Everything I Needed To Know, I Learned From "The Sims" 95
There's a great article by JC Herz about The Sims and its implications for information architecture versus urban planning. Cool article - I've certainly planned a lot of The Sims, and can testify to its addictiveness. The whole aspect of involving the community with "skinning" and object creation - in an environment *designed* to accept it has made the difference, IMHO, for the game.
Re:Object-oriented (Score:1)
I can see it now (Score:1)
Re:The Next Step (Score:1)
*** Scientology Alert!! (Score:1)
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Re:obvious trend (Score:1)
i've seen people that were socially inept play the sims and actually gain some actual social skills from it!
it sounds odd, backward even, but it really happens.
obvious trend (Score:2)
Lame.
Why not integrate the community? (Score:1)
I've always wondered why Maxis didn't try to create more cohesion between the game and the community. All the skinning and editing is being completely run via the web, and I'm surprised that Maxis didn't choose to gain tighter control over this or at least squeeze it into some sort of GUI. Couldn't they have made official "stores" and "malls" similar to those that exist on the web, and put them inside the game's interface so one wouldn't have to bother with a browser? They also could've used this to distribute the official free add-ons. In this way, they could have also eliminated the need to download, unzip, place in proper directories with any add-ons. The Sims seems to be cutesy and mainstream enough to have a user base that would not only tolerate but benefit from something like this. Not everyone knows how to use mods even when they're in neat little packages.
Re:Object-oriented (Score:1)
http://pike.roxen.com/
lsd
Re:Slightly related, SimCity... (Score:1)
Everything I learned from The Sims (Score:5)
Re:damn conservative maxis programmers... (Score:1)
Re:The Sims Sucked (Score:1)
Re:Slightly related, SimCity... (Score:1)
For the better part of three decades he was virtually in charge of the planning strategy of the New York metropolitan area.
You can find lots of things on the web about who he was and what he did, but check out this [lihistory.com] and this [noguchi.org] for starters.
That doesn't make him or the RPA socialist of course, but it was highly centralized.
A different view from Sam Bass Warner, Jr. (Score:1)
This quotes are from his chapter, "The Megalopolis: 1920-" in the book The Urban Wilderness: A History of the American City (Harper & Row, 1975).
"The special factor of the city's social geography is its low density of settlement, the ease and scope of movement of the overwhelming proportion of its citizens, and its comparative lack of domination by a single downtown area. It has thus escaped the rigid core, sector, and ring structure of business and residential occupation that tyrannized the industrial metropolis..."
(snip)
"The plan for a metropolis composed of single-family houses did not emerge from the drawing boards of freeway engineers; their constructions followed an already entrenched preference of the Angelenos."
(snip)
"The key decision in the determination of the spatial freedom of its residents came in 1939, when the Los Angeles Freeway plans were settled into a multicentered pattern."
(snip)
"The 1939 plan called for limited-access express highways to be laid out in the form of a giant grid, which would be capable of carrying automobile traffic both into and out of the overcrowded Los Angeles central business district and would guide it across the city without the necessity of its going throught the downtown area."
The Board which decided on this plan was made up of representatives from all over the metro area, and they rejected a designed hub-and-wheel pattern because of how dispersed people already were.
In the other points of your post, I'm in agreement.
Meta-reality (Score:1)
The excellent "Simulation of Surveillance" by William Bogard (Cambridge University Press, 1996, ISBN 0521555612) examines some of the issues around what it means to stand "outside" a situation, and have a "god-like" view of what's going on. Of course, in the Sim-type games, the models of interaction are somewhat hidden from us, and randomised, so that the characters enjoy some free-will, but certainly less than in real-life. I'd be interested to know of any academic work going on which looks either at comparing players of these games with "surveillers" - prison wardens, CCTV operators, etc. - or at the modelling process.
Re:Object-oriented (Score:2)
Hmm. I refer you to the phenomena of MUDs. On LP muds (I have more experience with those) LPC (an object oriented variant of C) is used to create objects that interact together. And this was happening a decade ago.
