Petechka - buy software.

The Sims: I want to build a really cool house but i'm lost for idea's does anyone have some tips or advice?

Does anyone know any good websites with Sim Houses that could inspire me?

Everytime i build a big house it always looks the same big rooms lots of windows very plain. Also the rooms are usually so big and pointless that i can't furnish them without getting bored sooo any tips?

All and Any Sim info will be greatfully appreciated. Thank You


The Sims
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This article is missing citations or needs footnotes.
Using inline citations helps guard against copyright violations and factual inaccuracies. (March 2007)
This article is about a computer game that was released in year 2000. For the console port, see The Sims (console game). For the sequel, see The Sims 2.
For games with "Sim" in the title, see List of Sim games.
The Sims
Image:The Sims Coverart.png
North American boxart
Developer(s) Maxis
Publisher(s) Electronic Arts
Designer(s) Will Wright
Engine Custom
Released US February 4, 2000
BR February 4, 2000
EU February 28, 2000
Genre Life simulation game
God game
Mode(s) Single player
Ratings ESRB: T
ELSPA: 15+
PEGI: 7+
OFLC: G8+
Platform(s) Microsoft Windows, Linux, and Mac OS
Media 1 CD + Installation Discs and The Sims 2 sneak preview CD with Makin' Magic
System requirements Microsoft Windows

* Windows 95 and up, 233 MHz to 450 MHz Pentium II or faster, 64 MB RAM, 4x or faster CD-ROM drive, DirectX 6.0-compatible sound card and graphics card (card must have 2 MB onboard memory and able to display at 800x600 with 16-bit color)

Linux

* Linux Kernel 2.2 or higher, Glibc 2.1.3 or higher, XFree86 4.0 or higher or equivalent, 350 MHz Celeron/Pentium II/Duron/Athlon or faster or equivalent, 64Mb of ram, 128 recommended, sound card supporting OSS or ALSA, video card capable of 16 bit color and 800x600 resolution, nvidia GeForce GPU recommended with 16mb of video ram. (NOTE: This is the ported Linux version from TransGaming)

Mac

* Mac OS X 10.0.3 or later -or- Mac OS 8.6 or 9.x with CarbonLib 1.2.5 or later, 233 MHz or faster PowerPC G3 or G4, 64 MB RAM (Mac OS 8/9) or 128 MB RAM (Mac OS X), G3/333 MHz recommended; 128 MB of RAM

Input methods Keyboard & mouse

The Sims is a strategic life-simulation computer game created by game designer Will Wright, published by Maxis, and distributed by Electronic Arts. It is a simulation of the daily activities of one or more virtual persons ("Sims") in a suburban household near SimCity.

First released on February 4, 2000, the base game has sold more than 16 million copies, making it the best-selling PC game in history.[1] Including expansion packs, the franchise has sold over 70 million units worldwide as of January 2007.[2] Since its initial release, seven expansion packs and a sequel, The Sims 2 (with its own expansion packs), have been released. Another sequel, The Sims 3, is also in the works. The Sims has won numerous awards, including GameSpot's PC Game of the Year Award for 2000.
Contents

* 1 Overview
* 2 Origins and development
* 3 Gameplay and design
* 4 Reception
* 5 Simlish language
* 6 Expansion packs
* 7 Compilations
o 7.1 Compilations with the original The Sims game
+ 7.1.1 North American releases
+ 7.1.2 Releases in other regions
o 7.2 Compilations of expansion packs
* 8 Sequels
o 8.1 The Sims Online
o 8.2 The Sims 2
o 8.3 MySims
o 8.4 The Sims Stories
o 8.5 The Sims 3
* 9 Ports
* 10 Film
* 11 See also
* 12 References
* 13 External links

[edit] Overview

The Sims, lacking definite goals or objectives, which are common in most other computer games, focuses entirely on the lives of virtual people called Sims, placing the player in control of their virtual "world" and their daily activities, such as sleeping, eating, reading, and bathing. Will Wright, the game's designer, calls it a "digital dollhouse". Although players are encouraged to make their own characters, certain pre-made characters, such as the Newbie and Goth family, have become popular.

The player controls almost all aspects of the lives of a family either premade or self-created. Many choices lead a player's sim to a large family or a lonely life.

[edit] Origins and development
Title screen from a short promotional video for The Sims released on the SimCity 3000 installation CD.
Title screen from a short promotional video for The Sims released on the SimCity 3000 installation CD.

The idea for The Sims is thought to be drawn from Will Wright's experience in the 1991 Oakland firestorm, when his house and many of his possessions were burned down in the fire.[3][4] Wright was required to move his family elsewhere and rebuild his life; these events led to Will's inspiration of creating a simulated game about life. The game is also loosely based on SimCity, another computer game designed by Wright in which the player must manage a city and its citizenry, dubbed "Sims." The idea of "simulated people" led Wright to believe that he could program and design the perfect construct of the main aspects that a computer or video game possesses.

