As 2000. Invalid in New Millennium, Boy Stars, and the International Space Station greeted its first crew, while on Earth, the Reality TV forever changed the inaugural group of Casteway on the CBS show “Survivor“- Everything when more than 70% of Americans did not have a cell phone, and only half of American households had a computer.
Phil Salvador, director of the Library for the video game Foundation, reflected in the era of rapid technological growth.
“If you played especially computer games then, you probably played on a family computer,” said Salvador.
It was a time when the game hardware is developing, and headlines like Halo and the first person were on the rise. But one Game Development Company, Maxis, tried something different: simulation games, designed to replicate real activities.
The Will Will Will Will Wacendary game was headed, which had a personal reason for the research of the genre.
“Will Will actually lost home in Fire Oakland Hills In 1991. And he had to start recruiting his life, and that became inspiration for his idea for the doll, “said Salvador.
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Initially a virtual building game, the puppet house failed to draw a lot of interest. But when Maxis gained the electronic art in 1997. year, EA recognized the strange potential of the game.
Salvador noted that EA realized that people loved talking stories and interact with simulated people more than the original game goal: to build houses. It was about this moment when EA changed the concept from the doll cottage to Sims.
Sims spent almost a decade in development, ultimately create a digital space in which players could control virtual beings, environments and life elections. When the game debuted in February 2000. year, it was unlike anything that was seen earlier.
“It’s a game of helping people work around the house and use toilet and stuff, and that’s not the most undersigned idea to play, but once people started seeing it there was something especially there,” he said is salvador.
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Despite the competition of PlayStation 2 and Xbox, the Sims quickly became a cultural phenomenon. Until 2002. It became the best-selling PC game in History.
“It is … humiliates to look back on all the people we influenced,” said Laura Miele, the president of the EA entertainment, technology and central development. “More generations of people grew up with sims.”
The franchise is redefined which means being a player, with women who make up about 60% of the latest players’ base. With over 500 million players, Sims remains the largest brand in life-life simulation games.
Miele credits the successful longevity of the game that the canvas for creators is open to express themselves regardless of their age.
“The player, whether you have 12 or 82, you can always be connected in a culture you love through Sims,” Miele said.
Sims are still resonated with cultural manufacturers. This year, the GRAMMY DOJA CAT reward winner joined SIMS celebrated 25-hour survivum, as well as Chappell Roan, Novourcani The best new artist Who expressed interest in order to be symmity, with the aim of joining the cute peas and glass animals, “Davei Bayley, who recorded their songs in Simalis, fictional language created for play.
“Simlish was a great, great concept for Sims, I must say,” Rachel Franklin, EA’s senior vice president and group general manager Lifestyle fun. “What he is doing is to allow the player to say,” Hmm, I think that says that “and allow the choice and creativity and meaning directly related to the player.”
Under Franklin direction, the Sims 4 became the most commonly reproduced title in the franchise, offering players incomparable control over the adaptation of its sims and their environments.
“We get stories about how people, for example, want to be an architect, so they go and play with buildings on the sims, and it translates, I have managed to get a dream job as an architect because of all that time I spent playing”, Franklin said.
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“There is also a lot of people who experiment with their life on Sims, where some people will build a family, find what makes them happy through this cause and effect with these people,” she said. “It’s a safe space, and that’s an optimistic space. It’s a place where, in the end, it all works.”
As Sims celebrate his 25. Anniversary, his legacy is indisputable.
“As for importance, it is very close to the top of the list,” said Salvador. “When you think about games they really broke at what you could see, you see, you know, doom, what is the game, one of the first games the first person who was a shooter for the first person who was in the first to the first person who was the first person who was the first person who was a shooter for the first person who really clicked. Like Super Mario Bros. and a donkey Kong, obviously. Sims deserve to be In that same conversation. “
And that the game was still relevant, Salvador said, “Everybody makes a little bit in the game. Everyone gets a little different from that, far more than what developers ever intended. How ever I can say. How many games can say. ? “
2025-02-22 00:00:00