Will Wright's early *Sims* games captivated players with charming details and immersive mechanics absent in later iterations. From intricate memory systems to unique NPC interactions, these features defined the original games' magic. This article explores forgotten gems from the first two *Sims* titles – features fans still cherish and long to see return.
Table of Contents
The Sims 1
- Authentic Plant Care
- Can’t Pay, Can’t Eat!
- A Genie’s Unexpected Gift
- The School of Hard Knocks
- Realistic WooHoo
- Fine Dining
- Thrills and Spills
- The Price of Fame
- Spellcasting in Makin’ Magic
- Singing Under the Stars
The Sims 2
- Running a Business
- Higher Education, Higher Rewards
- Nightlife
- The Excitement of Apartment Life
- Memories That Last, Love That Doesn’t
- Functional Clocks
- Shop ‘Til You Drop
- Unique NPCs
- Unlocking Hobbies
- A Helping Hand
The Sims 1
Authentic Plant Care
Indoor plants in the original *Sims* required regular watering. Neglecting them caused wilting, impacting the home's aesthetic and lowering the "Room" need, subtly encouraging players to maintain their Sims' living spaces.
Can’t Pay, Can’t Eat!
Freddy, the pizza delivery man, reacted realistically to unpaid orders, reclaiming the pizza instead of simply leaving.
A Genie’s Unexpected Gift
The genie lamp offered various wishes, but a "water" wish surprisingly sometimes yielded a luxurious hot tub, a delightful unexpected bonus.
The School of Hard Knocks
Academic performance had significant consequences. Excellent grades brought monetary rewards, while poor grades resulted in military school, removing the Sim from the household permanently.
Realistic WooHoo
WooHoo included undressing and a range of realistic post-interaction emotional reactions, from crying to laughing.
Fine Dining
Sims used knives and forks properly while eating, a detail lost in later games.
Thrills and Spills
*Makin’ Magic* introduced roller coasters in Clowntastic Land and Vernon’s Vault, with the ability to build custom coasters on community lots.
The Price of Fame
*Superstar* featured a five-star fame system based on performances, with consequences for poor performance or neglecting work.
Spellcasting in Makin’ Magic
*Makin’ Magic* offered a detailed spellcasting system using ingredient combinations, with spells for both adults and children.
Singing Under the Stars
Sims could sing folk songs around campfires, adding a charming social element to the game.
The Sims 2
Running a Business
Players could open and manage various businesses, hiring and managing employees.
Higher Education, Higher Rewards
*University* allowed teens to attend college, balancing academics with social life, unlocking advanced career opportunities upon graduation.
Nightlife
This expansion introduced inventories, new social interactions, and iconic characters like Mrs. Crumplebottom and vampires.
The Excitement of Apartment Life
Apartment living introduced new social interactions and opportunities within a bustling community setting.
Memories That Last, Love That Doesn’t
The Sims 2 featured a detailed memory system impacting Sims' personalities and relationships, including the possibility of unrequited love.
Functional Clocks
In-game clocks displayed real-time, providing a practical function beyond decoration.
Shop ‘Til You Drop
Sims needed to actively buy food and clothing, adding a layer of realism to daily life.
Unique NPCs
The Social Bunny and Therapist added unique interactions based on a Sim's needs.
Unlocking Hobbies
*FreeTime* introduced hobbies with skill-building and career opportunities.
A Helping Hand
Close relationships allowed Sims to ask neighbors for childcare assistance.
The original *Sims* games were groundbreaking. While the return of all these features might be unlikely, they serve as a reminder of what made the early *Sims* so special.