Wright originally proposed the idea of a virtual "dollhouse" to Maxis in 1993 while the idea was still in development, although the proposal was met with skepticism by staff;[5] computer hardware during the period was not thought to be capable of running such a simulation smoothly. In 1995, Wright was offered an opportunity from Electronic Arts to continue developing the concept and game so that EA could publish it.[verification needed] Development of the game, initially dubbed "Project X," commenced in 1995.[verification needed]

After production for the game finally began in 1995, Wright was interviewed about his idea in a PC Magazine article published around 1995, in which he talked about the chance for players to control a computer generated character in their own environment.[verification needed]

In 1997, the name of the game was changed from "Project X" to "The Sims" as a reference to Will Wright's earlier "Sim" games, which had been very successful in the early- to mid-1990s.

[edit] Gameplay and design

Instead of objectives, the player is encouraged to make choices and engage fully in an interactive environment. This has helped the game successfully attract casual gamers. The only real objective of the game is to organize the Sims' time to help them reach personal goals.

In the beginning, the games offers players pre-made characters to control as well as the option to create more Sims. Creating a Sim consists of creating a "family" (identified by a last name) that can hold up to eight members. The player can then create Sims, by providing the Sim a first name and optional biography, and choosing the gender (male or female), skin complexion (light, medium, or dark) and age (adult or child) of the Sim, the personality of the Sim that is dictated by five attributes and a specific head and body (bundled with a specific body physique and clothing). The player cannot change a Sim's face, name, or personality once they have been moved onto a lot.

Each family, regardless of how many members are in it, starts with a limited amount of cash (§20,000) that will be needed to purchase a house or vacant land, build or remodel a house, and purchasing furniture. All architectural features and furnishings are dictated by a tile system, in which items must be placed on a square and rotated to face exactly a 90 degree angle with no diagonals permitted. Walls and fences go on the edge of a "square" and can be diagonal, whereas furniture and Sims take up one or more squares and cannot be diagonal. There are over 150 home building materials and furnishings for purchase.

Sims are directed on the basis of instructing them to interact with objects, such as a television set, a dresser, or another Sim. Sims may receive house guests, which are actually based on the Sims of other game files. The player cannot control 'visiting' Sims, although it is important for Sims to interact with one another in order to develop a healthy social life and gain popularity.

Sims have a certain amount of free will (if it is enabled in-game), and although the player can instruct them to do something, Sim characters may decide to do something else, or simply ignore the player's commands. Unlike the simulated environments in games such as SimCity, SimEarth, or SimLife, the Sims are not fully autonomous. They are unable to take certain actions without specific commands from the player, such as paying their bills. Thus, if left alone, without any player supervision, the Sims will eventually develop overdue bills and their property will be repossessed.
A lazy Sim.
A lazy Sim.

The player must make decisions about time spent in personal development, such as exercise, reading, creativity, and logic, by adding activities to the daily agenda of the Sims. Daily maintenance requirements must also be scheduled, such as personal hygiene, eating, and sleeping. If the simulated humans do not perform the proper amount of personal maintenance, they will sicken and die. Furthermore, Sims need to have fun; if they don't, the fun level bar eventually lowers and they become depressed, but however depressed they become, they are unable to commit suicide (they are not programmed to do so). They are, however, able to be nasty to other Sim characters by insulting them, slapping them and even attacking them. Financial health is simulated by the need to send the Sims to find jobs, go to work, pay bills, and take advantage of personal development and social contacts to advance in their jobs.

The inner structure of the game is actually an agent based artificial life program. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions by themselves, although often the player/controller's intervention is necessary to keep them on the right track. The Sims technically has unlimited replay value, in that there is no way to win the game, and the player can play on indefinitely. It has been described as more like a toy than a game.
A neighborhood in The Sims consists of a single screen displaying all playable houses.
A neighborhood in The Sims consists of a single screen displaying all playable houses.

In addition, the game includes a very advanced architecture system. The game was originally designed as an architecture simulation alone, with the Sims there only to evaluate the houses, but during development it was decided that the Sims were more interesting than originally anticipated and their initially limited role in the game was developed further.[5]

There are some limitations to the first game of The Sims, most notably that children in the first series never grow up to become adults, though babies do eventually become children. Also, adult Sims never age (or die of old age), and there is no concept of weekends. For example, adults and children are expected to go to work and attend school respectively, every day. In particular, adults receive a warning if they miss one day of work, but they are fired if they miss work for two consecutive days. Children can study at home to keep their school grades up.

While there is no eventual objective to the game, states of failure do exist in The Sims. One is that Sims may die, types of death including starvation, drowning, perishing in a fire, electrocution and by virus (contracted from a pet guinea pig, which can happen when its cage is left dirty). In this case, the ghost of the deceased Sim may haunt the building where it died. In addition, Sims can leave a household for good and never return; two adult Sims with a bad relationship may brawl, eventually resulting in one of them moving out; child Sims can be sent to military school if their school grades remain at an F for several consecutive days. Although considered states of failure, many players occasionally deliberately mistreat their Sims to observe the reactions. This can be done with no consequences if the game state isn't saved.

The Sims uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered as high-poly-count 3D objects, but the house, and all its objects, are pre-rendered, and displayed dimetrically.

