What is ‘Sims’?
•The genre of the game is both a sandbox and simulation
game as in the game you are allowed to roam around the
city with your character. ‘Sims’ is short for simulation this is
when aspects of real life are transferred into the virtual
reality of the game e.g. walking your dog.
• The Sims franchise started in the year 2000 with the
publisher of EA (Electronic Arts) by February 2005 over
16million copies of the game had been sold worldwide. In
March 2015 11.24 million copies for PC making it one of the
best selling PC games in history. The sequels include Sims2,
Sims3 and Sims4 with numerous expansion packs for all the
games. ‘Sims’ won ‘game of the year award’ from
GameSpot in 2000.
3.
Postmodernism in the‘Sims’
• Blurring of Boundaries between fiction and
reality.
• Simulacrum and Hyper reality
• Parody and Pastiche
• Intersexuality
• Self - reflexivity
4.
Blurring of Boundaries
•This is a concept put forward by the theorist Jean
Baudrillard.
• The in game currency in Sims is simoleons. This is
like real money currency but it is fake. There are
also cheat codes that can be used in game to
instantly get more money. This is like real life
however there are no cheat codes to get more
money. This can be seen as a blurring of
boundaries between fiction and reality.
5.
Simulacra and hyperreality
• As this is a role playing game there are many
different characters you can be. You can create
your Sim and then control their actions of
what they eat, what they say, where they go
and what they do. So it is possible to create a
character completely different from yourself.
This is both hyper reality and simulacra as
Baudrillard argued that ‘Simulacrum is not a
copy of the real, but becomes the truth in its
own right.’
6.
Instantaneity
• Definition- thequality of being instant or
immediate.
• When creating or building your house there is no
waiting time for the house to build, it just
suddenly appears after all the changes the player
has made. There is also a feature to speed up
gameplay so that time is fast forwarded while the
Sim character is at work whilst the player is then
able to spend the money from the sim being at
work.
7.
Intertextuality
• Whilst theaim of the simulation game is to be
as real as possible there are going to be some
references to other media texts. There are TV
programmes and references to Shakespeare
like using Romeo and Juliet as a reference as
the Sims tries to create its own world.
8.
Self- reflexivity
• TheSims characters can also play ‘Sims’ on
their computer in the virtual world. This is self
reflective as the Sims is being referenced in
the Sims game. The characters of the Sims will
stare into the camera looking at you if they
need something e.g. toilet, food etc. This
again represents self reflexivity as the Sims
know they are being controlled. But this is also
self reflective of the player as it is a projection
of the player in the game.