I learned how to do OO programming on a mud. Simple hierarchy:
object
|
armour
|
shield
or
object
|
weapon
|
sword
|
Gleaming Sword of Gnarforn
object
|
weapon
|
mace
And so on. Rooms, people, monsters are all objects, and the interactions fit in a very approachable manner.
C++ is no better than LPC for such work, or necessarily any worse. Java, Delphim python, etc could all be used (and muds exist in all those languages).
~Cederic wants to find a live mud written in Python so he can learn Python
where artificial intelligence will start (Score:2)
but in a clever entertainment computing program
like Sims, some game-playing software, or toy-bot.
Ultimate Meta-Game (Score:1)
Zoom in to Civilization to gain technology.
Each Civ town can be zoned a là Sim City
You can then zoom in further to each house a là the Sims to get your people happening.
I expect the processors to run this will be available before the end of the decade!
Pope
Freedom is Slavery! Ignorance is Strength! Monopolies offer Choice!
Real cities not like simcities (Score:2)
Sorry, but that's not how it works in the real world. The city doesn't produce goods and services for itself. What we make is sold to strangers we never see half a world away. What we buy comes from strangers we never see half a world away. The grocery store and the gas station may be owned by our neighbors, but the produce comes from South America, and the gas comes from the Middle East.
It's the global economy. The good part is you can get muskmelons in Minnesota in the middle of winter. The bad part is we've become so dependent on it that if a modern-day Hitler appeared we'd never dare fight a war with him for fear that it'd disrupt the economy and we couldn't get all the cheap goods and services we're used to.
The modern city isn't self-sustaining. It's a house of cards. Most couldn't begin to feed themselves. Why did they let themselves become so vulnerable? Because it's cheaper. It's all about money.
Re:Slightly related, SimCity... (Score:2)
Thus if you accept that a larger organisational unit such as a city council exists to reduce certain risks beyond the control of any individual business/individual, then some social tendencies are necessary. Just because people choose to share resources/expertise (cough*Linux*cough) without expectation of monetary reward does not make it communism. The centralised command and control mechanism of governance has been largely discredited as it is impossible for any central body to have the most relevant information. However, you note that there's only *one* tax department and *one* military. I'll leave it up to others to debate whether this is a good thing or not though. Where centralised authories get into trouble is the corruption of offices to confer private benefits (e.g. favorable land zoning) without due compensation to the afflicted.
LL
Re:Slightly related, SimCity... (Score:1)
On the other hand, games like Alpha Centauri allow you to pick the political and social ideals of your state. Giving you much more freedom to interact with your people and the other players the way your want, not the way a game designer forces you too.
Re:The Sims Sucked (Score:1)
I wasn't aware of the Active personality trait -- that would probably help. Oh well
Re:The Sims Sucked (Score:5)
1. It takes over half an hour to get out of bed. Come on, people, move.
2. If one sim cuts the other sim off, he sits there like an idiot for, again, half an hour.
3. You had
4. No weekends. Weekends might have helped solve #3.
5. Suspension of disbelief thrown out the window. Come on. Why do my neighbors just drop by for a visit while I'm in my pajamas?
6. No time! (did I mention this already?) How am I supposed to let my sims socialize when I can barely keep them fed and well-slept? I mean, I can barely make them happy, how am I supposed to supplement this with visiting?
Basically, the sims as an exercise in stress management -- my own stress! Never having enough time, constantly rushing until it's time to sleep. As they sleep, you catch your breath, focus, and get right back into it. It felt more like an action game than a sim game
Geez I can feel my heart tensing up as I write this
Re:Is The Sims is real (Score:1)
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Re:Slightly related, SimCity... (Score:1)
You buy the game, then you do whatever you want with it. You own the cities you build in the game and like a real capitalist you treat your Sim "employees" like you feel. Tear down their houses. Destroy the factory they work at etc etc.
