“It’s hard to get over the fact that a game like The Sims is a lot more than a simulation,” writes Andrew Hwang.
“It was like we were in a movie, but we were playing the video game.”
“I’ve played about a hundred games and all of them have had the same story,” says Andrew Hock.
“The Sim World” was a big part of the success of The Sims.
But as I’ve mentioned, there are so many great games in the genre that it’s hard for me to think of another game as a real classic.
And yet, I’m constantly amazed by how many of these games have remained relevant and well-remembered over the years.
And if I’ve learned anything from my time as a video game journalist, it’s that it takes time for games to grow beyond their initial launch window and reach a mass audience.
For me, that meant a lot of years of digging into The Sims and learning about how it all started, from the early days of the franchise in 1994 to the current incarnation of the title.
I remember when it first launched, and how many games were being made.
It wasn’t that long ago.
“I remember when The Sims first launched,” says John McDonough.
“We didn’t have to worry about people not knowing what they were buying.”
“It wasn’t until 2005, when I was working at The Wall Street Journal, that I was starting to see a lot about how The Sims was being marketed,” says McDonow.
“That’s when I started to see the games I wanted to play.”
That’s when the Sims really took off.
In that same year, EA released the first Sim City, which was one of the first to introduce the ability to live in cities.
That same year saw the release of the SimCity series, which continued to introduce new ways to play the game.
“There were a lot, I guess, of games being made for people who were interested in having their own homes,” says Hock, who says he remembers buying his first SimCity for his daughter when he was 17.
“But I’d played the game for maybe five minutes, so I didn’t know that it was going to change my life in a big way.
But it did.”
For the first few years, The Sims seemed like a niche genre.
It was a very niche genre, and there was still a lot to be done.
But eventually, things started to change.
The Sims franchise grew to more than 200 games, many of them free-to-play, and even a few major publishers had to step up to take the reins.
And in 2013, the game’s creator, Electronic Arts, announced it would no longer support The Sims for free.
The reason for the decision?
“It became apparent that The Sims had become a bit too much of a commercial product for our core audiences,” said EA.
EA had to make a hard decision, says McDough.
While he was happy with the first game, it was clear that The Sim World was becoming too popular.
“It felt like the audience for The Sims in that period was way too big,” he says.
“And that was pretty obvious.”
It’s not just that The Simpsons fans have always been the ones who liked The Sims; McDono says that he was one too.
“At that time, The Simpsons was a niche product,” McDonos says.
But The Sims grew so much that EA had no choice but to release The Sims 2 in 2013.
The sequel, The Ultimate Sim World, is a great example of the game evolving from a niche into a mass market product.
In the new game, players can choose between four different characters: a cartoon character, a family member, a houseguest, and a business partner.
The characters can also be customized for different purposes.
For example, you can add a dog tag to a character to help you keep track of your pets.
Or you can choose a different hairstyle for the character’s hair to show off his style.
And with this, EA can also offer players free DLC in which the Sims can interact with their real-life family and friends.
This new content, and the ability for the player to customize their characters, is what fans have been asking for since The Sims launched.
But EA didn’t stop there.
They also released The Sims 4, which expanded on the game and introduced a host of new features.
The Ultimate Sims, which launched in 2016, also includes a new story mode called The Sims Movie.
This feature, which takes place in a fictional city called The World’s End, allows players to build their own neighborhood.
In this mode, players take on roles that span from the typical family member to the business owner.
The player can then use their Sims’ skills to build a community and solve problems that might arise in the real world.
And the Sims Movie, while it has more of an adult appeal, does have some of the same elements as The Sims