RobertoOrtiz
09-15-2004, 01:14 PM
Quote:
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The Sims does not have a beginning or an end. You can't win in The Sims, though most people would say you lose when your Sim, a virtual human you control with simple point-and-click mouse commands, dies. In the original game, players balanced basic needs such as sleeping, eating and bodily functions as well as romantic, social and employment needs.
In The Sims 2, players control individuals or families of Sims — "anybody in the game, with a few exceptions like the maid and the mailman," Wright says. "You try to influence visitors indirectly. You might turn on the stereo and ask them to dance. You might serve food or do things to influence the relationship. A lot of the gameplay is to try to influence people whom you do not directly control."
While Sims 1 "focused around the minute-to-minute tactical decisions about whether you go to the bathroom or go to the front door," Wright says, "with Sims 2, the Sims have a relationship with time allowing you to concentrate more on life-management rather than time-management."
When players run their Sims lives well, they live long and prosper. Mess up, or give them traumatic childhoods, and the Sims turn to psychiatrists — and even invisible bunny rabbits — for help. "Deep failure involves them going psychotic and seeing invisible people," says Wright, who believes many players will purposely drive their Sims psychotic. "People really enjoy experimenting with failure."
While the original game took place in a simple two-dimensional environment, Sims 2 heightens the emotion with a fully three-dimensional world. Players even can record home movies of their Sims.
But it demands so much processing power that it needs newer computers for best effect. "Sims 2 is only coming out on PC for now," Gordon says. "The current generation of (game systems) just don't have enough processing power."
"
>>Link<< (http://www.usatoday.com/tech/products/games/2004-09-14-sims2_x.htm)
-R
"
The Sims does not have a beginning or an end. You can't win in The Sims, though most people would say you lose when your Sim, a virtual human you control with simple point-and-click mouse commands, dies. In the original game, players balanced basic needs such as sleeping, eating and bodily functions as well as romantic, social and employment needs.
In The Sims 2, players control individuals or families of Sims — "anybody in the game, with a few exceptions like the maid and the mailman," Wright says. "You try to influence visitors indirectly. You might turn on the stereo and ask them to dance. You might serve food or do things to influence the relationship. A lot of the gameplay is to try to influence people whom you do not directly control."
While Sims 1 "focused around the minute-to-minute tactical decisions about whether you go to the bathroom or go to the front door," Wright says, "with Sims 2, the Sims have a relationship with time allowing you to concentrate more on life-management rather than time-management."
When players run their Sims lives well, they live long and prosper. Mess up, or give them traumatic childhoods, and the Sims turn to psychiatrists — and even invisible bunny rabbits — for help. "Deep failure involves them going psychotic and seeing invisible people," says Wright, who believes many players will purposely drive their Sims psychotic. "People really enjoy experimenting with failure."
While the original game took place in a simple two-dimensional environment, Sims 2 heightens the emotion with a fully three-dimensional world. Players even can record home movies of their Sims.
But it demands so much processing power that it needs newer computers for best effect. "Sims 2 is only coming out on PC for now," Gordon says. "The current generation of (game systems) just don't have enough processing power."
"
>>Link<< (http://www.usatoday.com/tech/products/games/2004-09-14-sims2_x.htm)
-R
