OS X, Windows, Nintendo DS
Media CD (4), DVD (1), Download
System requirements

Mac OS X

Microsoft Windows

[1][2

The Sims 2 is a strategic life simulation computer game developed by Maxis and published by Electronic Arts. It is the sequel to the best-selling computer game, The Sims, which debuted on December 14, 2000.[3] It was released on September 17, 2004; becoming an instant success, having sold a then-record one million copies in its first ten days.[4] Along with the core game, Electronic Arts has released six expansion packs and seven stuff packs. Mark Mothersbaugh composed the music for the game.

The Sims 2 generally follows the same concept as The Sims. The players control their Sims, as they interact with their virtual surroundings, engaging in various different activities and forming relationships in a manner similar to real life. Like its predecessor, The Sims 2 does not have a defined final goal; gameplay is open-ended. They do, however, have life goals, wants and fears, the fulfillment of which can have good or bad effects. There is also a wide-range of cheats to be used. All Sims age, and generally live up to sixty five Sim days, if the controller treats their Sim well.

The Sims 2 builds on its predecessor by allowing Sims, the simulated human characters, to age through six stages of life and incorporating a more powerful 3D graphics engine. As of July 2007, the base game has sold more than 13 million units worldwide, making it the 2nd best selling PC game of all time, only behind the original The Sims.[5] A sequel, The Sims 3, was announced in November 2006 by EA to be released sometime in 2008.[6][7]




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Gameplay

A player's Sims can experience a life generally reflective of reality through events such as working, marrying, having children, learning new skills, engaging in relationships, partying etc. Also, the Sims can experience fictional actions such as seeing a ghost, being abducted by aliens and having male pregnancy, or being visited by the Grim Reaper.

Physiology

Like humans, Sims operate based on certain drives: they have needs, develop dreams and goals, and exhibit personality. They can progress through six life stages: baby, toddler, child, teen, adult and elder (the expansion pack The Sims 2: University has an additional life stage, Young Adult, for Sims who choose to attend college). Sims die naturally after a certain number of days in the elder life stage, determined by how high their Aspiration Score was when they first became Elders. The different life stages present different challenges that the player must overcome, such as the slower movement of Elders, Children not being able to cook, and the constant care of Babies.

As in the original game, Sims are driven by their Needs. Sims have up to eight Needs (or "motives") depending on their age, ranging from tangible needs such as "Bladder" (the need to urinate) and "Energy" (the need to sleep), to more ephemeral qualities such as "Social" contact and a pleasant "Environment". These needs are displayed graphically with meters that change from green (full) to red (low), and a Sim with an empty meter will either require or insist on action which fills it (for instance, if the Hunger meter is low, a Sim will go to the refrigerator and "stuff face", or the user can direct them to cook something). Some empty meters also cause actions (a Sim with an empty energy meter will pass out; a teen, adult, or elder Sim with an empty Hunger meter will die (starving children and toddlers will be taken by a social worker); a Sim with a red bladder meter will wet himself). These Needs are compiled into an overall "mood" meter, whose color is displayed by the diamond (called a "plumb-bob") that hovers above the active Sim's head.

Personality is a quantified way of measuring a Sim's behavioral characteristics. There are five personality traits, which players can allocate 'points' into to control that Sim's personality; for example, a Sim can be active, lazy or somewhere in between the two extremes. These traits determine how fast a Sim learns skills, the rate at which specific needs decay, the types of interactions a Sim will autonomously engage in, the likelihood of accepting certain interactions and the likelihood of bringing home a friend from school or work.

All Sims communicate in Simlish, first introduced in the original The Sims game. Simlish is a mix of fractured Ukrainian and Tagalog that communicates a Sim's emotions or reactions using tones of voice. This extends outside of characters; songs heard on the radio are also sung in Simlish.