[edit] Reception

In 2002, The Sims became the top-selling PC game in history, displacing the game Myst. Critics praised it with positive reviews. It has been a success in many ways—attracting casual gamers and female gamers (the latter making up approximately 60% of players) [1] — unusual in a market traditionally dominated by young males. Open-ended gameplay has been done before in games, such as the farming-based simulation series Harvest Moon (a 1997 game originally released for the SNES), but The Sims has certainly gained popularity for this particular style of gameplay.

[edit] Simlish language

Main article: Simlish

Simlish is a fictional language featured in Maxis' Sim series of games. It debuted in SimCopter, and has been especially prominent in The Sims and The Sims 2. Simlish can also be heard in SimCity 4, but far less frequently. It also featured to an extent in the Firaxis game Sid Meier's SimGolf. Designer Will Wright was conscious of the need for dialogue in the game, but thought that using a real language would make it sound too repetitive and would also be too costly to hire translators for world languages.

The Sims development team created the unique Simlish language by experimenting with fractured Ukrainian and Tagalog (one of the major languages of the Philippines). Inspired by the code talkers of WWII, Sims creator Will Wright also suggested experimenting with Navajo.[6]

[edit] Expansion packs
A Sim enjoys a virtual reality simulator.
A Sim enjoys a virtual reality simulator.

The Sims is one of the most heavily expanded computer game franchises ever. In all, a total of seven expansion packs were produced for The Sims (listed in chronological order):

* Livin' Large, released August 2000, adds more home objects, events, Sims, careers, and the ability to establish multiple neighborhoods. Also called 'The Sims: Livin' It Up'.
* House Party, released March 2001, adds party-related content, such as lighted dance floors. Also gives the ability to invite multiple people and throw a party by selecting "Throw Party" on a phone.
* Hot Date, released November 2001, allows Sims to meet or pick up other Sims for romantic encounters in a new city environment, dubbed "Downtown." Downtown also allows Sims to eat, play and purchase items, such as clothing, gifts and magazines. The expansion pack is also the first in the series to establish a playable area outside the neighborhood.
* Vacation, released March 2002, allows the player to take Sims to various vacation destinations, such as beaches and the woods for camping.
* Unleashed, released September 2002, gives Sims the ability to adopt and train a wide variety of pets, allow Sims to grow crops, and expands the neighborhood, including the addition of a New Orleans-themed town, dubbed "Old Town."
* Superstar, released May 2003, allows Sims to visit a Hollywood-like town called "Studio Town" and become celebrities.
* Makin' Magic, released October 2003, allows Sims to use magic and cast spells and introduces a new Magic Town area.

[edit] Compilations

[edit] Compilations with the original The Sims game

The Sims has now been repackaged in numerous editions. These editions are not expansions in themselves, but rather a compilation of the basic game plus pre-existing expansion packs and additional game content. These editions include:

[edit] North American releases
Name Windows release date Features
The Sims Deluxe Edition 2002 Core game; The Sims: Livin' Large; The Sims Creator, an editor used to create custom Sim clothing; Deluxe Edition exclusive content, which includes 25+ exclusive objects and 50+ clothing choices.
The Sims Double Deluxe 2003 The Sims Deluxe Edition; The Sims: House Party; Double Deluxe bonus content.
The Sims Mega Deluxe May 25, 2004 The Sims Double Deluxe; The Sims: Hot Date.
The Sims Complete Collection November, 2005 Core game; all seven expansion packs; Deluxe Edition exclusive content; Double Deluxe bonus content; The Sims Creator.

[edit] Releases in other regions
Name Region Windows release date Features
The Sims Triple Deluxe United Kingdom 2003 The Sims Double Deluxe; The Sims: Vacation.
The Complete Collection of The Sims United Kingdom 2004 Core game; Deluxe Edition exclusive content; all seven expansion packs; The Sims Creator.
The Sims: Full House Australia/New Zealand n/a Core game; all seven expansion packs; disc containing preview of The Sims 2.

[edit] Compilations of expansion packs

An expansion collection series was released in 2005:

* The Sims: Expansion Collection Volume One consists of The Sims: Unleashed and The Sims: House Party.
* The Sims: Expansion Collection Volume Two consists of The Sims: Hot Date and The Sims: Makin' Magic.
* The Sims: Expansion Collection Volume Three consists of The Sims: Vacation and The Sims: Superstar.

Another expansion collection series was also released in 2005:

* The Sims: Expansion Three-Pack Volume 1 consists of The Sims: Unleashed, The Sims: Superstar, and The Sims: House Party.
* The Sims: Expansion Three-Pack Volume 2 consists of The Sims: Hot Date, The Sims: Vacation, and The Sims: Makin' Magic.

[edit] Sequels
Current "The Sims" Division logo, used from 2004. It was inspired by The Sims 2 logo.
Current "The Sims" Division logo, used from 2004. It was inspired by The Sims 2 logo.

[edit] The Sims Online

Main article: The Sims Online

In December 2002, Maxis shipped The Sims Online, which recreates The Sims as an MMOG, where actual human players can interact with each other. This sequel did not achieve the same level of success as the original The Sims game that producers and developers thought it would.

