The Sims 3 Preview

Go outside and play.

On a warm spring afternoon in EA's sprawling San Francisco Bay campus, the Sims is described as many things. It's a commercial phenomenon; it's the PC's most successful game; it's second only to Mario as the world's top-selling game series. It's a business unit; it's a business model. It's a creative tool; it's a canvas for the player's imagination. It's a private form of self-expression. It's a community. As you may remember, The Sims is also a game - one of the most popular, successful and, yes, innovative games in history.

However, it is all of those other things, too, which is part of why The Sims 3 is interesting; EA has spent five years since the launch of The Sims 2 watching and learning, seeing the game's proactive community churn out user-created content ranging from mods to videos. There are 100,000 videos on YouTube made using The Sims 2, and they've racked up 200 million views. Four million users visit EA's community site every month, and they've downloaded 60 million pieces of user-created content. Ford built some car models for the game, and 1.8 million people downloaded them. Pop-stars like Natasha Bedingfield have even re-recorded their songs in Simlish.

To an outsider, it all looks weird as hell - and simultaneously extraordinary, fascinating and progressive. "Where next?" is an obvious question, and no less exciting for it. The second reason why The Sims 3 is interesting is summed up by executive producer Ben Bell: "Imagine if your whole life took place in one apartment, or one house, with one small back yard," he says. "Now imagine how your life would change if all of a sudden you could explore the neighbourhood outside your back door - if, all of a sudden, one day, someone came and opened that door."

Door wide open

'The Sims 3' Screenshot 1

The headline news, then; it's not about a house any more, it's about a town. The scope has been massively expanded, but the detail of individual Sims' lives hasn't been lost.

Unlike The Sims 2, which faked the concept of having an entire neighbourhood by basically loading up a new household every time you moved around, The Sims 3 takes advantage of five years' technology progress by offering an open world - an entire town in which everything is actually there, actually happening, all the time. This changes the game in a fundamental way. Before, you managed a household of Sims, but now an overview of an entire town - filled with households of Sims, each of whom has a life as complex as any of your own characters - is only a roll of the mousewheel away. Characters, whether they're your own Sims or your neighbours, no longer disappear when you're not looking at them - when they go off to work, for instance, you can follow them as they hop into their cars and drive across town. Then you might track their progress at work like you do at home - or zoom out again and fly back across town to do something else.

It's a headline feature, and it's a very clever way to use the modern PC's extra horsepower. Graphically The Sims 3 is a cut above its predecessor, but it's no BioShock. "We're not in an arms race with other games," explains Sims studio boss Rod Humble. Using the PC's grunt to model a bigger world with more complex interactions means more to Sims fans than having bump-mapped, specular-highlighted, soft-shadowed bathroom furniture in their virtual houses. There's another subtext here, too. In a game where user-created content is a major driving force, the bar needs to be low enough that every able creator can create.

'The Sims 3' Screenshot 2

Your Sims' house is part of a decent-sized neighbourhood, with the whole town being built on natural looking terrain rather than a flat plain. A World Builder tool will let you create your own towns.

Even after seeing Ben Bell zoom around the rolling hills and idyllic streets of a typical Sims town, though, the potential of The Sims 3's expanded scope doesn't really hit home. It's not until later in the afternoon, when Humble shows us some prototypes that explain what's happening under the hood, that everything clicks into place. In simple 2D graphics, we watch as an entire town of people moves around, each going about their routine, interacting with others and living lives according to their personalities, careers and so on. It's a vast, complex simulation of a community, at this scale looking more like a sociology project than anything.

Later, we see an even higher-level simulation - a screen full of "life stories", characters being born, growing up, entering and leaving careers, getting married, having children, getting rich or becoming destitute, dying and being succeeded by children whose own lives proceed through the cycle. As you play, The Sims 3 remembers all of these life stories. It's like an author who works out an intricate back-story before writing a book; the player will only experience a slice of the information, but the fact that it's all been worked out saves us from inconsistency. This made-up town is real, for want of a better expression.

Unsavoury characters

In a sense, The Sims 3 is now simulating towns like Sim City, but it has gotten here by constructing upwards from people and relationships rather than building downwards from city-planning and zoning. What's less obvious but more eye-catching is that there are no more personality sliders. When you created someone in The Sims 2 you built a personality by sliding five bars - plotting points between sloppy and neat, or lazy and active. In The Sims 3, that's gone. Instead you choose five "character traits" for your new Sim - picked from a list of about eighty. The idea is to replicate how people describe themselves and one another. The team looked at personal ads for inspiration, and realised that choosing adjectives was what people did to sum themselves up.

