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simulating_life_love_and_the_universe
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What's_the_'Point'? *** * The Sims *** The Sims bring everyday life into consciousness 17 September, 2004, 08:07 GMT 09:07 UK By building your life into a toy, it enters your consciousness. People start to see the juggling act. They wake up a bit more and see that they have been playing this game in real life, but never realised Will Wright, Sims creator http://news.bbc.co.uk/1/hi/technology/3645552.stm
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Life as we know it At the core of The Sims is balance, according to Wright. In The Sims 2 (out on 17 September for PCs), there is an added complexity of genetics. Whole generations are created, and their success in life is determined by decisions about their aspirations that the player makes early on. The Sims become a lot more aware of social and emotional bonds, and you can even make them look like you...
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Yahoo! Search
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PC: The Sims 2 The sequel to the biggest PC game of all time delivers on its promises. ... Date: September 14, 2004 ... Sims 2 follows the same formula. The way we see it, the original game was four things: an architecture simulator, a people simulator, a creative toy ... http://pc.gamespy.com/pc/the-sims-2/546697p1.html - 24k - Cached - More pages from this site
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A Game for Many Tastes It's hard to pinpoint exactly what made the first game such a smash success, but it was probably a combination of what's listed above. By all objective means of measure the sequel has it beat: it's deeper, has more flexibility, it's more engrossing, and it's even easier to modify and expand. But there's something else there... http://pcmedia.gamespy.com/pc/image/article/546/546697/the-sims-2-20040910034618778.jpg "Let's get this honeymoon started!"
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