Reviews for The Sims Online have been lackluster. Many reviewers have likened The Sims Online experience to an enormous chat room where few participants, if any, have anything worthwhile to say.

[edit] The Sims 2

Main article: The Sims 2

Maxis released The Sims 2 on September 14, 2004. The sequel takes place in a full 3D environment, as opposed to the combination 2D/3D ("2.5-D" or Isometric) environment of the original game. Other additions to the original gameplay include Sims that grow from infancy to adulthood, then age slowly, and eventually die. This game features clear "days of the week" with obvious weekends for children to stay home from school, as well as "vacation days" to take time off work, an "Aspiration Meter" that increases and decreases as a Sim fulfills specific desires and experiences its worst fears, and "Aspiration Rewards" which can be "bought" with "Aspiration Points" that are earned each time a want is successfully filled.

The Sims 2 is set some 25 years after the original game, and also integrates a storyline into the game. For instance, the Pleasant family (available in the family bin in ‘‘Sims 1’’) has settled in a suburban neighborhood, and their family tree panels reveals relationships with the original Pleasant family from the Sims 1. Additionally, the Goth family has aged significantly, while Bella Goth has mysteriously vanished (suggestively from an alien abduction).

Because faces and neighborhoods are handled in very different ways, objects had to migrate from 2-D sprites to 3-D models, and some objects (particularly those contained in expansion packs) were not copied at all. The Sims 2 was not made backwards-compatible with any Sims 1 content. There have been several expansion packs and add-ons released for The Sims 2.

[edit] MySims

Main article: MySims

MySims is a console game created by EA exclusively for the Wii and Nintendo DS. It features Chibi-like characters (similar to the Wii's Mii avatars). It was released in September of 2007.

[edit] The Sims Stories

Main article: The Sims Life Stories

The Sims Stories is a series of computer games from The Sims series, based on the original The Sims 2 engine, optimized for play on laptops, as it has lower system requirement than The Sims 2, but can still be played on desktops. One feature of this game, if played on a laptop, is the auto-pause function, this stops and starts the game according to when the laptop lid is closed.[7] At present, two games have been released.[8]

[edit] The Sims 3

The Sims 3 was announced by EA in November of 2006. The production of The Sims 3 started after the release of The Sims 2[citation needed]

[edit] Ports

The Sims has been ported from Microsoft Windows to some video game consoles. Though sales have been respectable, the series is not nearly as big a hit as it has been on the PC.

* The Sims (released in January 2003), first console version of The Sims on the PlayStation 2. Later released for GameCube and Xbox.
* The Sims Bustin' Out (released in December 2003): the second console and Game Boy Advance-based versions of The Sims as an RPG where the player guides Sims to move into Malcolm's Mansion. It can be played with two players and provides the added ability to visit external locales ('Community' lots).
* The Urbz: Sims in the City (released in November 2004): This version renames the "Sims" to "Urbz" and gives them fresh, new attitudes that were previously either scarce or nonexistent in previous incarnations of the simulated beings. The Urbz is set in various districts throughout an urban environment, with each having its own unique Urbz and elements.
* The Sims and all its expansion packs were ported to the Mac by Aspyr Media, Inc..
* The Sims was ported to the GNU/Linux platform using Transgaming's WineX technology (now known as Cedega) and was bundled with Mandrake Linux Gaming Edition. However, both WineX and the Cedega engine are unable to run the Windows version of the game. The original port will no longer run on modern Linux distributions and is unable to accept the various add-on packs intended for the Windows version.[citation needed]
* The Sims 2 has also been ported to the Nintendo DS and PSP, however the DS version branches out of the usual and gives the game a "storyline" regarding managing a hotel.This is different compared to the computer version

[edit] Film

The Sims (working title) is a film currently in preproduction. The film will be live action.[9]

On May 25, 2007, it was announced that The Sims film rights had been purchased by 20th Century Fox.[10] Not much is known yet about the upcoming film. It will be written by Brian Lynch, the writer of Angel: After The Fall Comics and writing/directing the 1999 film Big Helium Dog. The film will be produced by John Davis, responsible for films such as Norbit and Eragon.[11]

[edit] See also

* Simulated reality

[edit] References

1. ^ The Sims Franchise Celebrates Its Fifth Anniversary and Continues to Break Records. TMC Net (2005-02-07). Retrieved on 2007-05-19.
2. ^ Burman, Rob (2007-01-16). The Sims Lapping it up – "Laptop-friendly" version heading your way.. IGN. Retrieved on 2007-01-21.
3. ^ Sim-ply a genius. The Sun (2005-12-30). Retrieved on 2006-09-26.
4. ^ Zackheim, Ben (2004-01-30). PC Review - 'The Sims Makin' Magic'. WorthPlaying. Retrieved on 2006-09-26.
5. ^ a b Thompson, Bob. "Guys and Digital Dolls", The Washington Post, 2002-04-14, pp. W08. Retrieved on 2007-10-31.
6. ^ The Sims Bustin' Out Designer Diary #3
7. ^ About - The Sims Stories. The Sims 2 (EA). Retrieved on 2007-10-31.
8. ^ About The Sims Stories: Coming Winter 2008. Yahoo! Games. Retrieved on 2007-10-31.
9. ^ "The Sims Coming to the Big Screen". ComingSoon (2007-05-25). Retrieved on 2007-10-31.
10. ^ "The Sims" to move from PC screen to silver screen. Reuters (2007-05-28). Retrieved on 2007-10-31.
11. ^ Gilstrap, Peter (2007-05-24). Fox brings 'SIMS' to bigscreen. Variety. Retrieved on 2007-10-31.

