"The Sims" started off just like any other computer game, but grew into an instant hit. With expansion packs, deluxe editions, online versions, console versions, and a sequel, "The Sims" has grown from a computer game to a way of life. The Sims skyrocketed to the top of the charts when it began shipping to stores in February 2000 and has quickly become a universal gaming and cultural phenomenon. "The Sims" was the best selling PC game of both 2000 and 2001 and is now the best selling PC game of all time. Translated into 16 different languages, "The Sims" has inspired many expansion packs; "Livin' Large", "House Party", "Hot Date", "Vacation", "Unleashed", "Superstar", and "Makin' Magic". Its combined sales for the franchise have topped 15 million units life-to-date. Plus a huge sequel version, "The Sims 2", released 5 years after the original's release. But where did this idea come from? Who came up with it? Why?

Will Wright grew up in Atlanta, Georgia where his childhood hobbies were similar to his future work. He started out being "obsessed" with building models, which led to an interest in robotics and computers. Though he never finished college, at age 22 Wright began designing computer games and quickly broke away from the pack. When Will was only 22, he moved to the West Coast and created his first game: "Raid on Bungling Bay". It was a Commodore 64 title that allowed players to fly a helicopter around an island. The game wasn't particularly memorable, but it was a stepping-stone to the game that would really put Wright on the map: that game was "SimCity". Will Wright said "I found very quickly that I was having more fun creating the islands for the program than I was bombing them in the game, and that was what evolved into the idea of 'SimCity'".

"SimCity" was Wright's first taste of success. In "SimCity"' you play a combination between mayor, city planer, and God. They've sold millions and millions of copies worldwide that have been translated into a number of different languages, but success wasn't so assured when Wright pitched the concept for "SimCity". There were no takers. "City planning just doesn't sound that interesting, but when you're actually the one making all the decisions and deciding where to put the freeways, all of a sudden it gets extremely interesting," Wright said. To get the game published, Wright and a friend started their own company, which they called Maxis, and released it themselves. Unlike many video games, whose sales peak for the first six months, "SimCity" continued to sell for years. With "SimCity" being such a big hit Maxis started a whole series of "SIM" games.

One of the first SIM games Maxis made was "Sim Ant". It was a game where players controlled ants in an ant colony; they gathered food, dug tunnels, matted, and battled with other ants. Wright was pleased with it because the game worked with recreating the behavioral models of the ants. He wondered whether it was possible to assign similar behaviors to humans in a video game, but at the time technology would not be able to handle such a complicated artificial intelligence. Maxis moved on to other projects in the SIM series after "Sim Ant"; like Sim Farm, Sim Earth, Sim Tower, Sim Town, and many more.

Maxis than made an inevitable follow-up to "SimCity" when they produced "SimCity 2000" in 1994. Just like the original, "SimCity 2000" was a hit. The game was a better looking, more in-depth version of "Sim City". The game had the same concept but gave the player more to control, and play with.

Maxis also made "Sim Town". Which was basically called "a juvenile version of Sim City 2000". One feature that the game had was the ability to create and manage specific Sims that wander around town. These Sims have their personalities created by the player (including their clothes, favorite food, and even their favorite saying). Unlike in "SimCity", buildings do not grow from zones, but each building, garden, road, path, and everything else is placed individually by the player. There are disasters, and other problem that may face the player, but for the most part it was a children's version of SimCity. This idea of watching the people in the city stuck with Will Wright.

After "SimCity 2000" was released Maxis had finally decided on their next project: "SimCopter", an innovative game that would let players a pilot helicopter through the cities they had created in "SimCity 2000" while working on completing missions. This game allowed players to travel through a 3D version of their cities as a "sim" pilot, and help other "Sims" in the city. "SimCopter" did well mainly because of the big fan base of "SimCity 2000" were keen on seeing their cities in full 3D.

