Additionally, in the midst of friendly conversation, a computer-controlled Sim urinated all over the floor, then continued the chat. There are some hiccups that remind you that you're playing a video game – you can chat on the sofa with someone else, but try anything more subtle and both Sims will have to stand up to get anything done, for example. How you treat others will make a bigger difference than peoples' built-in proclivities, and it's always a lot of fun to woo, fight, boast or complain and see what happens. Still, when everything is boiled down to a medium-sized list of traits and action commands, interactions with other Sims can only get so complex. You'll grow attached to your Sim, identify with them and feel compelled to live their life with all the subtlety that exploring the town and interacting with its residents can afford. It may seem like an unforgivable reduction, but it's a big step forward from the original PC title, where a family of three was more like an aggregate of strangers that happened to live in a house together than a family. In this way, you design your own game, each session is different and rarely does it feel like you're stuck as different goals and opportunities are almost always readily available to you.Ī maximum of two Sims can reside in a home, and if you start from scratch, you start with just one. You might even impress your boss by running errands. The latter gives your Sim a boost in their mood and can involve taking a painting class, getting in a fight and more.
Along the way, different opportunities and desires will pop up the former are reminiscent of Grand Theft Auto style missions where a player must befriend or be-foe a certain Sim, convince ten Sims to invest in a business or some such thing, feats that often have monetary rewards attached.