Aspiration

New to The Sims 2 is "Aspiration", roughly analogous to self-esteem or life satisfaction. As toddlers and children, Sims aspire only to "Grow Up", but upon becoming teens, the player assigns to them one of five life aspirations: Family (befriending family members, marrying and raising a large family), Fortune (wealth and prestige), Knowledge (both book learning and life experience), Popularity (friends and socializing) and Romance (frequent and varied romantic interactions); with the Nightlife expansion, two new Aspirations were added: Pleasure (wanting to live life to the fullest) and Grilled Cheese (eating many grilled cheese sandwiches), the latter of which is gained through misuse of an aspiration reward. Each Sim has wants and fears that correspond to his or her aspiration, stage of life and present circumstances. When a want is achieved, such as to "make a friend", aspiration points are allotted to the aspiration meter; conversely, when a fear is realized, such as the death of a spouse, aspiration points are penalized. There are six levels to the meter: the highest is platinum, then gold, two levels of green and two of red, with the meter depleting a small amount every few hours. Aspiration levels, along with "mood", determine complaisance: Sims with a platinum meter are fulfilled, docile and more willing to perform tasks they dislike, in addition to having their mood meter full ("Platinum Mood") regardless of their individual needs; Sims with red meters will often experience nervous breakdowns and require treatment from an automatically-summoned psychiatrist. Aspiration levels also determine the length of time a Sim will live as an Elder before death. Finally, the Sim's lifetime total of Aspiration points are recorded by the game, and can be used to 'purchase' special objects that possess unique effects, such as providing free money or altering lifespan, but only if the aspiration meter is at "gold" or "platinum" level; if not, the chance of success decreases and unwanted side effects occur.[8]

Lifestyle

Sims form two kinds of relationships with one another: daily and lifetime. Daily relationships are influenced by recent interactions with other Sims, while lifetime relationships are reflective of a pair's relationship as a whole. Lifetime relationships strengthen over time, while daily relationships weaken without recurring interaction. Romantic relationships can happen in any number of ways. Constantly flirting with another sim will eventually make them fall in love, or obtain a crush on one another. Sims can get married (or become "married" through a "Joined Union" the alternative to marriage for gay/lesbian couples), or just stay in a non-marriage romantic relationship.

Death

Sims can die in several ways. If a Sim reaches the end of the Elder life stage, he or she will die of old age. Sims can also meet premature ends by various means, such as electrocution, starving, disease, fly swarms, fright, fire, drowning or death by satellite. Sims leave behind tombstones or urns, which are typically possessed by their ghosts. As long as the memoriam is left on the lot, ghosts will haunt the household. Ghosts make it harder for a Sim to live by waking up easily frightened Sims, and can also scare a Sim to death.

After death, a Sim is no longer controllable and will be removed from the control interface. Death is carried out in The Sims 2 by the NPC Grim Reaper, equipped with the uniform scythe and robes in addition to a clipboard and a cell phone. Sims can be saved from any premature death if a friend begs the Grim Reaper for mercy. There is a better chance of saving the sim if there is a higher daily and lifetime relationship. The University expansion pack also offers a phone with a direct line to the Grim Reaper to resurrect any deceased player that the caller had had a relationship with. The phone is a career reward, which can be acquired after doing very well in the Paranormal career track. The caller must choose a bid to offer for the resurrection of the dead sim, and if the sum of money is too small, they will come back with deficiencies.

Other characters

There are three types of non-playable Sims:

The difference is that sims cannot build up relationship points with the special non-playables as they can the non-playables. Essentially, if a sim builds up a strong enough relationship with a townie or a non-playable sim, approximately to the best-friends level, then the sim may request that they move in. If the sim accepts then the regularly unavailable sim loses that job (in the case of non-playable sims) and moves in to become a regular sim which the player can control. Townies maintain their jobs when they move in.