"After Maxis made 'SimCopter', I think everyone thought SimCity 3000 would be in 3D," explained Wright. The problem was that the existing 3D technology simply wasn't capable of handling SimCity's microscopic level of detail. Although Maxis did start work on "SimCity 3000" as a full 3D game. But all the tests failed, so "SimCity 3000" became a little simpler; it was an updated, better looking, and more detailed version of "SimCity 2000". The "SimCity" series was keeping Maxis alive, but Will Wright always thought it would be nice to play a game where you build a house rather than a city. Around that time Will Wright was reading a lot of architectural books that helped him work on the idea of customizing and building houses.

Will Wright thought he could combine his ideas from "Sim Ant", and his architectural knowledge, and make a game where you control people in homes that you build, and design. While Wright could never get his idea for a dollhouse game off the ground, which he had originally dubbed "Home Tactics: The Experimental Domestic Simulator." By 1993, a prototype of "Home Tactics" was ready, and Will Wright pitched the project to the Maxis executives during a focus group. That day, four different game ideas were on the table. Wright's dollhouse game was the only one that was met with universal rejection. Almost overnight, "Home Tactics" was shifted to the back burner, with only Wright working on it in his spare time.

Maxis picked up Wright's "Home Tactics" idea and started putting them to work by 1999. The game evolved from many different ideas and stages. One of the many working titles for the game was "Sim Doll House". It wasn't until later that it would get the name "The Sims", which was the name of the citizens and people from SimCity and other SIM games were called. Project designers tried to find a balance between the focuses of building, sim's moods, reactions, and interactions. The game ranged from wanting to be cartoon-like, to trying to very life-like. After many tests, and hard work, Maxis finally felt they found the right mix with the looks, movement, objects, and feel of "The Sims". Maxis tried to keep comedy and fun in the game, while keeping a somewhat realistic feel to it as well.

Maxis wanted this game to be another success, so they started building up a fan basis before the game was even released. They had weekly web-cam events, and chats at TheSims.com. They released customization tools, like "The Sims HomeCrafter" and "Facelift", before the game's release to excite fans and give them a taste of the game's features. After showing the game as several computer game trade shows, Maxis had got some great reviews on this new game. But still some reviewers felt that a game about everyday life; a game with no guns, cars, objectives, levels, or even a way of winning, would not be a success. Maxis had no real idea of what to except from the public with the game, but with an already growing fan following Maxis released "The Sims" in February 2000.

In "The Sims" you build the home of your dreams with powerful architectural design tools and decorate walls and floors in any style. Create your own private paradise with landscaping tools Then buy hot tubs, swimming pools, topiaries, pool tables, giant-screen TV's and over 150 other different objects to furnish your homes and keep your Sims happy. And then live it. Create an endless variety of characters and families. Follow a wide range of career paths. Make friends, have conversations, insult neighbors, fall in love, have children, build skills to advance in your job and life, and also you have a lot of fun. "The Sims" was a hit, and after it went to #1 on game sales charts for several consecutive weeks, Maxis got another great idea; expansion packs.

Maxis went to work creating "The Sims Livin' Large". Instead of making a new game they made an expansion pack, a product that would add new features to the game, but would require the original game to play. "Livin' Large" would add new objects, skins, characters, and other features to owners of the original Sims. "Livin' Large" was released in September 2001, and was a hit. Owners of "The Sims" jumped for joy when they learned they could get new objects, skins, characters, interactions, neighborhoods, careers, and more. Maxis saw an opening to franchise the series and grow the game. So they didn't stop with one expansion, they when on to make another one.

After "The Sims Livin' Large" created big sales in late 2001, Will Wright and Maxis got right to work with creating "The Sims: House Party". "House Party" was in production for just a few months, and in April 2001 (7 months after "Livin' Large") "House Party" hit the store shelves. Players again were excited about more objects, skins, interactions, neighborhoods, and characters for their game.

