The world of The Sims 2 encompasses a social culture where making friends leads to happiness and success. While players can choose how they want to play, socialization between Sims is encouraged through game mechanics. The Sims 2 focuses on relationships in a neighborhood, offering social Sims more advantages than anti-social Sims. One may be aware of how The Sims 2 measures aspects of being social and how the measuring affects gameplay.
Each Sim has his or her own aspirations and personalities, defined by simple options such as putting points in personality attributes and choosing turn-ons and turn-offs. The Sim’s life aspiration, a Sim’s ultimate goal, can also be chosen by the player. While these goals do not specifically state the need for socializing, being social plays a large part in developing a Sim enough to reach his or her lifetime goal. A goal of having a family is obvious in the social aspect while the social aspect in rising to the top of the medical field may not be as apparent. Sims cannot get a promotion at work without friends, nor can they fulfill aspirations to keep themselves happy without interacting with other Sims. Friendships drive Sims forward in life and closer to their goals.
The Social bar represents one of the needs of a Sim, equally with Hunger, Energy, Comfort, Bladder, Fun, Hygiene, and Environment. The Social bar gauges how much a Sim socializes with other Sims. As the bar decreases, the Sim becomes unhappier, so the player must continuously interact with other Sims to keep the meter at a sufficient level. To raise the Social meter, Sims must talk with another Sim, whether in person, on the phone, or through e-mail. A content Sim performs better at work and is generally more willing to listen to the player’s commands. Playing the game with a content Sim runs more smoothly than playing with a discontent one.
Similarly to the Social bar, a meter is used to gauge the experience of dates or outings. The meter measures the agreeability of the player’s Sim to current company. To be agreeable, the Sim must actively pursue approval of others. Otherwise, the meter decreases, and the Sims are left with a poor experience. A poor experience does not help in making friends.
A Sim must make friends in order to progress to the highest level management in his or her career, which will then in turn earn the Sim more income. Like in the real world, friends supposedly give the player’s Sim more credibility that moves employers to promote the Sim. Although being social and maintaining a number of friends is necessary for job promotions, a Sim no longer needs to maintain friendships once he or she achieves the maximum level of the job. Negative marks can appear, friends can disappear, but the Social meter can still be full. In this manner, The Sims 2 sees general interaction between Sims as a social activity, no matter the circumstance of the activity, and yet gives the player many benefits for having friends to draw the player in the direction of having amiable Sims.
Making friends leads to benefits like job advancement. Friends can also leave presents at a Sim’s doorstep, from flower vases to plasma TVs, but only if they have a good time with the player’s Sim. The game clearly tells the player when a Sim’s interaction is positive or negative through conventional icons. Green plus signs and green arrows are good, and red minus signs and red arrows are not. The clear-cut design of good or bad does not necessarily mean the character is not socializing. While a Sim needs to act approvingly at dates or outings—needing green plus signs and green arrows—the Social bar still increases whether the Sim gossips or argues. The player may find playing an anti-social character less fulfilling than a social character due to the amount of content and rewards created for social Sims.
The Sims 2 measures social interaction, and game mechanics encourage socializing. Socializing is a Sim need, and a large amount of socializing is essential to rising in ranks, achieving goals, and staying happy. The Sims 2 is a game not about living and directing a virtual life, but living and directing an actively social virtual life.
1 comment:
Sounds like a really interesting game. I have heard a lot about it, but have not played it. It seems to create a lot of interest but with all the socializing you have to do I wonder how it manages to maintain the fun aspect. Seems like they are doing something right from what all I have heard about it though.
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