Habitation

Sims inhabit neighborhoods, which are self-contained; Sims from one neighborhood cannot interact with Sims from another, unless you move the inhabited lot of the sim into the lots and houses bin, then move the selected house to the other neighborhood. In The Sims 2, three neighborhoods created by Maxis; Pleasantview, Strangetown and Veronaville, were included. The new neighborhood Riverblossom Hills was included with the Seasons expansion. There have also been a selection of "sub-neighbourhoods": college areas, 'Downtown', 'Bluewater Village' and various holiday destinations for "University", "Nightlife" which is available with The Sims 2 Deluxe, "Open for Business" and "Bon Voyage", respectively. Each neighborhood contains lots. There are two types of lots: residential and community. Sims live and build their homes on residential lots and may visit community lots, which house recreational hangouts, such as pools and malls. The player can also create their own neighborhood from scratch. Pleasantview is a neighborhood with many of the characters from The Sims as well as some new additions, Strangetown is a neighborhood similar to the area around [[Area 51]. Strangetown was also the town the player was in for The Sims 2 for the DS. Veronaville is a neighborhood heavily influenced by the works of Shakespeare, particularly A Midsummer Night's Dream (with a family's surname being Summerdream) and Romeo and Juliet — featuring the title characters and the surnames have been changed from Capulet and Montague to Capp and Monty.

Plot

A Sim birthday party

A Sim birthday party

Although gameplay is open-ended, The Sims 2 has characters with histories, and the game is designed to accommodate story-based gameplay should the player wish to do so through expanded photo album features, such as a neighborhood photo album. The three pre-loaded neighborhoods each have a storyline told through the existing photo albums and the Sims' personal biographies, though playing characters in these neighborhoods is still open-ended. The story can even be completely disregarded.

The Sims 2 is based loosely on the original plot lines of The Sims, by containing information about families extant in the first game. Several pre-loaded families in The Sims 2 have subtle clues, hinting that this game exists about 25 years after the first game.

Utilizing the complex ancestry system, The Sims 2 incorporates details that link families in this game to the first. The Broke family has a series of Newbies, a family from the first game, in their family tree. The Goth family is a canon element in The Sims games. In this game, their daughter, Cassandra, from the first game has grown into a woman about to be married, further emphasizing the passage of time. The Goths in The Sims 2 also provide a basis for story-driven play, as a plot involving their vanished mother and an impending marriage is hinted at throughout gameplay. Other returning families from earlier games include the Pleasants and the Burbs. One of the new families was also married to Michael Bachelor, who is now deceased and also identified within the Sims 2 as being Bella Goth's brother. Alexander Goth, the young son of Mortimer and Bella Goth and Cassandra's little brother, was born before the game began. Similarly, Bella Goth has disappeared when the game begins and it is implied that she had been abducted by aliens. To add to this, there is a townie character called Bella who walks the streets of Strangetown (another of the game's default neighborhood) who is the spitting image of the disappeared Bella Goth.

History

Development

EA Games announced on May 5, 2003 that the Maxis studio had begun development on The Sims 2.[9] The game was first shown at in Los Angeles, California on May 13, 2004.[9] Will Wright admits that while most of the content of The Sims 2 are original ideas, inspiration for its own expansions and constituents spawned from the successes of the first game. The community interest in the antecedent The Sims: Unleashed expansion, for example, ensured the creation of The Sims 2: Pets expansion.[10]

After development concluded, designers from Maxis regarded The Sims 2 as very capricious during creation. Bugs would appear apparently spontaneously, and Sims would be "tweaked", or have anomalies not present in a previous run.[11]

Controversy

The game's highly malleable content and open-ended customization have led to controversy on the subject of paysites and sexual modifications. Custom content is distributed through independent websites, some of which charge for downloading materials. Some modifications, purportedly revealing sexual anatomy, sparked legal controversy.

On July 22, 2005, Florida attorney Jack Thompson alleged that Electronic Arts and The Sims 2 promoted nudity through use of a mod or a cheat code. The claim was made that pubic hair, labia and other genital details were visible once the "blur" (the pixelation that occurs when a sim is using the toilet or is naked in the game) was removed.[12] Electronic Arts issued a statement saying that when the blur was removed, Sims lack such anatomical definition, similar to Barbie and Ken dolls. Electronic Arts executive Jeff Brown said in an interview with GameSpot:[13]

This is nonsense. We've reviewed 100 percent of the content. There is no content inappropriate for a teen audience. Players never see a nude sim. If someone with an extreme amount of expertise and time were to remove the pixels, they would see that the sims have no genitals. They appear like Ken and Barbie.