DVD and DMCA both American "innovations" on the other hand is NOT capitalist. You buy a DVD, but you cannot do what you like with it. You are not allowed to extract the content with an algorithm commonly know as DeCSS for examlpe. This is really commie stuff!
MUSH Sim (Score:1)
Xix.
Re:Slightly related, SimCity... (Score:1)
It's been done (Score:2)
Harnessing the power of the sims engine. (Score:1)
This would be very infinitely interesting, as one could simulate all sorts of neat things.
What I would be interested in doing is changing parameters, or even the objects themselves (apparently in C++) of the people to have different behaviors and rules.
Creatures is a game that allows for this sort of devoloper interaction and i was wondering if Maxis gave The Sims this capability.
Acar
True true. (Score:1)
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"Here to discuss how the AOL merger will affect consumers is the CEO of AOL."
Advize me (Score:2)
I know: Basic, VisualBasic, Pascal, C, Assembler, C++, Java, Perl, Lisp. In that order chronologically.
Re:Is The Sims is real (Score:2)
You need to remember that Reality and the Sims are a "mirror" of each other; so next time at the ATM, just type that word backwards!!! Jak Din
Re:SimCity made me a better Software Architect (Score:1)
It's not a silver bullit, but it's interesting.
SimCity made me a better Software Architect (Score:5)
When SimCity was popular I played it a lot. My strategy was to build the railroad in an early stage, even when I had no money. This prevented me from having to demolish houses at a later stage when the city traffic became to heavy. It meant an expencive start up, but payed off in the long run.
I work as a Software Architect in a Danish IT company. We have tried all of the known development methods: Waterfall, prototyping etc. They all failed and ended as a kind of iterative feature driven development case. We came up with the idea of implementing SimCity in our development: Make a base line platform, that all developers can build on.
The Sys. Arch. is respontible for all the OO planning.
The Senior Developer is responsible for creating/coding the platform, which will consist of fractures of the 1st, nth and last tier in order to "make the railroad work". This e.g. is a control class (1st tier), a logic class (2nd tier) and a database connection class (last tier). This MUST be functional code. Look at this as a horisontal platform.
Now its up to the developers. They can work vertically on each their part/module/object just by looking at the existing code and adding controls to is.
It worx! It pays off, since the developers can code more effectively and independantly - with fewer errors. Somebody calls it vertical iterative prototyping, but "The SimCity Model" is a more attractive name =)
Re:Slightly related, SimCity... (Score:2)
it's not because we're a democracy, it's because our democracy uses taxes to maintain the social order. hell, why do you think the only way they were able to put Al Capone away was for income tax evasion? because it upset the social order.
next gen and network play! (Score:1)
1) New players could be dropped into SimCity as
a) imigrants with $X and Y goods received from imigration (find a slum lord to rent from, get a job, work your way up)
b) people from another town moving in (find a place to live, buy what you can afford)
c) randomly assigned family/status/$/belongings
2) Game live whenever the server is up. When player is offline, some kind of autopilot runs the "house."
etc.
I have never played The Sims, but I've read about it on
Re:Object-oriented (Score:1)
Scripting languages like:
1.Ruby, 2.Python, 3.Smalltalk, 4.Perl or if you have inhuman hAx0r-skillz and feel like cloning new and wild experiments: Haskell
The best way to make these kinds of games is with a scripting language within a larger C/C++ program. This allows for the best combination of flexibility and speed.
- Steeltoe
Re:obvious trend (Score:1)
- Steeltoe
Re:SimCity made me a better Software Architect (Score:2)
It sounds like you now have a methodology that works for you (which is more important, IMHO, than using a community backed methodology), but have you tried XP [extremeprogramming.org]? If it ends up being an iterative, feature diven development process, then you've succeeded.
Re:Slightly related, SimCity... (Score:2)
An individual having total control over something is unamerican. I don't know that much about SimCity (I never could get into it), but if the people can lobby against the fact that you are planning on building a sewage processing plant next to the largest church in town, and inroing the wants of the people can make it sure that someone else is appointed as the city planner, then it I'd say it is more like the American ideal. If the people have to leave the city (the game equivelent would be the population goes down), then it is more like a dictatorship where people must defect to effect the policy that governs them.
