Will Wright's early *Sims* games were brimming with charming details, immersive mechanics, and delightful surprises that later iterations sadly lacked. From intricate memory systems to deeply individualistic NPC interactions, these now-forgotten features were key to the original games' magic. This article takes a nostalgic trip back to explore those lost gems from the first two *Sims* games – features fans still fondly remember and yearn to see return.
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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
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In the original Sims, some indoor plants needed regular watering to thrive. Neglecting them led to wilting, impacting the home's aesthetic and subtly lowering the "Room" need, gently encouraging players to keep their Sims' living spaces tidy.
Can’t Pay, Can’t Eat!
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Freddy, the pizza guy, would get visibly frustrated if your Sim couldn't pay. Instead of just leaving, he'd dramatically reclaim the pizza and stomp off.
A Genie’s Unexpected Gift
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The genie lamp granted wishes (once daily), with effects lasting indefinitely. But wishing for "water" had a surprising twist: a rare chance of receiving a luxurious hot tub! This unexpected reward was a delightful surprise, especially during self-imposed challenges.
The School of Hard Knocks
School performance had real consequences. Acing exams brought a monetary gift from grandparents. Failing, however, meant a one-way trip to military school – permanently removing the Sim from the household.
Realistic WooHoo
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WooHoo included undressing before and a range of realistic post-WooHoo reactions: crying, laughing, cheering, or even disgust – a far cry from the more simplistic animations of later games.
Fine Dining
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Sims used both knife and fork properly, a level of detail absent in later iterations.
Thrills and Spills
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Makin’ Magic introduced roller coasters in Clowntastic Land and Vernon’s Vault. Players could also build their own, adding high-speed thrills to any lot.
The Price of Fame
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Superstar let Sims pursue fame through the SimCity Talent Agency. A five-star system tracked success, with poor performances leading to a decline in fame, and even agency dismissal after five consecutive missed days.
Spellcasting in Makin’ Magic
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Makin’ Magic featured a detailed spellcasting system, using ingredient combinations documented in The Start Here Spellbook. Even children could become spellcasters, a unique aspect of the original game.
Singing Under the Stars
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Sims could sing folk songs around campfires, adding a charming social element to the game.
The Sims 2
Running a Business
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The Sims 2 allowed Sims to become entrepreneurs, opening various businesses from home or dedicated venues. Managing employees was crucial for success.
Also read: 30 best mods for The Sims 2
Higher Education, Higher Rewards
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University let teens attend college, live in dorms or private residences, and choose from ten majors, impacting future career paths.
Nightlife
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This expansion added inventories, new social interactions, and memorable characters like Mrs. Crumplebottom and vampires. Romantic interactions were enhanced with gifts or hate letters depending on the date's success.
The Excitement of Apartment Life
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Apartment Life brought urban living to The Sims 2, with apartment buildings fostering new friendships and opportunities.
Memories That Last, Love That Doesn’t
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The Sims 2 introduced a sophisticated memory system, impacting Sims' personalities and interactions. Unrequited love added another layer of realism.
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Functional Clocks
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Clocks accurately displayed in-game time.
Shop ‘Til You Drop
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Sims had to actively shop for food and clothing, adding a layer of realism to daily life.
Unique NPCs
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The Social Bunny appeared when a Sim's social needs were low, while the Therapist intervened during breakdowns.
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Unlocking Hobbies
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FreeTime introduced hobbies, fostering skill development, friendships, and unique career opportunities.
A Helping Hand
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Close neighbors could help with childcare, offering a personal alternative to hiring a nanny.
The original *Sims* games were remarkably deep and creative. While we might not see all these features return, they remain cherished memories of what made the franchise so special.