The Sims was the most phenomenally successful computer game of all time and the first relatively sophisticated social simulator for the PC. Its obvious gameplay faults have been torn apart -- by people experienced with simulations, and computer games in general -- in its node, but they ended up being irrellevant.
The overlooked key to The Sims's popularity among the non-simulation-savy was that it's a virtual pet game in which the pets are human-shaped: people read complex inner lives into the very simple AI models.
The sequel corrects most of the gameplay faults and rachets the realism up several notches. Maxis spent a fortune (and several years) making the characters' expressions and interactions realistic (and avoiding the uncanny valley), and now watching them tugs at your synapses. You can't help empathizing; your brain is hard-wired to empathize with things that act this human. Mostly, it's the cumulative effect of a hundred small touches, but the obvious improvements are
Realism aside, it's worth mentioning how big the Sims 2 conceptual space is. Its house-design tools are better than those in most dedicated house-design programs; there are a bunch of what are effectively minigames (aliens! ghosts!) to lure in people not much interested in the virtual social interaction.
The original spawned 7 expansion packs and dozens of free and fee-based (!) websites hosting additions. This game will be much bigger, and its effects will reach further into society at large. People will use it to plan (or reenact) their weddings. The first machine to pass the Turing test might be made by Electronic Arts. And brace yourself for an onlaught of CG porn in several years' time.
What's been added
What's been removed
What still grates
What the game needs
All in all, the Sims 2 is a worthy if flawed sequel. While EA and Maxis are to be commended for trying to expand the universe and take the gameplay in new directions, they have tweaked or ignored far too many facets of the original. What's more, the TV ads depict scenes and events not present in the game (the children with Nerf bats smacking a TV off the counter, or the unlucky casanova being rejected by numerous women until one rips her blouse off for him!) which makes me wonder if the game has been left intentionally incomplete so EA can milk us for another seven expansion packs.
The potential is massive. With familiar people as gamepieces the failures can become that much more harrowing, succumbing to the inevitable far more fun and morally suspect. Players can see how different hairstyles, ages or skin colours would look like, re-enact or enact events, or as metalangel noted just shack people up and see what the children would be like. As usual, though, the folks of Looneywood get the best of things.
An illustrative tale: It's no secret that I'm slightly original, and my 18-year-old little sister's recent trip to Japan was an opportunity to turn bugging her into an artform. In roughly two hours I made her as meticulously as possible, consulting photographs, picking out a hairstyle and clothes she'd use. Eventually I had a teenaged sim immediately recognizable as my sister.
Then I hit the gender change button.
The outcome actually suited her, her somewhat angular features easily translating into masculine ones. There's no point in discussing her appearance in detail, but bystanders - mostly blissfully ignorant - quite liked him. Our mother even helped with choosing a hairstyle, having seen the humor in the situation (or at least she kept nodding and smiling.) Was this enough? Of course not. I consulted some of my superiors for ideas and set out to see how strange the game could go, crafting these:
I admit that this was rather more than I bargained for, the cutscene landing outside my comfort zone, but at least I got to create something excellently mad. Not to mention making her look like she'd taken the mental equivalent of a large brick to the head.
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