Re:grammar police (Score:2)
Re:Slightly related, SimCity... (Score:3)
In socialism, individuals can own property, but the government plays a role in providing services that benefit the society as a whole. Welfare, government insure medicine (like in Canada), and a defensive ary are all socialist policies. The U.S. has socialist policies, Canada has them, and Europe has them. This is because it's been shown that a pure Capitalist system does not benefit the most as well (a few individuals benefit greatly, and large numbers of people suffer from unexpected things like loss of health or economic downturn, and this in turn increases the crime and violence rate).
Narg! (Score:1)
Re:Using The Sims to learn German (Score:1)
Hell yeah. Little bitches won't piss on the floor once The_Messenger's holding a BFG to their tiny little pixelated heads.
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SimStuff (Score:3)
As I'm sure many of you did, when I first started playing The Sims, I tried to model a character after myself. Unfortunately, in the Sims' world, living on junk food and spending all day on the computer doesn't work out very well. (Or maybe it isn't working out well in the real world either, and I just haven't realized it yet.)
I only have one complaint about the game, and that is when a Sim is "cut off" by another Sim when trying to reach a destination in the household, he tends to stand around for a half-hour of SimTime, just fuming. That frustrates me to no end. The only thing that's worse is when they pass out cold, three feet from their nice comfy bed.
Myself, I stopped playing a couple months ago, and am going to try to stay away until this summer at least. That game is dangerously addictive! Once I start playing it tends to crowd out most other aspects of life.
One last SimNote -- I recently learned that "ChiaBot" from the last season of Comedy Central's BattleBots was built by Will Wright's teenage daughter. I wonder if she reads /..
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damn conservative maxis programmers... (Score:4)
I bought an extra box of Kleenex for nothing!
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Re:damn conservative maxis programmers... (Score:1)
I, Sim (Score:4)
Today was a horrible day. When I tried to watch TV, Fred cut me off and got to the remote first. That makes me so mad! Never want to talk to him again. But somehow, I know I will. The Mystic Force causes me to.
Yeah Diary. I must reveal this little secret. I believe in the Mystic Force. I know all of my roommates will laugh at me. There is no Force. We are all just C++ objects. But then I put on my stupid acts and ask them to explain. None of them can. Fred laughs his silly laugh and Trevor just throws a fit. Then I ask them how they can explain where we get the TV, where we get money, how the extension room to out house gets built. And Trevor gets into a bigger fit. LOL!
These men. All they can think about all day is how to get me into bed. I think the Mystic Force has something to do with it. But you know something? Just because I believe in it, doesn't mean that I don't have standards. Fred? Trevor? Ewwww. What is the Force thinking about, and how did I end up with these losers? I'd rather self->die().
Using The Sims to learn German (Score:2)
I'm picking up all sorts of common phrases and daily expressions - it's a really easy and fun way to learn a language! I've not really read any game instructions in English, but since the gameplay is totally intuitive and visual, that's no problem.
The only problem I AM having is pronunciation. All of the speech in Sims is a silly nonsense language "bis drawl es FREMSHAY". The unfortunate result is that I'm starting to associate the silly made up words with the instructions I'm giving my Sims.
Once I accidentally slapped a guest in the face because I wasn't sure what 'klaps' was. Now I'll remember!
Re:obvious trend (Score:2)
Example 1, obvious.
Hollywood movies - good guys, bad guys, happy end, 2 hours of our finite time.
Example 2, subtle.
In museums, people tend to look for paintings they have already seen in books or albums, instead of looking for new things.
Re:Object-oriented (Score:3)
However, C++ is de-facto standard for any commercial game development, as of today. So, it's not the question of language you choose, but rather how you implement the features you need in the given language (i.e. in C++).