Than Maxis started on a new project called "SimsVille". It would be a game that sat halfway between "SimCity" and "The Sims" (Similar to "SimTown"). Like "SimCity", you would run a growing urban development, adding shops and civil amenities on a fixed budget, except it's a lot closer and more personal. In fact, you could actually look at every citizen in your town, what their interests and needs are, and how well they're doing right now. However you wouldn't be able to control these people directly the way you do in "The Sims". Rather you have to respond to their wants and needs, growing the town's commerce and character, or arranging to buy things for individual families. The game was about 60% complete when Maxis pulled the plug on the game, and canceled it. The whole reason Maxis had come up with the idea for "SimsVille" was due to feedback from "The Sims" players, who were asking to see the lives of their Sims outside the house. They were sick of being stuck indoors, and while that aspect of "The Sims" was still fun, players wanted to know what goes on in their Sims' lives outside their homes. The gameplay of "SimsVille" had too much micro-management; you had too many details to pay attention to. Maxis felt the game would be a flop. So they came up with "The Sims: Hot Date", another expansion pack for "The Sims". "Hot Date" let players do everything they've been asking for, like hang out at a bar, have a picnic downtown, go shopping, and so on. Maxis found that "Hot Date" had more fun in it than what Maxis had in "SimsVille".

"The Sims Hot Date" allowed your Sims to go to a new downtown area to date, eat, buy stuff, hang out, and have fun! "The Sims Hot Date" was released in November 2001, and was one fans favorite expansion packs. Maxis had given them what the wanted, locations out of the house. The new downtown area was a success, players loved building and visiting shops, stores, bars, restaurants, parks, and more. Around the same time, Maxis put out some other games in the SIM series, like SimCoaster, and SimGolf, they did fine in the market, but "The Sims" was still the #1 seller.

After an expansion like "Hot Date", Maxis needed to keep up with the fan's demands, and released a new game. That game would be "The Sims Vacation". "Vacation" would add an all-new Vacation Island area. Vacation Island was similar to the downtown area added in "Hot Date", except the whole family could visit, and you could stay overnight in the new locations. The game added a ton of new objects, interactions, skins, characters, terrains, and options to "The Sims".

In early September 2002 Maxis stopped producing "The Sims" and "Livin' Large", and made "The Sims Deluxe Edition". "Deluxe Edition" included both "The Sims" and "The Sims: Livin' Large" in one package. Plus owners of the new "Deluxe Edition" got a new program that allowed for easy skin making, "The Sims Creator". The game also included a small collection of new objects, wallpapers, floors, and skins. It was Maxis' way of getting new players into the all ready huge world of "The Sims".

The series was doing great, but Maxis always felt there was something missing from "The Sims" since it was created. Fans also agreed, so in their next expansion pack Maxis added the highly anticipated pets. "The Sims Unleashed" was one of the biggest expansions Maxis made. It brought furry friend to the family. Cats and dogs were added to the world of "The Sims". The pack had all kinds of pet oriented objects and of course tons of pets. Along with pets "Unleashed" added the all-new Old Town expanded neighborhood. In Old Town players could rezone lots to build houses on residential lots, or build shops, stores, parks, and more on community lots.

Within the first year, "The Sims" became Maxis' biggest hit. The game spawned an entire online community of players who created unique objects and skins. "It was very inspirational to me to see all the creativity online," says Wright. So when he was considering what to do next, the success of the online fan community gave him an idea: Why not take The Sims online? Maxis came up with the idea of "The Sims Online", a game where you could interact with other sims that were controlled by other real people around the world. Wright and his team came up with a simple idea for "The Sims Online" that could be executed in a matter of months; they planned release an expansion pack for "The Sims" that would let you place your house online. In the original idea you would build your house off-line and then open it up for online players to come and visit. To visit someone else's house you'd actually connect directly to that player's computer. The idea seemed like a good compromise: It would be quick to develop, and would give the game online functionality. But Will Wright started to realize that the online expansion pack idea wasn't going to fully capture his vision for an online Sims game. "If we were just letting people set up houses as servers, there would be no macro level--no real economy in the world or the concept of neighbors. I realized that my vision for the game was about half Sims Online and half SimCity Online, this game would only bring the Sims part."

Wright and his team decided to merge the already started project "SimCity Online" (which they also started to think twice about) and "The Sims Online" into one full-fledged massively multiplayer game. In "The Sims Online", Wright wanted to reward the creativity of players. "People should be successful because they are making the game interesting to each other," Wright explained, "So if a player created an interesting house that attracted hundreds of visitors a day, they should earn money for this popularity, which in turn would allow them to be even more creative." In addition, Wright was intrigued by the social angle of online games: He wanted to encourage players to interact and chat with each other. This led to the concept of players being able to co-own a home with up to seven roommates. "In many ways, I wanted to make some parts of the game slow and boring so you'd be encouraged to talk with others" Wright said.