* Nakamura, Rika; Wirman, Hanna (2005-10). "Girlish Counter-Playing Tactics". Game Studies 5 (1).
* Pearce, Celia (2002-07). "Sims, BattleBots, Cellular Automata God and Go". Game Studies 2 (1).
* Paulk, Charles (2006-12). "Signifying Play: The Sims and the Sociology of Interior Design". Game Studies 6 (1).

[edit] External links

* Official sites
o The Sims official web site
o The Sims 2 official web site

* Fan and resource sites
o The Sims film at the Internet Movie Database
o The Sims at MobyGames
o The Sims Brand Universe site' at Yahoo!
o The Sims programmer Don Hopkins' web site
o Sims Showcase, featuring the latest updates of fan sites.
o Searchable directory of Sims fan sites
o The Sims Wikia
o The Sims Game of Life

Awards
Preceded by
EverQuest GameSpot PC Game of the Year
2000 Succeeded by
Serious Sam: The First Encounter
v • d • e
The Sims video games
The Sims Livin' Large · House Party · Hot Date · Vacation · Unleashed · Superstar · Makin' Magic
The Sims 2 University · Nightlife · Open for Business · Pets · Seasons · Bon Voyage · FreeTime · Stuff packs
The Sims Stories Life Stories · Pet Stories · Castaway Stories
The Sims 3 The Sims 3
Online/Console The Sims Online · The Sims · The Sims Bustin' Out · The Urbz · The Sims 2 · The Sims 2: Pets · MySims · The Sims 2: Castaway
Misc. Sim · Simlish · Film
v • d • e
Sim video games
SimCity SimCity · SimCity 2000 · SimCity 3000 · SimCity 64 · SimCity 4 (Rush Hour) · SimCity DS · SimCity Societies · SimCity DS 2
The Sims The Sims · The Sims Online · The Sims 2 · The Sims Stories · The Sims 3
Other SimEarth: The Living Planet · SimAnt · SimLife · SimTower · SimHealth · SimIsle · SimFarm · SimGolf · SimCopter · SimTown · SimPark · SimSafari · SimTunes · SimRefinery · Theme Park Inc · Theme Park World · Streets of SimCity · Sid Meier's SimGolf
Related Spore (Development) · MySims

Retrieved from "http://en.wikipedia.org/wiki/The_Sims&qu ot;

Categories: Articles with unsourced statements since March 2007 | All articles with unsourced statements | All pages needing cleanup | Wikipedia articles needing factual verification since May 2007 | Articles with unsourced statements since January 2008 | Articles with unsourced statements since August 2007 | 2000 video games | Isometric video games | Mac OS games | Mac OS X games | Social simulation video games | Windows games | The Sims games and expansions | Interactive Achievement Award winners | Video games with expansion packs | Films based on video games
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The Sims 2
From Wikipedia, the free encyclopedia
Jump to: navigation, search
This article is about the computer game. For console releases, see The Sims 2 (console game).
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: 7+
Platform(s) Windows, Mac OS X, Nintendo DS
Media CD (4), DVD (1), Download
System requirements

Mac OS X

* OS: Mac OS X 10.3.8+
* CPU: 1.2 GHz PowerPC G4/G5
* RAM: 256 MB
* Disc Drive: DVD drive
* HDD: 3 GB free space
* Video: 32 MB ATI Radeon 9000/nVidia GeForce FX5200

Microsoft Windows

* OS: Windows 98/98 SE/Me/2000/XP/Vista
* CPU: 800 MHz
* RAM: 256 MB
* Disc Drive: 8x CD-ROM/DVD drive
* HDD: 3.5 GB free space
* Video: 32 MB DirectX 9.0 and T&L compatible
* Sound: DirectX 9.0 compatible

[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]
Contents

* 1 Gameplay
o 1.1 Player sims
+ 1.1.1 Physiology
+ 1.1.2 Career
+ 1.1.3 Aspiration
+ 1.1.4 Lifestyle
+ 1.1.5 Death
o 1.2 Other characters
o 1.3 Habitation
o 1.4 Minigames
o 1.5 Ready-made neighborhoods
o 1.6 Plot
* 2 History
o 2.1 Development
o 2.2 Controversy
o 2.3 Reception
* 3 Comparison to The Sims
o 3.1 Graphics
o 3.2 Gameplay
* 4 Game customization
* 5 Game editions and add-on releases
o 5.1 Core game
o 5.2 Expansion packs
o 5.3 Stuff packs
* 6 Film
* 7 See also
* 8 References
* 9 External links
o 9.1 Official site
o 9.2 Producer journals
o 9.3 Resources

[edit] Gameplay

[edit] Player sims

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.