As for multiple dispatch... Forced to write in C++, I would implement it using Factory class, returning the correct Functor-object depending on types of classes involved (the simplest case of Functor-object is just a function pointer). This way you can get and call the proper function for any combination of interacting classes.
Re:The Sims Sucked (Score:1)
1. It takes over half an hour to get out of bed. Come on, people, move.
2. If one sim cuts the other sim off, he sits there like an idiot for, again, half an hour.
3. You had
4. No weekends. Weekends might have helped solve #3.
5. Suspension of disbelief thrown out the window. Come on. Why do my neighbors just drop by for a visit while I'm in my pajamas?
6. No time! (did I mention this already?) How am I supposed to let my sims socialize when I can barely keep them fed and well-slept? I mean, I can barely make them happy, how am I supposed to supplement this with visiting?
Re:I can see it now (Score:1)
Wrong, wrong, wrong. Only a handful of highschool kids are interested in shooting up their schools. Many, many more of them are interested in showing off their good fortune to their friends, romancing members of the appropriate sex, and generally living as independant adults without constant parental supervision. Those are all fantasies that one can live out in the Sims.
Re:A different view from Sam Bass Warner, Jr. (Score:1)
The freeways were a later addition, but they followed the broad outline created by the eariler system of major streets. The earliest traffic plans used a series of major avenues that were freeway-like in their intended use as major routes for long-range traffic. The system of independent developments was not something that just happened; it was a result of deliberate planning. Now some of that probably did represent the desires of the inhabitants, but a lot of it was also deliberately set up by real estate developers. But when you look it's clear that many of the freeways parallel previously existing major traffic arteries. The Ventura, Santa Monica, and Century freeways all parallel and are named after the Boulevards that carried the same traffic before they were built.
I think that, to some extent, this reinforces my point. While it's true that there were many freeways that don't go into downtown, there was a deliberate effort to make it easy to get to downtown because it was so heavily developed. The plan may not have been pure hub and wheel, but anyone looking at a freeway map of LA can tell exactly where downtown is; it's the place where the grid is deliberately distorted to bring all of the traffic in. (It also looks as though the LA county freeways were made without reference to Orange county, as there's a serious dislocation right along the 605.) There may have been some effort to de-emphasize downtown relative to other major cities of the time, but the city was clearly designed with downtown as its economic and cultural heart.
The other thing, of course, is that this kind of planning is clever because it doesn't look like planning. Rather than telling people where they could and couldn't build, imposing a plan on people who didn't want one, the planners changed the cultural geography so that people would want to build where the planners wanted them to. Controlling the transportation system, particularly in an area that was deliberately set up to be diffuse by the standards of the day, allowed the planners to impose a long-term order on development without getting bogged down in constant defense of detailed planning documents.
Re:Slightly related, SimCity... (Score:2)
Well there is lobbying- you'll get messages that businesses demand an airport or the public wants a baseball stadium- and you can track your approval rating, but you can't be deposed. SimCity is very much a "god" game in that you have much more power than any real mayor would. For instance, you're not just in charge of police, fire, roads, and planning, but also schools (which in most USA cities are handled by a separate government agency). Furthermore you have power to enact orninances without opposition, which is contrary to the typical USA practice. I think that the godlike aspect is part of what makes people like the game, and the idea of losing an election if you do a bad job is something that many players wouldn't like. In fact, many people seem to think that occasional episodes of deliberate mismanagement to destroy the city are a ton of fun.
One thing that really bothers me about the game is its treatment of emminent domain. In the real world, the government is required to pay a (nominally) fair market value for property taken for public use; when you want to build a freeway you have to pay the owners of the land you take. In SimCity, though, you just have to pay the cost of demolishing the buildings- not their value and not the value of the land under them. Putting in costs like that would make the game much more interesting, IMO. Of course that (and the possibility of being run out of office) could be made configurable game options that advocates of strict realism could use and people interested in playing god could disable.
