سیمز
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سیمز (به انگلیسی: The Sims) یکی از پروفروشترین بازیهای تاریخ است و سبک آن شبیهسازی زندگی انسان است.
ریشه نام[ویرایش]نام The Sims که اشاره به افرادی که در بازی زندگی میکنند دارد و خود این کلمه مخفف کلمه انگلیسی The Simulations به معنای شبیه سازی(مجازی) است. روال بازی[ویرایش]در این بازی فرد بازیکن باید بتواند زندگی یک خانواده را کنترل کند از طریق دستور دادن. همچنین هر فرد نیازهای خاصی دارد مثلاْ غذا خوردن، خوابیدن ٬استحمام و... که فرد با دستور دادن او را در پر کردن این نیازها یاری میکند و این نیازها با کمک وسایل خانه رفع میشود مثلاْ برای خوابیدن فرد باید تختخواب داشته باشد و هرچه تختخواب گرانتر باشد با سرعت بیشتری نیاز خواب او رفع میشود و برای خریدن این وسایل و غذا خوردن فرد باید پولی در آورد که میتواند دزد ٬پلیس ٬پرستار ٬نظامی و... باشد و بسته به تواناییهایش حقوق میگیرد. بازی نقطهٔ پایان مشخص ندارد.اما اتفاقات جالبی که در این بازی رخ میدهد باعث هیجان ان میشود مثلا مرگ ازدواج تولدو... یادداشت[ویرایش]برای این بازی تاکنون بستههای الحاقی زیادی ساخته و روانه بازار شدهاند که از مهمترین آنها به موارد زیر میتوان اشاره کرد: The Sims 2 Family Fun Stuff, The Sims 2 Glamour Life Stuff, The Sims 2 Nightlife, The Sims 2 Open For Business, The Sims 2 Pets, The Sims 2 University, The Sims™ 2 Apartment Life, The Sims™ 2 Bon Voyage, The Sims™ 2 Celebration! Stuff, The Sims™ 2 FreeTime, The Sims™ 2 H&M® Fashion Stuff, The Sims™ 2 IKEA® Home Stuff, The Sims™ 2 Kitchen & Bath Interior Design Stuff, The Sims™ 2 Mansion and Garden Stuff, The Sims™ 2 Seasons, The Sims™ 2 Teen Style Stuff منابع[ویرایش]
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The Sims is a 2000 strategic life-simulation video game developed by Maxis and published by Electronic Arts. Its development was led by game designer Will Wright, also known for developing SimCity. It is a simulation of the daily activities of one or more virtual persons ("Sims") in a suburban household near SimCity.
Gameplay[edit]The Sims uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered as 3D objects, but the house, and all its objects, are pre-rendered, and displayed dimetrically. While gameplay occurs in the game's Live mode, the player may enter Build mode or Buy mode to pause time and renovate the house or lot. When the game begins, each family will start off with §20,000 Simoleons (regardless of its number of members). These funds can be used to purchase a small house or vacant lot on the Neighborhood screen. Once a lot is purchased, a house can be constructed or remodeled in Build mode, and/or purchase or move furniture in the Buy mode. All architectural features and furnishings customizable in the Build and Buy modes follow a square tile system in which items must be placed on a tile. Walls and fences go on the edge of a tile and can follow the edge of the tile or cross it, but furniture items cannot be placed on either side of a crossed tile. The base game contains over 150 items including furniture and architectural elements. Sims are instructed by the player to interact with objects, such as a television set, or other Sims. Sims may receive guests, invited or not, from other playable lots or from a pool of unhoused NPC Sims. If enabled in the game's options, Sims can have a certain amount of free will, allowing them to autonomously interact with their world. However, the player can override most autonomous actions, by cancelling them out in the action queue at the top of the screen. Unlike the simulated environments in games such as SimCity, SimEarth, or SimLife, the Sims are not fully autonomous. They are unable to take certain actions without specific commands from the player, such as paying their bills, finding a job, working out, and conceiving children. The player can make decisions about time spent in skill development, such as exercise, reading, creativity, and logic, by adding activities to the daily agenda of the Sims. Daily needs such as hygiene maintenance and eating can and must also be scheduled. Although Sims can autonomously perform these actions, they may not prioritize them effectively. Much like real humans, Sims can suffer consequences for neglecting their own needs. In addition to fulfilling their needs, Sims need to maintain balanced budgets. The most conventional method of generating an income is to obtain a job. The game presents various career tracks with ten jobs. Sims may earn promotions by fulfilling skill and friendship requirements of each level, which lead to new job titles, increased wages, and different work hours. Other means of generating an income include creating and selling various items such as artworks and gnomes at home. Sims use a fictional language called Simlish. The inner structure of the game is actually an agent based artificial life program. The presentation of the game's artificial intelligence is advanced, and the Sims will respond to outside conditions by themselves, although often the player/controller's intervention is necessary to keep them on the right track. The Sims technically has unlimited replay value, in that there is no way to win the game, and the player can play on indefinitely. It has been described as more like a toy than a game. In addition, the game includes a very advanced architecture system. The game was originally designed as an architecture simulation alone, with the Sims there only to evaluate the houses, but during development it was decided that the Sims were more interesting than originally anticipated and their once limited role in the game was developed further.