[edit] 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.

[edit] Career

Children and teens go to school from Monday to Friday. Homework and mood affect their grades. Parents can enroll their children to private schools, after success in a minigame of inviting the headmaster for dinner. An adult sim can find a job from a newspaper and computer, and be promoted if they have appropriate skills and a sufficient number of friends. Each career has ten levels with increasing salary, and different styles of dress and carpool vehicles. The original careers are Athletics, Business, Crime, Culinary, Law Enforcement, Medicine, Military, Politics, Science and Slacker. A sim reaching a critical career level receives a career reward, an exclusive household object, mostly used for skill improvement.

Teens, adults and elders can have jobs. Teens and elders though can only have part time jobs.

[edit] 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]

[edit] 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.

[edit] 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.

[edit] Other characters

There are three types of non-playable Sims:

* "Townie" Sims are those which are roughly equivalent to playable Sims, having jobs and other characteristics of a playable Sim, except they do not live on an actual lot. They visit the Community and Residential lots and can be interacted with just like any other Sim. With very few exceptions, any Townie may become a playable Sim if he or she accepts an invitation to move in, to be joined, or to be married.

* Non-playable Sims that perform specific functions are called Non-player characters(NPCs). NPCs can be hired to work for residential lots as maids, nannies, and gardeners. There are also cashiers who work at community lots, as well as NPC Sims with special tasks, such as Firemen and Caterer. Each role (Fireman, nanny, etc.) is played by several sims, from which the game randomly choses to visit the lot when needed, so as to enhance the realism of the game. Most NPCs may become a playable Sim through union or moving in. Their role, now empty, is automatically filled by a new NPC.

* Special Non-playable characters are the Grim Reaper, Therapist, Social Bunny, Mrs. Crumplebottom, Stinky Skunk, Penguin, Social Worker, and the Repo Man. Each of them has a special behavior. Though the Headmaster may seem like a special non-playable sim, in reality he is a non-playable sim.

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.

[edit] 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. There are two main kinds of lots - homes and community lots.

[edit] Minigames

There are some minigames - time-bound social challenges - available within the game. In the original game there are parties, and dinners with the private school headmaster. The expansions add more minigames (such as dating).

[edit] Ready-made neighborhoods

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 and PSP. 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 (this neighborhood also includes characters from The Tempest, King Lear, and Much Ado About Nothing.)

[edit] 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.

[edit] History

[edit] 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 E³ 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]

[edit] 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. ”

[edit] Reception

The Sims 2 had a successful E³ 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]

[edit] Comparison to The Sims
The graphics eingine of The Sims 2 has seen significant improvement over its predecessor.
The graphics eingine of The Sims 2 has seen significant improvement over its predecessor.
A shot of Pleasantview, one of the default neighborhoods
A shot of Pleasantview, one of the default neighborhoods

[edit] Graphics

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.

[edit] Gameplay

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.

Minor additions to gameplay are the cleaning skill, a variety of meals, and houses built on foundations.

[edit] 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.

[edit] Game editions and add-on releases

For the PC, there have been six released editions of the core game, six released expansion packs and six released stuff packs. There has also been another stuff pack and expansion announced. Many of these have been ported to Mac OS X by Aspyr. The Sims 2 has also been released for a number of game consoles.

[edit] Core game
Name Windows Release date (USA) Aspyr Media, Inc. Mac OS X port Release Features
The Sims 2 September 14, 2004 June 13, 2005 First release of the core game
The Sims 2: Special DVD Edition September 17, 2004 n/a Core game, Bonus DVD content
The Sims 2: Holiday Edition (2005) November 17, 2005 n/a Core game, content from The Sims 2: Holiday Party Pack
The Sims 2: Holiday Edition (2006) November, 2006 n/a Core game, content from The Sims 2: Happy Holiday Stuff
The Sims 2: Deluxe[24] May 8, 2007 n/a Core game, The Sims 2: Nightlife, Bonus DVD

