The Sims 3 is a strategic life simulation video game in The Sims franchise, originally
created by Maxis. Within the in-game chronology of the series, it can be considered a prequel.In contrast to the previous versions, the houses and neighborhoods are seamless, allowing players to explore and interact with their neighborhood without loading time. The game set a new record for Electronic Arts, selling more than 1.4 million copies in its
first week of release.
Sim houses and neighborhoods are entirely in one continuous map, and the developers state that "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, i.e. grow up, get married, get jobs and promotions, have children, and so forth. Many more features may be toggled on or off that previous Sims editions did not offer, for instance, a player may toggle off aging/death if they do not want that feature to be enabled.[9]Of the eight needs of The Sims 1 & 2, only six (hunger, bladder, energy, social, hygiene and fun) remain, removing comfort and environment. However, comfort and environment now appear as "moodlets". Furthermore, while The Sims 2's Wants
panel remains, Fears have been removed, and the Aspiration and Motives meters have been streamlined into a single "Needs" meter. The impact of Aspiration (self-esteem) on Motives (physical comfort) is accomplished by the inclusion of "Moodlets," bonuses of varying duration and impact that modify the Sim's overall mood. Moodlets are acquired via emotional events (a first kiss yields two days of positive affect; losing a friend yields a day's depression) as well as physical ones (getting a good night's rest; losing bladder control). Fulfilling Wants also contributes to the "Lifetime Happiness" score, which can be used to purchase gameplay bonuses (mostly pertaining to
increased efficiency). Finally, the "Platinum Aspiration" game state, in which a Sim is overwhelmingly content, has been modified: the Sim's excess Mood now contributes to his/her Lifetime Happiness score.
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