[1] While there is no eventual objective to the game, states of failure do exist in The Sims. One is that Sims may die, either by starvation, drowning, fire, electrocution or by virus (contracted from a pet guinea pig, which can happen when its cage is left dirty). When a Sim dies, a tombstone or an urn will appear in (In later expansion packs the Grim Reaper will appear first), the ghost of the deceased Sim may haunt the building where it died. In addition, Sims can leave a household (and game) for good and never return, if fed up with another Sim; two adult Sims with a bad relationship may brawl, eventually resulting in one of them moving out. Children will be sent away for good if they fail their classes. Music[edit]The game music was composed by Jerry Martin,[2] Marc Russo, Kirk R. Casey,[3] and Dix Bruce. The game disc contains 37 tracks, of which 15 were published in 2007 as an official soundtrack album.[4] Most of the tracks contain no vocals, but some of them feature Simlish lyrics. Expansion packs[edit]The Sims is one of the most heavily expanded computer game franchises ever, with a total of seven expansion packs produced. Each expansion generally adds new items, characters, and features.
Compilations[edit]Core game with expansions[edit]The Sims has been repackaged in numerous editions. These are not expansions in themselves, but compilations of the basic game plus pre-existing expansion packs and additional game content.
Expansions only[edit]There have also been compilations of expansion packs without the core game released in only North America, and some parts of the UK.
Reception[edit]
In 2002, The Sims became the top-selling PC game in history, displacing the game Myst, by selling more than 11.3 million copies worldwide.[7] As of February 7, 2005, the game has shipped 16 million copies worldwide.[8] Critics praised it with positive reviews. It has been a success in many ways—attracting casual gamers and female gamers (the latter making up almost 60% of players).[9] Open-ended gameplay has been done before in games, such as the farming-based simulation series Harvest Moon, but The Sims has certainly gained popularity for this particular style of gameplay. In March 2009, Electronic Arts announced that The Sims, as a franchise, has sold more than 110 million copies. Legacy[edit]The Sims was first released on February 4, 2000.[10] By March 22, 2002, The Sims had sold more than 6.3 million copies worldwide, making it the best-selling PC game in history;[7] and by February 2005, the game has shipped 16 million copies worldwide.[8] Since its initial release, seven expansion packs and sequels The Sims 2 and The Sims 3 have been released. The Sims has won numerous awards, including GameSpot's "Game of the Year Award" for 2000. Sequels and spinoffs[edit]Main article: The Sims
Ports and remakes[edit]The Sims and all its expansion packs were ported to the Mac by Aspyr Media, Inc.. The Sims was ported to Linux using Transgaming's WineX technology and was bundled with Mandrake Linux Gaming Edition. The WineX engine is unable to run the Windows version of the game. It was released on March 12, 2003. A separate version of the game was released for the PlayStation 2, Xbox, and Nintendo GameCube in 2003. Gameplay is similar to that of the PC versions and retains many of the core elements. Notable changes include a full 3D camera perspective (instead of the original 2D isometric viewpoint), more detailed appearances of Sims, and the introduction of a "Get A Life" goals-based story mode. The ports enjoyed a generally favorable reception, with Metacritic scores ranging from 83-85 as of August 2009[update].[11][12][13] The console versions were each followed by a sequel, The Sims Bustin' Out, and a spin-off game, The Urbz: Sims in the City. These versions incorporate some features of later PC expansion packs, and add a multiplayer mode supporting two simultaneous players. Film[edit]The Sims (working title) is a live action, drama film in preproduction since 2007.[14] On May 25, 2007, it was announced that The Sims film rights had been purchased by 20th Century Fox.[15] It will be written by Brian Lynch, the writer of Angel: After The Fall. The film will be produced by John Davis, who has worked on films such as Norbit and Eragon. Footnotes[edit]
References[edit]
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