Re:Slightly related, SimCity... (Score:3)
It may look that way to you (and I'll point out that many people who don't live here have a very inaccurate picture of what LA is actually like) but it's not true. The LA metropolitan area was actually planned in much greater detail than most cities. Starting in the 1920's, well before the really explosive growth in the area, the regional planners were designing what the city was supposed to be like. The designed the city as a central downtown hub connected by a series of major traffic corridors to outlying bedroom communities. As traffic engineering advanced they incorporated new ideas, chiefly freeways, into their design, and the majority of the LA freeway system was actually planned in the 1930's and 1940's.
And ultimately, that's the problem. LA was planned, but it was planned before people had a clear idea of the consequences of their design or how large the city would eventually get. The design of a vital central core and surrounding bedroom communities has been followed fairly well, and is actually the cause of a lot of the problems. In particular, it means that everyone depends on cars for transportation (because the city was designed with them in mind) so poor people without cars are in trouble. It also means that a lot of the region's traffic comes crunching into the central city every rush hour, creating a traffic nightmare. So LA's problems are a result of bad planning, not of no planning.
Re:Object-oriented (Score:3)
That doesn't mean one couldn't write a decent dynamic class system on top of C++, but only that C++ by itself doesn't have any of the things that would go into a decent dynamic class system.
The only reason people make extra skins... (Score:5)
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And it may even be for Linux (Score:1)
living (Score:1)
Actually, you can survive without a job. just develop max creativity and paint. You can get about 150 simoleans a painting at the later levels, and you can do about three paintings a day. Of course, being "self employed" you can paint whenever you want, and slack off whenever you want.
Is The Sims is real (Score:2)
Re:not-so-obvious trend (Score:1)
The expansion pack dwelved into less realistic, more fantastic add-ons (with the exception of the "play in bed" option). IMHO the Sims is not popular because it simulates what life is like , it is popular because people enjoy playing a simulation of what life should be like.ie:
-- you can get stronger/more skilled in just a few hours
-- having the right skills and friends will lead automatically to success
-- more posessions = happiness++
-- everyone can afford a house in the suburbs, even if you're a slacker.
-- everything happens for a reason
This game expouses a philosophical message which in no way I am accusing to be deliberate -- the complexities of life are far too great to be modelled by a home computer game. But as a game, it aims at fantasy rather than simulation.
Re:Actually... (Score:1)
Obsessive Re-creationist -- My ex-girlfriend, before she was my girlfriend, got this game and immediately modelled every family after all of her friends' apartments in Chicago. ie. they all had the same layout and good approximation of looks for people, complete with names and extensive bios. When people left an apartment, that character would be executed and new ones induced from "dummy apartments" to move in.
In other words, she spent hours making sure that every Sim was approximately in the same situation as her real-life friends. When she (the real person) got involved with someone, she made sure that it was going on in the Sims. When she broke up with them, she made sure they starved to death in a room with no doors.
She had my apartment modelled. When she and I became involved, my Sim counterpart moved in with her Sim counterpart. At first I thought it was funny; later I was disturbed when she would say, "Hey, look at what we did today in the photo album!"
It took a lot of coaxing to make sure, when we split up, that my Sim-self was returned to his old apartment instead of being left in a pool with no ladder. Lesson: you can't base a relationship on the Sims (as if I had to say that!).
Real Life (Score:1)
Re:Object-oriented (Score:2)
Then what language would you suggest? (it's Sims by the way).
Object-oriented (Score:4)
I would have to think that The Sims is the strongest argument ever for using an object-oriented language to create a very specific result.
Re:New tools for a new generation of game players (Score:3)
The solution would be to fill in gaps with AI-driven people. However, if most or all of the people are AI-driven, you start to lose the point of player-populated cities. Even worse, what happens to the player-driven people in a city "owned" by someone who quits? What happens if a grief player becomes mayor? (Let's run the city into debt and trigger all the natural disasters.) I do have a few ideas on how to pull it off:
Replication -- the population filling a given SimCity is "cloned" from the SimsOnline population; a given house built on an area that's zoned residential might resemble the house of a SimsOnline house, but bulldozing it won't destroy the SimsOnline version.