Reception

The Sims 2 had a successful showing in 2004. In all, it garnered four awards based on that exhibit alone, and two more upon further review. The Game Critics awarded the game Best Simulation Game at E³ 2004.[14] GameSpot, GameSpy, and IGN also awarded The Sims 2 their Best of Show at E³ 2004 designation.[15][16][17] The game also received the Editor's Choice Award from IGN and GameSpy upon final review of the finished product.[18][19] From 71 online reviews, the average score was 90 out of 100. Seven of those sources awarded the game a 100 out of 100 score.[20]

In addition to its awards, the Sims 2 creator, Will Wright was recognized by being nominated at the Billboard Digital Entertainment Awards for Visionary and Game Developer.[21] The game was also nominated for two international awards, Best PC Game, 2005 from BAFTA, and the International Press Academy Satellite Award for Best Puzzle/Strategy Game, 2005.[22][23]

Comparison to The Sims

Compared to The Sims, the graphics of The Sims 2 have significantly improved.
Compared to The Sims, the graphics of The Sims 2 have significantly improved.
A shot of Pleasantview, one of the default neighborhoods
A shot of Pleasantview, one of the default neighborhoods

Graphically, The Sims 2 is more detailed than The Sims and lets players view its world in full 3D. Unlike earlier Sim games, such as SimCity 2000, which used dimetric projection and fixed resolutions, the camera in The Sims 2 allows the player to view things from many angles. Sims themselves are much more intricately detailed than they were in The Sims. In The Sims, Sims are 3D meshes, but The Sims 2 introduces far more detail in mesh quality, texture quality, and animation capability. A Sim's facial features are customizable and unique, and Sims can smile, frown, and blink. The player can adjust, for example, a Sim's nose to be very large or very small in The Sims 2's Create-a-Sim. Texturing is still achieved through use of raster images, though it appears more lifelike. Movements are more smooth, natural and true to humans and Sims are in general more animated.

Sims have new experiences unavailable in The Sims, such as aging and eventual death. Sims can become pregnant and produce babies that take on genetic characteristics of their parents, such as eye color, hair color and personality traits. Genetics play a huge role in the game, and as such, the dominant and recessive genes are playing a bigger role than they did in the original Sims game. So if you take a blonde sim and a black haired sim, the child will probably have black hair, because it's a dominant color. Additionally, babies in The Sims 2 progress through life stages to become adults, while babies in The Sims only become children before ceasing to continue aging.

Game customization

The Sims 2 Bodyshop allows more customization of facial features than the Create-A-Sim feature within the game itself.
The Sims 2 Bodyshop allows more customization of facial features than the Create-A-Sim feature within the game itself.

The Sims 2 is an extremely malleable game. Modders alter the game in ways as simple as creating new floor texture of the rocks or as complicated as writing entire patches for the game code to customize its behavior. Such modifications are all loosely referred to as "custom content." Specifically, custom content can be divided into four categories: exporting (creating Sims and lots in-game or using the game's included Body Shop and exporting them to a file), recoloring (creating a new texture for an object), meshing (creating an object or modifying its shape) and hacking (writing code that manipulates game and object behaviors).

The modding community for The Sims 2 is self-supporting, with more advanced modders writing tools and tutorials to help in creating custom content and modifying the game environment.

The "Sims 2 Body Shop" is a program shipped with The Sims 2 that allows users to create custom clothing and body recolors, such as eyes, hair and skin tone. These custom created parts can be imported directly into the game, or can be uploaded onto the official The Sims 2 Exchange. These parts can be then added to other users' games.

Two elements that propagate customization are the official Sims 2 Exchange and the extensive network of fansites that distribute content. More than 250,000 Sims and lots have been uploaded to the Sims 2 Exchange on the Official Site. Some fansites require either a one-time fee or a subscription to access some or all of the content on the site. Most of the sites do not charge for usage; some however, do allow voluntary donations to offset the cost of website maintenance.


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