[edit] Expansion packs

The Sims 2 expansion packs provide additional game features and items. Generally, expansion packs add one central gameplay element, several peripheral elements, a new type of "expansion neighborhood", a new mythical creature (e.g. zombies in University and vampires in Nightlife), and over 100 new objects. Six expansion packs have been released so far, with the seventh expansion pack to be released in February 2008.
Name Windows Release date Mac OS X Release Major Additions Neighborhood Expansions New NPCs Creature Careers
North America Europe
University March 1, 2005 March 2, 2005 December 12, 2005 Young Adult life stage (only accessible in college), lifetime wants, pranks, Influence, secret societies College Towns, Dormitories Baristas, mascots, cheerleaders, students, University staffs and faculty (professors, cafeteria workers etc.) Zombies Only available to graduates: Natural research, Showbiz, Artist and Paranormal
Nightlife September 13, 2005 September 13, 2005 March 27, 2006 Dating/outing, Pleasure Aspiration, chemistry, drivable vehicles Downtown Gypsy Matchmaker, variety of "Downtown" employees (waiters, bartenders, chefs etc.) Vampires None
Open for Business March 2, 2006 March 2, 2006 September 4, 2006 Businesses, business perks, talent badges, elevators, robots Shopping districts, Businesses Reporters, barbers Robots None
Pets October 17, 2006 October 20, 2006 November 6, 2006 Dogs, Cats, Birds, Womrats, pet store lots, in-game encyclopedia of tips and tricks normally presented throughout gameplay None Animal Control Officers, Obedience Trainer, Wolves, Skunks Werewolves Pet careers: Security, Showbiz and Services
Seasons March 1, 2007 March 2, 2007 June 11, 2007 Weather system, Outerwear, Seasons, fishing, gardening Riverblossom Hills Neighborhood Garden Club Members, Penguins Plantsims Adventurer, Education, Gamer, Journalism, Law, and Music
Bon Voyage September 4, 2007 September 7, 2007 December 23, 2007 Hotels and Vacations in Tropical, Oriental and Woodland (Camping) Settings, Regional Typical Games, Traditions & Items as well as functional beaches[25] digging for treasure Vacation Neighborhoods (Twikki Island - Beach, Three Lakes - Mountain and Takemizu Village - Far East) Fire Dancers, Concierges, Hotel Maids, Bellboys, Wise Old Man, Pirates, Pickpockets, tourguides and Ninjas Bigfoot (Male Only) None
FreeTime February 26, 2008 February 28, 2008 Hobbies, sports, ballet, activities, restoring cars, pottery, additional careers TBA Hobby Members TBA TBA

[edit] Stuff packs

Main article: The Sims 2 Stuff packs

Stuff packs are add-ons to the base game that add only new objects. There are currently seven released. Stuff packs were originally called booster packs, as seen in the release of The Sims 2: Holiday Party Pack. Current releases are called "Stuff Packs" and include certain gameplay elements introduced in previous expansion packs (as opposed to Holiday Party Pack, which only added a package file containing object data). Stuff packs typically add around 60 new items.
Name Windows release date (USA) Mac OS X Release Major components
Holiday Party Pack November 17, 2005 n/a Christmas, Halloween, Thanksgiving, Hanukkah, Kwanzaa, New Years
Family Fun Stuff April 13, 2006 April 30, 2007 Fairy tale, Nautical
Glamour Life Stuff August 31, 2006 June 2007 Luxury, Couture
Happy Holiday Stuff November 7, 2006 September 2007 Includes Holiday Party Pack, with Asian and European holiday elements
Celebration! Stuff April 3, 2007[26] n/a Celebrations, Fiestas (Weddings & Birthdays)
H&M Fashion Stuff June 5, 2007[27] n/a Latest fashion collections from H&M
Teen Style Stuff November 5, 2007[28] n/a New bedroom décor themes (“Goth,” “Thrashers,” and “Socialite”), teen outfits and hairstyles.

[edit] Film

The Sims (working title) is a film currently in preproduction. The film will be live action.[29]

On May 25, 2007, it was announced that The Sims film rights had been purchased by 20th Century Fox.[30] Not much is known yet about the upcoming film. It will be written by Brian Lynch, the writer of Angel: After The Fall Comics and writing/directing the 1999 film Big Helium Dog. The film will be produced by John Davis, responsible for films such as Norbit and Eragon.[31]

[edit] See also

* Simulated reality
* The Strangerhood
* The Sims 2 (console game)