The resulting system ranges from sublime to ridiculous. Perfectionist, paranoid, genius, schmoozer, daredevil, brave, clumsy, artistic, loner and outdoorsman are options, and there are more extraordinary alternatives. "Inappropriate" is in there; so are "insensitive" and "rude". So too, for that matter, is "kleptomaniac" - not to mention "hydrophobic", which can't bode well for personal hygiene. The point - aside from the fact that the ability to create an inappropriate, rude, insensitive kleptomaniac who doesn't like showers will finally allow Sims players to recreate their student flat-shares - is that most of us can probably describe our friends to a decent degree of accuracy with five adjectives. If The Sims 3's system works, recreating your friends in the game should be more effective than ever. Once they're in there, they should act realistically.

'The Sims 3' Screenshot 3

Cooking is one of the skills your Sim can learn - potentially turning it into a career, too, if that takes your fancy. Preparing a meal from scratch is a good way to impress friends.

Also binned is the concept of the "mood bar" (applause?). Instead, the game now recognises that people's moods and feelings don't exist on a simple axis between happy and sad. Each character now collects moodlets, little icons triggered by events in their lives that influence mood in various ways. So, for example, a teenage Sim who experiences his first kiss will get a happy but somewhat dreamy moodlet, which lasts for several days. Being fired could render a Sim gloomy and listless for ages, but they might be ecstatic about a payrise for just one evening. The classic example is a Sim going to a party and experiencing that distressingly common Sim ailment - the public pant-wetting. Previously that just notched your mood-bar downwards. Now you'll get a moodlet that not only depresses Sim for some time but also makes them embarrassed, so they'll actively shun company until they get over it.

Come play my game

So, the simulation side is intriguing, but so's the game bit, and Rod Humble lays down "a bit more gamerness" as one of his objectives, having lost gamers' attention with the last one. This time EA wants to play to both sides of the crowd. To accomplish that, it's making your interactions with characters more high-level - and adding more goal-oriented gameplay, with a lot more challenge and depth. "No more hamster cage" was one of Humble's first directives when he took over the Sims studio - referring to the perception that The Sims was a game that emulated a cage with pets and dumb toys in it. Building the openworld model was one way of escaping that. Changing the player's role in the game was another.

Here, again, the moodlet system raises its head. Gone is the old mechanism where managing each Sim was an exercise in keeping tabs on status bars for hunger and the like. Now, Sims will acquire moodlets when things are going wrong (or indeed right) - and for the most part they'll look after their own basic needs unless you've told them to do otherwise. In fact, Humble reveals that the team created a prototype which consisted entirely of frantically clicking on household amenities to keep a Sim's various bodily function bars happy. It distilled everything they wanted to remove from The Sims 3 into a single experience - "putting all the evils of the world into a box," Humble jokes. (Ironically, the designers confide that it turned out to be fun, in a frantic Flash-game sort of way.)

'The Sims 3' Screenshot 4

Of course, you could always just cheat and buy something from the grocery store. It's all quite high-level, and based on character skills - the game doesn't have interactive cookery or shopping modes, or anything like that.

Instead of leading Sims to the bathroom every time they need to go, then, you'll be focused on higher-level things. After all, you'll also have some oversight of the whole town, controlling who stays and goes and shaping the community. For your Sims' lives, you'll be focusing on challenges and goals along the way. Sims now have a host of skills they can learn as they advance through life - some are related to career paths, some are more generalised. Cooking and fishing are examples, and progressing those skills can impact your character and others' perceptions of him or her. Everything is optional; if you invite another Sim to dinner, you can serve microwaved slop out of a can, or you could buy ingredients and use the cooking skill to make something impressive. Your Sim could even catch the fish and prepare it for maximum impact.

How exactly these skills will interact with the career paths isn't entirely clear as yet, but professional advancement will be a more involved process than it was previously. Things your Sim needs to do will pop up as they work - and, with colleagues and bosses now fully realised Sims in their own right, personality and dialogue will play a big role in achieving success. Conversation, too, has changed. As you chat to people, you'll get an increasingly clear sense of what that character's traits are, and how they feel about you - and you'll also get to choose how you behave towards them, switching between options like flirty, friendly and adversarial. Combined with the moodlets system and the large number of interacting personality traits, the promise of more realistic human relationship simulation is certainly there - although whether that means more predictable or unpredictable is really a matter of personal opinion.

