
Wishes are also determined by their traits, their lifetime wish and what is happening in their life and environment.Genetics are influenced by both parents and previous generations.Lifetime Wish are determined by their traits.Celebrity status is affected by careers, public actions, relationships, and household funds.Reputation is affected by public actions Sims make.Memories are collected in a scrap book when major events take place.Zodiac sign affects their romantic compatibility with other Sims.Favorites affect their favorite aspects of everyday life.A Sim's traits determines how they interact with other Sims and what activities they prefer.A Sim's Needs affect their Mood as well as Moodlets from what is occurring in their lives.Reputation is based on how nice a Sim is to others.Skills & Talent Badges determine how well Sims perform certain tasks.Wants and fears, determined by a Sim's aspiration.Aspirations that determine a Sim's short- and long-term goals.Memories of what has occurred in their lives.Age affects the interactions a Sim can perform.Their sign and their Turn-ons/offs also determine their romantic compatibility. A Sim's Personality determines what activities they prefer and how they interact with other Sims.Their needs are based on their Life state and age. Some characteristics are only available with Expansion packs. The characteristics of Sims in The Sims 2, The Sims 2 (console), The Sims 2: Pets (console), The Sims 2: Castaway, The Sims 2: Apartment Pets, and The Sims Stories. Reputation is based on how well a Sim gets along with others and increases when completing tasks for them.Urbz only have three skills instead of six. Skills determine how well Sims perform certain tasks.Urbz only have five of the usual eight motives. The characteristics of Sims (here called Urbz) in The Urbz: Sims in the City. Interests are what Sims like to talk about.The characteristics of Sims in The Sims, The Sims for consoles, The Sims Bustin' Out for consoles and The Sims Bustin' Out handhelds. Sims tend to be social creatures, and can hallucinate if left alone for too long. It is unclear how intelligent Sims are although they have the ability to use tools and create works of art and technology, they lack direction and often require a guiding hand, that of the player, to manage some of the simplest of tasks. Sims have four limbs: two arms and two legs. Most Sims are omnivores, however vampiric Sims exhibit hematophagy, and some Sims, who get sick from eating meat, exhibit vegetarianism. Sims are a bipedal, humanoid species, found in SimNation. The first game with spoken Simlish was SimCopter (1996). However, Streets of SimCity (1997) introduced Simlish for the first time in the radio music. Players could choose certain Sims' favorite things (somewhat like Aspiration in The Sims 2), and could peer into all houses (only one floor could be revealed, however).Īfter that, no game quite got as close to The Sims as the game itself. Among these was a very basic mood meter which only contained "sad" and "happy" and had relatively few factors that go into it. Players can also see a stray or wandering cat outside the yard that the dog frequently scares away.įurther interaction was given to the Sims in SimTown (1994), and was the base of many concepts that later went into The Sims. Their first known appearance was in SimAnt (1991) there was only one owner in the yard and the ant colony he lived upon. Sims were first mentioned in the first edition of SimCity, but aside from little dots in the sports stadium, they were never seen.