By the summer of 2002, the team behind The Sims Online had worked on the game for more than two years. Now the game entered its most critical phase: the play test. Unlike single-player games, which are rarely tested on consumers before their release, a massively multiplayer game has to go through lots of consumer testing. The decision to do a play test is for both technical and creative reasons. The development team has to test the game's servers to see if they can handle thousands of users on it at one time. On the creative end, the team needs to see if the design will meet with acceptance from consumers. That last point is especially important for an online game, since consumers are expected to pay a $10 monthly subscription fee to keep playing. "The Sims Online" is not just a game; it is also a service. "The Sims Online" is constantly being an updated with new patches, features, objects, and more added to the service.

"The Sims Online" was released in late 2002. People everywhere were able to play a game where a real person plays every Sim. Sims meet, chat, explore, and live together in a large cities, and the players design every location. Players can build a house, a club, a business, a park, or whatever you can imagine, while chatting and playing with other real players.

Along with taking "The Sims" to the online community, Maxis took "The Sims" to another audience and another platform in early 2003. Maxis created a version of "The Sims" for PlayStation 2, X-Box, and GameCube consoles! The new game had many features that the original computer version had. The biggest change was it was entirely 3D. Plus the game came with level based gameplay, and two-player modes. Players now worked on "missions" to make money, unlock objects, and travel to other homes.

After years of relying on the success of "The Sims", Maxis returned to the series that put the company on the map. 13 years after the original release of "SimCity", Will Wright and Maxis started work on "SimCity 4". "'SimCity 2000' and 'SimCity 3000' were basically elaborate revisions of the first game," said Maxis game producer. "We're doing more than just giving "SimCity 4" an updated look and some new features." The game had a whole new game engine, and made creating a city much more realistic. SimCity 4 is being developed using a brand-new 3D engine that gives the game a living, breathing look. With the huge popularity of "The Sims" and the cancellation of "SimsVille" Maxis got a great idea for a new feature to the game. "SimCity 4" enclosed a new "My Sim" feature. This allows players to import Sims from "The Sims" and move them into their city. The game allows you to easily track, follow, and find your Sims in the game. The Sims you add to the game will act like spies to the mayor, they will tell how they feel, what they want, and what they need. It allows players to put a face and name with problems, of what to work on and make the game a whole lot more fun. A sim who lives in a neighborhood with no schools nearby will complain about lack of education, and will also result in they getting a bad job. The feature help bring Maxis' top two games together in a fun and useful way. "SimCity 4" was released in January of 2003, and was, like all the SimCities before, a huge hit.

With the big return of a game in the "SimCity" series, Maxis turned back to "The Sims" for their next release. In February 2003 Maxis announced its plan for the 6th expansion pack for "The Sims", " The Sims Superstar". Players had been asking for years for the ability to follow their Sims to work; yet Maxis could never figure out how to make most careers interesting. "Players don't want to watch their Sims do paper work, and other careers that require constant change of setting, like firefighter or police, would not work with the current game engine", a Maxis employee recalled. With "Superstar" Maxis found a path that would allow players to take their Sims to work. Your Sims can become celebrities and live life like one. "The Sims Superstar" was released in May 2003. Players could take their Sims to Studio Town where they could head down a career path of fashion, acting, or music. Plus, like all the other expansion packs, "Superstar" added new characters, objects, skins, and more for the players.

In September 2003 Maxis replaced "The Sims Deluxe", which included "The Sims" and "Livin' Large", with "The Sims Double Deluxe". "Double Deluxe" included "The Sims", "Livin' Large", and "House Party" in one package. Plus "The Sims Creator", and some other new objects, wallpapers, floors, and skins (which were also made available to download from TheSims.com for existing owners of "The Sims"). Again Maxis was trying to get people who haven't experienced "The Sims" into the "The Sims" universe.