SimsOnline self-rule -- let SimsOnline manage itself on its own with some SimCity-like issues being controlled by some sort of democratic glob of the SimsOnline players in that community. For example, if they need a local police station, it would be the responsibility of the city council (composed of multiple players) to do something about it.
Of course, I still think there's a certain amount of inanity in going so far to simulate real life. I never saw the point in Ultima Online (where a character had to actually spend a lot of time "working" to make money) and that, at least, had the excuse that it was a fantasy world.
Re:New tools for a new generation of game players (Score:3)
I wonder if SimCity4000 wont be a game where you build Cities where SimsOnline Players build thier houses... that would be tremendous. When you lay down a track of Residential - people actually chose the space for their Sims Players. Industrial & Commercial space would be to house the 'retail' aspect they describe in the article. Your infrastructure (roads/hospitals/wonders/parks) would serve to make The Sims lives more convenient or 'happy'; making your city more attractive to new players... Imagine the Fun you could have by starting a UFO Invasion or Starting A Fire! Run Sim People RUN!!
Information architecture and urban planning? (Score:1)
And I never could.
What are the real-world implications of that?
Re:Everything I learned from The Sims (Score:1)
it's family oriented, of course it's boring!!
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i learnt from the sims.... (Score:1)
i also learnt from the sims that if you do enough dishes and cooking you can score any chick you want! (the sims)
Addiction (Score:1)
Besides its too much like real hard work looking after them, I have real life for stuff like that. Reminds me of the "yard work simulator" in an episode of The Simpsons.
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Actually... (Score:2)
Re:damn conservative maxis programmers... (Score:1)
Why would anyone want to watch that? Now two men... That'd be interesting.
Ranessin
Everything I Learned From the Sims (Score:5)
1. Workplaces have no toilets. If you don't go before you leave the house in the morning you'll just have to wet your pants!
2. If a car pulls up outside a house where you are sitting with your friends, you may encounter a strange twist in the fabric of space-time, where every action will take twice as long to perform as when the road outside is clear.
3. Drinking coffee can sometimes be so much fun that it causes the consumer to whoop loudly, even when standing totally alone in a kitchen filled with buzzing flies.
4. Many burglars are equipped with special tardis-bags which, despite being the size of a small purse, are easily able to accommodate a fridge-freezer or oven. The bag can then be easily slung over the shoulder as the burglar sprints away!
5. Some of the best weddings are impromptu ceremonies in toilets. It's true I tell you!
ah, memories (Score:2)
After a while I grew weary of the game, but my gal took such a fancy to the interior design feature that she decided to drop out of SUNY, and join design school to get an interior decorating job. I moved on to better things since, but when I last talked to her she was having a big ol' blast at design school, all thanks to a few weeks of the Sims! I usually dun think that much of games to be tellin the truth, but that Sims game is all right!
"The most fortunate of persons is he who has the most means to satisfy his vagaries."
Re:New tools for a new generation of game players (Score:1)
Yeah, lets show those Republicrats in Washington how to run government correctly!
New tools for a new generation of game players (Score:3)
Just a thought.
The Simpsons! (Score:2)
NO NO NO.
Anything I needed to know, I learned from the Simpsons. I mean common, they're a spitting representation of the average american family!
Are there more female The Sims players than men? (Score:1)
Sims is a doll house or doll world.
To me personally it was dull world, but if there is a distict market...Imagine game creators: The same amount of NEW game players that there are now. Women.
If I don't think, Am I?
Re:Addiction (Score:1)
Re:Addiction (Score:1)
"Would you like to play again? You have selected...no..."
Wow, imagine if... (Score:1)
1. "Stores" where chairs are sold to put in your house.
2. Parties at houses in the Simverse
3. Buying digital real-estate in the Simverse
What happens if we drop the game and develop a better environment interface. Of course, I think it would be fun for the sword fights and motorcycle races.
Re:Object-oriented (Score:1)
Fight censors!
Re:All your (Score:1)
Fight censors!
