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Kleine opmerking: Ik ben op het moment druk aan het werk aan de nieuwe site. Ik wil de site echter niet helemaal offline halen, dus je kunt alles nog gewoon bekijken. Maar de werkzaamheden kunnen er wel voor zorgen dat sommige pagina's er een beetje raar uitzien. Het zal niet heel lang meer duren. Happy
23 sep 2004 - 23:00

"At the core of The Sims is balance, according to Wright."

Look Deeper Into Will's Soul


Simulating life, love and the Universe

By Jo Twist

As a boy, Will Wright liked to fiddle with models. The man behind The Sims phenomenon liked to make ships, planes, and most things mechanical.

The Sims 2As he grew older, his interest turned to robots and the possibilities of building them to try to mimic human characteristics.

"I like the idea of building machines but I really like them because they are a tool for understanding humans more," he told BBC News Online.

"Until you build a hand, you don't realise how difficult it actually is and we know more about almost everything than we know about the brain."

What he really wanted to do, though, was model people.

In 1985, Will Wright started work on a computer simulation game called SimCity, and co-founded games company Maxis in 1987.

When it launched in 1989, SimCity became a huge hit with gamers who wanted to do more with their games.

The Sims followed in 2000, allowing gamers to play God with virtual people.

It quickly became the best-selling PC game of all time and opened up a different understanding of what a game was and how real life itself was very much like a game.

Although there have been several successful additions to the original Sims game, The Sims 2 game, out on 17 September for PCs, is the first complete overhaul of the title.

Life as we know it

At the core of The Sims is balance, according to Wright.

It is not necessarily about playing God, he says, controlling every aspect of their virtual person's life, down to when they go to the toilet.

It is about how players decide to juggle their virtual people's lives - work, family, love - and how they decide to spend the 24 hours in a day.

Will Wright, Sims creatorThe decisions they make for their little ones can kill them, or help them to rule the virtual roost.

In The Sims 2, there is an added complexity of genetics. Whole generations are created, and their success in life is determined by decisions about their aspirations that the player makes early on.

The Sims become a lot more aware of social and emotional bonds, and you can even make them look like you. Your offspring will carry on genetic traits decided by you.

Building and managing the complex social, emotional and economic well-being of people in real life is hard enough.

But, said Wright, doing it with your own computerised world can teach people some profound lessons in life.

Parents have told him how their children's perception of life and relationships changed after playing SimCity and The Sims.

"We all strike a balance differently, and every one of those decisions is subconscious: The Sims makes those decisions apparent.

"By building your life into a toy, it enters your consciousness. People start to see the juggling act.

"They wake up a bit more and see that they have been playing this game in real life, but never realised."

To him, a game like Sims, with its simple premise of living, gives people a different lens through which they can look at life.

The idea of simulation is not restricted to just everyday life lessons, however.

Shady side

After the success of SimCity, and its several spin-offs, Maxis was approached by several organisations, from the military, governments, and oil companies, to craft games that could help planners or strategists see the impacts of decision-making.

The Sims 2For a while, they did play with serious simulations - a Sims for the oil industry, healthcare sector and the environment protection agency.

But soon, said Wright, they found more time was being spent talking to lawyers. It was not fun to do anymore so it was spun off to another company.

"We can have a much bigger impact with millions of parents and kids playing it."

That impact, however, has worried some who fear the idea of a virtual life leads people to neglect their physical lives, or worse, gives people licence to escape real life laws and social constraints.

Last year, the darker side of Sims life was revealed by philosophy professor Peter Ludlow.

As a resident of Alphaville, the biggest city in Sims spin-off The Sims Online, he revealed the criminal elements and seedier activities that had bled into the "game", including the Sims Mafioso, prostitution, and thieves.

This shadier side of virtual life is something that concerns, but also interests Wright.

"It makes the game more interesting. It is pretty playful and harmless," he said.

"It is something our society is grappling with. There is a whole generation of kids who have real and virtual communities, which is almost alien to the generation above.

"We need to learn to live with it as a society."

22 sep 2004 - 23:00

De winnaars van de eerste multiple choice prijsvraag zijn bekend!

  • De Sims Aquamuis gaat naar:
    Ingrid uit Mortsel (Blg)
  • De Sims Radio gaat naar:
    Kim uit Lisserbroek (NL)
  • De Sims Koelkast magneten gaan naar:
    Kirsten uit Waddinxveen (NL)
  • De Sims etuis en pennenset gaat naar:
    Nils uit Haarlem (NL) en
    Silke uit Heist-op-den-Berg (Blg)

Gefeliciteerd!

21 sep 2004 - 23:00

We zijn weer gestart met een nieuwe prijsvraag! Beantwoord de multiple choice vraag en maak kans op een Sims 2 muis, radio etuis, of koelkastmagneetjes...

Ga naar het prijzenfestival...