[edit] References

1. ^ Mac OS X system requirements. Aspyr Media. Retrieved on 2006-08-29.
2. ^ Windows system requirements. EA Games. Retrieved on 2006-08-29.
3. ^ Walker, Trey (2002-03-22). The Sims overtakes Myst. GameSpot. Retrieved on 2007-04-04.
4. ^ IMDb. The Sims 2 trivia. Internet Movie Database. Retrieved on 2007-04-04.
5. ^ Bon Voyage Press Release. EA (2007-07-26). Retrieved on 2007-07-26.
6. ^ Thorsen, Tor (2006-11-02). Sims 3, next-gen Black, new SimCity & LOTR coming. GameSpot. Retrieved on 2007-04-04.
7. ^ Orry, James (2006-03-11). Three new Sims games in development. Pro-G Media, UK. Retrieved on 2007-04-04.
8. ^ Adams, Dan (2004-09-10). The Sims 2 Review. IGN. Retrieved on 2007-04-07.
9. ^ a b EA Announces Plans For The Sims 2. The Sims 2 Press Release (2003-05-05). Retrieved on 2007-04-04.
10. ^ Will Wright Speaks Simlish. GameSpy (2005-02-27). Retrieved on 2007-04-07.
11. ^ Bradshaw, Lucy (2004-08-31). Zany Outtakes from the Cutting Room Floor. Maxis, mirrored at GameSpot. Retrieved on 2007-04-04.
12. ^ CNN (2005-07-28). 'Sims' content criticized. money.cnn.com. Retrieved on 2007-03-01.
13. ^ Surette, Tim (2005-07-02). Sims 2 content "worse than Hot Coffee". GameSpot. Retrieved on 2007-03-01.
14. ^ Best of E3, 2004 Winners. The Game Critics Awards. Retrieved on 2007-04-04.
15. ^ Best of E3, 2004 Winners. GameSpot. Retrieved on 2007-04-04.
16. ^ The Annual GameSpy E3 Awards!. GameSpy. Retrieved on 2007-04-04.
17. ^ PC Best of E3 2004. IGN. Retrieved on 2007-04-04.
18. ^ The Sims 2 Review. IGN. Retrieved on 2007-04-04.
19. ^ The Sims 2 Review. GameSpy. Retrieved on 2007-04-04.
20. ^ Main Reviews Breakdown. Gamerankings.com. Retrieved on 2007-04-07.
21. ^ Billboard 2004 Digital Entertainment Conference & Awards. Billboard. Retrieved on 2007-04-04.
22. ^ Latest Winners and Nominees. British Academy of Film and Television Arts. Retrieved on 2007-04-04.
23. ^ 10th Annual SATELLITE Awards (.doc). International Press Academy. Retrieved on 2007-04-04.
24. ^ Official The Sims 2 Website (2007-04-12). Retrieved on 2007-04-13.
25. ^ The Sims website with announcement of the Bon Voyage expansion,
26. ^ The Sims(tm) 2 Celebration Stuff Videos. Maxis. Retrieved on 2007-03-08.
27. ^ The Sims(tm) 2 H&M Fashion Stuff. Retrieved on 2007-04-26.
28. ^ The Sims(tm) 2 Teen Style Stuff. Retrieved on 2007-08-24.
29. ^ "The Sims Coming to the Big Screen". ComingSoon (2007-05-25). Retrieved on 2007-10-31.
30. ^ "The Sims" to move from PC screen to silver screen. Reuters (2007-05-28). Retrieved on 2007-10-31.
31. ^ Gilstrap, Peter (2007-05-24). Fox brings 'SIMS' to bigscreen. Variety. Retrieved on 2007-10-31.

[edit] External links

[edit] Official site

* Official The Sims 2 website
* Official The Sims 2 UK website

[edit] Producer journals

* The Sims 2: Nightlife Producer Journal by Tim LeTourneau
* Update on The Sims 2: Nightlife Producer Journal by Tim LeTourneau
* The Sims 2: Open For Business Producer Journal by Tim LeTourneau
* The Sims 2: Family Fun Stuff Developer Journal by Lyndsay Pearson

[edit] Resources

* The Sims 2 website directory at the Open Directory Project
* The Sims 2 series at MobyGames
* The Sims 2 at Gamespot

v • d • e
The Sims video games
The Sims Livin' Large · House Party · Hot Date · Vacation · Unleashed · Superstar · Makin' Magic
The Sims 2 University · Nightlife · Open for Business · Pets · Seasons · Bon Voyage · FreeTime · Stuff packs
The Sims Stories Life Stories · Pet Stories · Castaway Stories
The Sims 3 The Sims 3
Online/Console The Sims Online · The Sims · The Sims Bustin' Out · The Urbz · The Sims 2 · The Sims 2: Pets · MySims · The Sims 2: Castaway
Misc. Sim · Simlish · Film
v • d • e
Sim video games
SimCity SimCity · SimCity 2000 · SimCity 3000 · SimCity 64 · SimCity 4 (Rush Hour) · SimCity DS · SimCity Societies · SimCity DS 2
The Sims The Sims · The Sims Online · The Sims 2 · The Sims Stories · The Sims 3
Other SimEarth: The Living Planet · SimAnt · SimLife · SimTower · SimHealth · SimIsle · SimFarm · SimGolf · SimCopter · SimTown · SimPark · SimSafari · SimTunes · SimRefinery · Theme Park Inc · Theme Park World · Streets of SimCity · Sid Meier's SimGolf
Related Spore (Development) · MySims
Retrieved from "http://en.wikipedia.org/wiki/The_Sims_2& quot;

Categories: 2004 video games | Windows games | Mac OS X games | Interactive Achievement Award winners | Video games with expansion packs | The Sims games and expansions
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Logic Pro 9 + Patch [MAC] - HitMuzica Forums

Significant changes were made for Logic 8. Logic Pro 8 was now mainly Cocoa code, but still included some Carbon Libraries. Alongside changes such as the new processing plug-in (Delay Designer), Apple included features such as Quick Swipe Comping, similar to Soundtrack Pro 2, and multi-take management. Apple also made changes to ease of use. These include the discontinuation of the XSKey dongle and a streamlined interface. Contrary to popular belief, Logic 9 was not a single window interface. Each plug-in (equalizers, reverb plug-ins, delay plug-ins, dynamics control) used in the channel strip opens in a new window when double-clicked. A lot of the features found in Logic 7 have been consolidated into one screen, but not all of them. On July 23, 2009, version 9 of the product was announced. The major new features included Time Flex, Apple's take on "elastic" audio (a function which almost all competing audio applications had at this point). A version of the pedalboard from GarageBand...

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Macintosh Bestsellers Directory

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