Re:obvious trend (Score:1)
They clearly can not go out and enjoy something new in the "Real World"...
Fight censors!
Re:New tools for a new generation of game players (Score:1)
Re:Slightly related, SimCity... (Score:2)
Precisely, and I would argue that this is a perfect example of hypocrisy in our supposedly "free market above all" western societies. Our goverments have always (wisely, I might add) kept vital infrastructure development as far away from the market as possible. Sure, they let corporations fight for the contracts, but this is mainly one way to steer the economy, among others like central bank loan rates and taxation policy.
In a truly free "urbanist market", a city would grow organically, and we have perfect examples of that, witness Lima/Peru, Sao Paolo/Brazil, Mexico City. But note that all of these cities are in "second world" countries and the organic part is mainly in the suburbs where the poor live and are generally viewed as examples of how not to do it.
Conversely, I'm trying to resist the urge to mention Nazi Germany and the first highways (Godwins law and all that).
Basically my point was only tangentially related to SimCity proper. I was trying to point out an example where central planning is not only beneficial but a necessity. I guess this counts as a troll around here, oh well.
As for France, of COURSE it's a socialist state. They even admit they're socialists over there.
NO! They admit to being a social democracy with a relatively strong "social" ingredient, like most of Europe except for thatcherist GB. There is a very important distinction here which most americans never fail to miss. Socialism, communism and capitalism in there purest form are theoretical recipes for different ways to achieve totally deshumanized utopias. Luckily, none of them have ever been made reality.
What's your point? Oh yea, to troll. Forget it.
Fair enough, but you did respond, didn't you?
Slightly related, SimCity... (Score:5)
Think about it, the basic of the game clearly implements the basic framework of a socialist state in which the player represents the central planning authority of a virtual state. You're main task is to eliminate the effects of random events such as monster attacks (Godzilla), earthquakes, chaotic traffic and urban development to maximize the efficiency of your carefully established development plans.
This is definitively not how western cities have been evolving in the last century. Sure, there is some larval attempt at central planning (witness for example Paris/France and Mitterands "Great Works: the Defense district, the Louvre etc. -- but then again most americans would consider France a socialist state), but most would agree that a city like LA looks more like a fast growing cell culture than anything else.
Games such as Quake 3 have been under heavy attack by conservatives as direct causes for violent youths, but I have yet to see a rant about the "five-year-plan" mindset SimCity and it's clones or similar works (Populous, Theme Park et al.) instill onto the gamer.
Face it, the concepts of central planning, authority and legal power is very analogous to the basic premises of engineering and software architecture. Every professional in these fileds (myself included) needs to have some sensibility for these propositions in order to manage his projects efficiently...
In short:
There is a repressed communist in every one of us!
Re:Slightly related, SimCity... (Score:2)
It strikes me as odd that a game like SimCity was such a huge success in among american computer enthusiasts. Think about it, the basic of the game clearly implements the basic framework of a socialist state in which the player represents the central planning authority of a virtual state.
Actually, this is totally consistent with the stereotype of American ideology you're assuming. "Americanism" rejects centralized planning, true, and it does so in favor of the autonomy of the individual. However, you're assuming that total control over something is in itself "unamerican", but this isn't true. The truth is that it's only bad when you yourself aren't at the helm. Would America work if individuals did not believe that their own decisions were likely better than those that would come to pass from someone else's centralized control? The belief in individual self-sufficiency is exactly why this game is appealing to the American ego.
To put it another way, an obvious Sim failure would be something like "Sim East Berlin", where you play out the exciting life of a factory worker saving up for a "Trabi" [trabi.de].
Re:New tools for a new generation of game players (Score:1)
In any event, never talk serious before third pot of coffee..... Zaphod
Re:Why not integrate the community? (Score:1)
Re:Are there more female The Sims players than men (Score:1)
Adam Steinbaugh
SimEden.com [simeden.com]
The Next Step (Score:4)
I call it Simsim.
Re:Object-oriented (Score:1)