De Sims 2
19 sep 2004 - 23:00
The Sims 2 The Sims 2 The Sims 2

3 Nieuwe screenshots in de Sims 2 Scoop nieuwsbrief.

18 sep 2004 - 23:00

Greetings Sim Fans,

Are you actually reading this? Shouldn't you be playing The Sims 2?

Well, if you insist on continuing to read this missive, I suppose I'll continue.

It's always hard when a project that's demanded so much of you both physically and mentally draws to a close. It's incredibly rewarding to see the countless person-hours put in by yourself and scores of others pay off in the form an amazing game like The Sims 2 (I'd be more modest, but have you played the game? It seriously rocks), but there's a bittersweet element to it as well. Suddenly, there's this big, Sim-shaped hole in your life. The pace of your existence slows down (if only briefly) to manageable levels. You have time for little things like laundry, right on up to the big things like spending time with family. The return to normalcy is incredibly welcome, but something feels off, like the phantom pains of a missing limb.

It has been great fun sharing stories about the development process with you all, and teasing you with all the exciting new features found in The Sims 2, but now that the game is on shelves (and hopefully in your Sims-lovin' mitts as well), it's time for all of us here at Maxis to listen to what you have to say about the game. The secret to our success has always been the support, the love, and even the criticism we receive from you, our biggest, best and most knowledgeable fans. Believe me when I say that we'll be looking to you all to help us make The Sims 2, and the successive Expansion Packs, every bit as successful as the original The Sims games.

So, it is with no small amount of sadness that I report to you that this is the final Lucy Mail. Sure, there will probably be additional communications from members of the Maxis team in a few months, when we have more exciting news to share, but now is the time for all of us to go live our own lives, as well as the virtual lives of our simulated pals in The Sims 2. It's time build the perfect Sim-family, and help them realize their dreams and aspirations. It's time to upload your stories and movies to The Sims 2 Exchange. In short, the work is done – it's time to play!

And you can sense that sense of play here in the office. The team has a brief respite right now, and there's a real sense of pride among us all, and a feeling of victory and a job well done. We've made a little movie that shows how we feel:
http://thesims.simbeta.com/us/sims2/images/local/special/the_sism2_140.mov

At the office, we all worked with one another so closely for such a long time, it's kind of like everybody melded together to form some kind of crazy super-organism. We even started to dress and coif ourselves similarly. If you don't believe me, we've got pictures to prove it. It's a bit frightening, actually:

The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2 The Sims 2

And if you want your Sims to look like authentic Maxoids (I can't imagine why – I mean, you saw the photos, right?), well, we're only too happy to oblige:
http://thesims.ea.com/us/sims2/images/local/special/ATFemale_hairpgchopp...

Farewell, Sims Fans!

Lucy Bradshaw

The Sims 2 Executive Producer/Brain of the Super-Organism

P.S. When the site launches, please go to the Fansite page in the Community Section to re-submit your site (http://thesims2.ea.com/community/fansites.php). Use this as an opportunity to update your information and polish your description.

We're really looking forward to seeing all the new things The Sims 2 fansites do with The Sims 2. Thanks for being such an important part of our community! We're all hanging out on the boards as much as we can realistically afford to right now, so keep a close eye out for people with official “Maxoid” names (e.g. I'm MaxoidLucy) if you have any questions.

17 sep 2004 - 23:00

Laat je vrienden weten dat Sims 2 er is! Verras ze eens met een Sims 2 Kaartje!

Zoek een e-card

16 sep 2004 - 23:55

Anyone that purchases The Sims 2 at the San Francisco Virgin Megastore can get their copy of TS2 signed by Will Wright from 5-6 pm. The first 50 people that buy the game starting at 5 pm on Friday will get a T-shirt.

16 sep 2004 - 23:50

Each day through Sept. 20, 1up.com will be updating their diary with their latest impressions, observations and misadventures.

Go To 1up.com

16 sep 2004 - 23:45

Editors Choice Award
"The Sims are back and they're better than ever."

Read The Review


Pros:
Excellent cinematic graphics and viewing options. Sophisticated life cycles for Sims. Fun and addictive.
Cons:
Slow startup and high system requirements.
Bottom Line:
The Sims are back—and they're better than ever. The Sims 2 is just as addictive as the original. Now bring on the expansion packs.

If first-person shooters don't exactly knock you dead and racing games make you feel like you're going around in circles, we have good news: The Sims are back—and they're better than ever.

For those unfamiliar with the PC universe's most popular game ever, the Sims is an alter-world in which you create characters and live their lives for them, guiding their careers, looking for romance, and upgrading their homes. The original spawned several expansion packs as well as console, handheld, and online versions.

Now those virtual people have made a giant leap forward with The Sims 2. We're happy to say that it's as much fun as it is great-looking. The first things you'll notice are the cinematic graphics and the ability to change the viewing angle in any way, including zooming in or out. Creating new Sims is a blast with the completely customizable controls, which let you get the exact look and personality you want. Create a family and the kids will inherit genetic traits from their parents. Sims now grow old and eventually die.