Maxis also returned to "SimCity" again, but this time not to make another sequel, but instead to grow on their already successful "SimCity 4". Maxis announced that they were working on "SimCity 4: Rush Hour", and expansion pack for "SimCity 4". The expansion pack focused mainly on transportation features. New roads, rail options, plus much more was added, along with new buildings, themes, and more. Maxis also brought part of "SimCopter" back with new mission you can solve in the game. Players can control all kinds of vehicles in their cities to earn rewards for completing tasks. Players can take direct control of the fire trucks and pursue the quickest route a fire where the help put it out. Players can also solve missions such as catching car-jackers and thwarting bank robbers to earn reward buildings and other vehicles. The new "U-Drive-it" missions brought new control to players. Plus in "Rush Hour" the "My Sim" mode isn't just about Sims posting messages about his needs, wants, and life anymore. It was expanded to include every pedestrian walking down the sidewalk, and the cars driving by. Maxis added the ability to interview Sims and read their thoughts about your city, drive Sims' cars, choose their jobs and houses, and much more. Along with "SimCity 4: Rush Hour", Maxis also released "SimCity 4: Deluxe Edition". "SimCity 4: Deluxe Edition" included both "SimCity 4" and "Rush Hour". "SimCity 4: Rush Hour" and "SimCity 4: Deluxe Edition" were released in September 2003.

The final and seventh expansion pack, for "The Sims" was released in October 2003. Maxis created "The Sims Makin' Magic". The expansion was unlike many of the ones before, because it added an unrealistic characteristic to "The Sims". "Makin' Magic" gave Sims fairy tale-like magic ability and objects. You could turn your neighbor into a frog, or send your clone to school. A new cast of crazy characters were added, and tons of new objects. "Makin' Magic" included over 175 new objects, the largest amount ever included in one expansion pack.

In December 2003, Maxis created another console version of "The Sim" with "The Sims: Bustin' Out", The game was similar to the original console game. It had all new level based gameplay, two-player mode, open ended play, objects, skins and characters. Plus it allowed players to buy cars, scooters, and bikes to travel out of the house. There were all kinds of new locations to explore. "Bustin' Out" also took real advantage of the consoles' abilities. Players on the PlayStation 2 platform could connect to the Internet and play with gamers all over the globe, exchange objects, Sims, and more. The game was released on GameCube, Xbox, and PlayStation 2 (just like the original console game), and also on Nintendo's GameBoy Advance. The GameBoy Advance version of "The Sims" was a whole new frontier. Players could now take their Sims everywhere they went. The graphics were a bit lower, but the fun of the game was still there. Plus if you own the GameCube version of "The Sims: Bustin' Out" players are able to use a link cable, to exchange Sims from one version to another. In the GameBoy Advanced version, players are able to control a sim, meet and talk with other Sims, solve missions, and become successful, while trying to keep the Sim's mood and skills up.

Maxis announced in early 2003 that they were beginning work on "The Sims 2", a huge sequel to "The Sims". Just like the success of "SimCity 2000" Maxis knew that "The Sims 2" would be a big hit. "The Sims 2" brought all kinds of new features, options, and looks to "The Sims". The biggest change was the graphics. The Sims in "The Sims 2" were now 3-D and had much more realistic features. In "The Sims 2" Sims age through 6 different stages of life, and their physical characteristics change depending their life style. New facial expressions and body gestures were added to the Sims. The game gives players an indication of how well they're doing with a new life score feature, which score Sims' lives as they go through important events in their lives such as a first crush, marriage, and even their first steps as a baby. The Sims in this version of "The Sims" also have DNA, and pass their looks onto their children. "The Sims 2" was a big leap forward in technology and gameplay. Maxis worked hard on "The Sims 2", with tons of online promotions, pre-release programs, and promoting, finally in early 2004 "The Sims 2" hit shelves.

So what is next for "The Sims"? It's hard to tell now. You could probably count on a couple expansions for "The Sims 2", a few more console releases. Will Maxis make a "The Sims 3" and "SimCity 5"? Who knows? It's hard to say what the future will bring. But with over 30 million players, it does not look like "The Sims" is going to disappear anytime soon.



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