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The sims 1 houses
The sims 1 houses









Erect walls and a roof, if you hadn’t bought a place already constructed. The game’s earliest stages unfolded with calming linearity: Pick a plot of land. More than pursuing a career in burglary, or having copious amounts of sex, or attaining a maxed-out charisma skill bar-all goals, perhaps worthier ones, that the simulated universe had on offer-optimizing the house seemed the clearest proof of having made a life and done it well. Some people treated the game like a laboratory for experiments in free will others tried to make their optimistically hot avatars fuck as many people as possible.īut for me, and for a substantial segment of its playing community, The Sims was mainly about the house. The central goal of The Sims is, as the name suggests, to simulate living a life, an open-ended objective that allows the player to take that existence in any direction she desires. Trimming fat off the present to save room for a future. The break shot that spun out the arc of a life had already been taken, bypassing quotidian early game choices like skimping on carpet for a nicer couch or splurging on a computer to increase the number of job listings. I had no interest in their markers of fiscal success because such triumphs hadn’t come by my hand.

the sims 1 houses

Many hours’ worth of juicy architectural and design choices had already been made for me-starting with the Goths’ house felt like entering at a point that was, quite literally, too late in the game. I was enough of an egoist to thrill at playing god, but in the house at 5 Sim Lane, the divine had already come and gone and made some categorical errors, like leaving a solid-wood table outdoors in all weather. When I first encountered The Sims in 2001, a year after its launch, I was deeply bored by the Goths and their middle-class stability. The house had been in the family for a while. A number of relatives were buried in the backyard cemetery and their ghosts would rise, on occasion, to terrify the living. A bathtub to luxuriate in, rather than the cheap standing shower most starter Sims could afford. Inside, the rooms were studded with symbols of disposable income: a piano, an aquarium, an easel for their awful daughter Cassandra. On the Goths’ patio was a dining table with a price tag several multiples above the entry-level Formica square. Yet it still retained an air of loftiness, a comparative mansion in a suburb full of bungalows. Sitting at 5 Sim Lane, the house of Bella and Mortimer Goth wasn’t especially ostentatious-two-storey, detached, subtly nineteenth-century in a way that befit their name without berating it.

the sims 1 houses

If you wanted to cut straight to the marrow of living and skip all the nonsense, like job-hunting or buying a toilet, then you started playing The Sims 1 with the family that came pre-built into the game.











The sims 1 houses