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Monday, February 8, 2010

The Sims 3

The Sims 3 is a strategic life simulation video game in The Sims franchise, originally created by Maxis. It was released on DVD for Microsoft Windows and for Macintosh, using cider emulation, on June 2, 2009 in North America, on June 4, 2009 in Australia and on June 5, 2009 in Europe. A collectors edition of the game containing exclusive downloadable content, a plumbob-shaped USB drive and a Hints and Tips guide created by Prima, was also released. An expansion pack titled The Sims 3: World Adventures has also been released on November 17, 2009. Versions for Seventh generation video game consoles are speculated, but have yet to be confirmed.

The Sims 3 is built upon the same concept as its predecessor. Players control their Sims in various activities and form relationships in a manner similar to real life. The Sims 3, like The Sims and The Sims 2, does not have a defined final goal; gameplay is open-ended. This title also features a "living neighborhood" where all Sims age at once.

The Sims 3 proved to be an instant success, selling 1.4 million copies in its first week and dominating the sales charts over a month later.Critics issued mostly positive reviews; The Sims 3 gained an 86% score from aggregator Metacritic.

Gameplay
Sim houses and neighborhoods are entirely in one continuous map, and the developers have stated, "What you do outside your home now matters as much as what you do within." The game includes an optional feature called "Story Progression", which allows all NPC Sims in the neighborhood to autonomously continue as if the player was controlling them, such as grow up, get married, get jobs and promotions, have children, build their dream house or buy a house, and so forth.

In addition to Needs, Sims now have Moodlets, which can be positive or negative. Moodlets involve events such as emotional or physical events, such as a good meal, comfort from sitting in a good chair, and other things. Most Moodlets last for a set duration, whereas some negative Moodlets can be cured and some positive ones rely on the Sim's surroundings.

The previous system of Wants and Fears from Sims 2 has been replaced with a new Wishes system. Fulfilling a Wish contributes to the Sim's Lifetime Happiness score, which can be used to purchase Lifetime Happiness Rewards.

Sims live for a set duration of time (adjustable by the player) and advance through several stages (baby, toddler, child, teen, young adult, adult, and elder). Sims can die of old age or they can die prematurely from causes such as fire, starvation, drowning, electrocution or mummy curse (new with Sims 3 World Adventures)

Open World
On March 19, 2008, EA revealed a new feature to The Sims 3: Open world. Sims can now explore the world outside their homes without having to face strenuous loading times. Every lot is now synchronized with the main neighborhood time. Before, time of day and weather were different in each lot and would continue off from the last time it was played. Players can also interact with every building in a city (gym, art gallery, etc.). Although players are unable to see inside of commercial buildings (grocer, bookstore, theater, police office, school, etc.), they are able to enter and retain limited control over the Sim's actions while in these locations. All occupied residential buildings can be entered in the same manner as the Sim's home lot.

Skills
There are several skill-dependent abilities, such as advanced social interactions available from high charisma, special songs for guitar players and appliance upgrades (self-cleaning, more TV channels, etc.) for high handiness. Painting, writing and guitar are now different skills, instead of the all-encompassing "creativity" skill of The Sims and The Sims 2. Paintings are now more particular to each Sim, based on their traits. Sims can increase their skills by practicing a skill (e.g. playing the guitar, working in the garden, writing a novel, etc.), reading a book about the skill, or taking a class in the skill at a civic building. Sims can begin building their skills as early as their toddler days.While skills do not show up in the meter right away, using skill building objects is rewarded once the toddler grows into a child.

Careers
In The Sims 2, Sims 'disappeared' once they took the carpool to work, and the player had no control of them until they returned, whereas in The Sims 3, each career now takes place in a building in the neighborhood that a Sim travels to. New aspects of careers include part-time jobs, overtime, and salary raises. Sims now have a boss to report to. Each career can yield several different rewards and some can be split into several tracks. A new function is that instead of having just skills to advance in a job, Sims also depend on relationships with co-workers and their boss.While at work, the player has a certain level of control over working Sims through 'Options', adjustable settings that dictate how the Sim should go about their work (e.g. take a break, socialize with co-workers, run errands, etc.)

Opportunities
One of the major new additions to gameplay is Opportunities, tasks that Sims can complete to earn rewards. These challenges occur randomly based on aspects of each Sim's lifestyle, such as relationships, skills and job. Career opportunities such as working overtime or completing special tasks can yield a pay raise, cash bonus, or relationship boost. Skill opportunities are requests by neighbors or community members for Sims to solve problems using their acquired skills for cash or relationship rewards.

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