You choose from five aspirations for your Sims—wealth, knowledge, family, romance, or popularity—that give you targets to strive for and stop the game from feeling random. Your aspirations determine what you'll see on the new Wants and Fears Panel, which provides short-term goals. Fulfilling wants also improves your Sims' mood.

The game includes three neighborhoods: Pleasantview (which houses the Goths, a Sims staple), Strangetown (the place for UFO encounters and unusual medical experiments), and Veronaville (where a familiar romance has bloomed between two teens in the feuding Capp and Monty families). There are dozens of odd characters to play if you don't feel like creating your own.

Starting up The Sims 2 is slow, since there's so much information to load, and the system requirements are high. But we found it just as addictive as the original. Now bring on the expansion packs.

16 sep 2004 - 23:40

"If you were a fan of the original, you're going to love this."

Read The Rest!


The Sims 2 Review

By Andrew S. Bub

The Sims is easily the most interesting, most ambitious, and most successful PC game series of all time. It delivers the complexity of human interrelationships, the power of imagination, and the thrill of voyeurism. For the sequel, Maxis has remade the game from the ground up, listened to its fans, and enhanced every single thing that worked in the original.

Sims 2, quite simply, blows The Sims away. If you were a fan of the original, you're going to love this. If you were lukewarm to the original game, maybe you should take another look. This is one serious piece of software.

For those who missed the original, The Sims 2 is a virtual doll house. It simulates human interaction and lets players live virtual lives, create alter-egos, tell stories, or play the benefactor or cruel controller to their Sims. After creating a Sim-character, you place them in a house and neighborhood. Money is called "simoleons" and is used to buy furniture and decorations.

Each Sim has certain goals and stats (which you influence), as well as certain needs. Keeping an eye on their energy level, hunger, bladder, cleanliness, etc., is key as you manage time during the day and teach them to interact with their world. For example: if you tell them to flirt a lot, they'll start doing it on their own. If you tell them to clean up after themselves, or shower every morning, they'll do that on their own too.

With the first game, people complained that The Sims was more like a toy than a game. That hasn't changed. Fans will find all the custom creation tools they've come to expect. They've included the tools to build and design new homes, furniture, outfits, and more. This is still the best landscape and interior design tool available, only now it's wrapped in a gorgeous graphics engine. The Sims are customizable, and you can tweak almost every part of their bodies (OK, the "fat" size is still absurdly thin).

Best of all is how the Sims interact with each other. Every gesture is exaggerated and adorable. From the innocent flirtation, to ravenous make-out sessions, to baby's first steps... all are captivating to watch. Roommates, spouses, co-workers, and parents will stop and watch what you're doing. It's just that interesting. The new graphics engine also solves some problems with the original game. Now Sims push chairs in, climb stairs easier, move around furniture, and take less time doing it.

Time-management is still the overriding factor here. Like real life, you can't always do what you want when you want. Sims must attend to bodily functions, have fun, maintain relationships, cook and clean, go to work, and if they have kids, all heck can break loose.

This leads to some interesting gameplay enhancements; Sims now have aspirations. These include overriding goals like success, romance, family, etc. Not meeting these goals, or failing at them, can send your Sim into a pity-party spiral that hard to recover from. Also there's a "slot machine"-like feature that presents three random desires and fears. These directly affect your Sims' happiness. Say SimAndrew's goals today are to learn a new skill and kiss SimLinda, while he fears being rejected by SimLinda. I can lock one of those goals and pursue the others, while avoiding the fears completely. Or, if cruelty is your goal (a valid way to play), you can maximize the fears and cause a breakdown.

It was a mistake last time to freeze the ages of the Sims at adulthood. Now there are several stages and you can choose when your Sim advances. This means you can begin with a single Sim, have him date, marry, have kids, raise them, grow old with his spouse, and eventually die. Then you can play the progeny and continue the line and family name in perpetuity. This is a brilliant allowance for the more gameplay and story oriented players, making The Sims 2 the ultimate real-world role-playing game.

Despite the "Teen" rating, the Sims do have sex, making this more of an adult dollhouse. All nudity is covered by pixilation and all "woohoo" (as it's called in the game) is done beneath the sheets. Once again, Maxis has smartly tackled complex social issues by simply not addressing them. Homosexuality and gay marriage/adoption are possible in the game, but are voluntary. Your Sims won't flirt with the same sex without you first ordering that behavior.

The Sims 2 ships with three neighborhoods. Familiar Pleasantview (the neighborhood from the first game), conflict fueled Veronaville (everyone is just star-crossed), and bizarre Strangetown (a desert berg with an X-Files bent). There's a camera, a video recorder, and a diary in place for players to make their own storylines, movies, and slideshows, and then export them to the Internet.

There's plenty more to praise, but the best way to sum it up: The Sims 2 includes everything from the first game and its expansion packs, and it does it all exponentially better than ever before. It's no longer about potential and a great concept; it's now about the stellar execution. The Sims have truly arrived -- make room for them on your hard drive.

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