Do my little turn on the catwalk

As previously mentioned, The Sims 3 doesn't opt for graphical beauty - instead choosing to focus on the twin objectives of simulating an entire town, and continuing to run nicely on your granny's laptop. That's not to say, though, that it doesn't look nice. One area into which a lot of work has clearly gone is character-creation, with Sims 3 characters vastly more detailed - and more customisable - than before. Faces can be tweaked almost infinitely, but the game doesn't fall into the trap of allowing feature combinations to downright ugly. Instead it works carefully around the sliders you move, creating a believable (if occasionally odd-looking) face from whatever proportions you pick. The version we saw was very much a work in progress, but still the developers were able to drag sliders around and create different but good-looking characters. Body sizes, too, are finally customisable. Right now it looks pretty simple, with sliders for things like weight and fitness, and no ability to customise things like hip-to-shoulder ratio, but it's still a major change and one that will definitely variety to your town. We're not sure whether eating loads of junk food will make your Sim fat, although obviously we hope so.

'The Sims 3' Screenshot 5

As ever, romance is a major objective in the game. Every Sim in the entire town has the potential to get married and raise children, with the game keeping track of consistent 'life stories' for everyone.

Characters, however, are only one part of the equation. The Sims 3 also offers customisation for clothes, furniture and homes, which goes beyond anything the series has done before. The game now allows you to create a "fabric" - combining a pattern with colours of your choice - and then apply it to just about anything in the world through a simple drag-and-drop interface. While that will allow players to customise their Sims fairly extensively, it's not quite the same as creating your own content for the game from scratch. On this front, we confess to a little cynicism. Given EA's lucrative trade in selling Sims expansion packs - some of which are really just collections of in-game objects - is the company really going to hand over the keys to modders once again and let them do as they please?

Rod Humble's response to that question is simple: "go for it!" The game will have modding tools built into it, to some extent; it's being designed from the ground up to be open, rather than having tools released as an afterthought. The team's view is that if the community is creating content that beats the content EA is trying to sell - well, EA needs to pull its socks up. It's a healthy attitude, matched by Humble's healthy attitude to previous upsets over nude patches for The Sims 2 and other moral panics. "It's not our job to police the Internet," he says simply, reaffirming that EA isn't going to be cracking down on user-created content or mods. Besides, he adds, the community polices itself remarkably well - mainstream Sims sites won't carry nude patches, and if you're going to scour the wilds of the Internet for naughty stuff you'll find plenty naughtier than Sims mods.

The third place

'The Sims 3' Screenshot 6

We're not sure which of the new character traits led to this outcome. Our best guess is 'Gourmet', 'Tramp' and 'Kleptomaniac', all combined into a single terribly embarrassing mistake.

EA's encouragement of and excitement about user content is palpable. The company runs a "trading post" website for The Sims, allowing users to swap their favourite in-game items, encouraging machinima and so on. But while Sims players are a connected bunch, EA's research reveals that they're not too keen on playing together, so there's no online multiplayer - not even an Animal Crossing style "visit my town" mode. Humble, Bell and the rest of the team feel that this isn't what The Sims is about. Trading items, and even trading Sim characters or entire town layouts, is one thing, but the actual running Sim itself tends to be a very private experience, something that users by and large don't want to share. The lack of multiplayer will disappoint some, but EA seems confident of its decision.

To us, the magic of The Sims is that even a decade later, after countless expansion packs, and after years of PC gamers grumbling about the invasion of "casuals" it brought about, there's still something essentially fascinating about the concept. Even for the boys, the concept of this ultimate doll's house, the living world where you play the voyeur god, holds an innate delight. The Sims 3 promises to be the most elaborate doll's house of all - an entire town, filled with dolls whose physical and psychological features are more realistic than ever. It is a commercial phenomenon, it is a creative tool, it is a canvas for imagination, but most of all it's a great idea for a game, and you don't have to play with dolls to appreciate that.

Comments (36) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • the_dudefather #1 4 years ago

    its neat that they are putting less focus on the small mundane elements of sim maintenance, keeping everyone happy was like caring for a group of mewing children

    not my cup of tea, but should be a decent enough game
  • Psychotext #2 4 years ago

    Oh dear... I actually like the look of that.
  • cyacomini #3 4 years ago

    Used to enjoy the Sims titles but grew quickly bored after The Sims 2 arrived.

    Still playing Sim City 4 though which can only be a good thing - how about a full 3D Sim City chaps?

    Aside from this, I'm currently playing through The Settlers 2 10th Anniversary edition which I thoroughly recommend to anyone looking for a decent 'god' game. It's bloody fantastic - if you can find a copy that is..

    Edited by 1 at 19/03/08 @ 14:12
  • bodypopper #4 4 years ago

    Interesting but aren't consoles where casual gaming is at these days? I wonder if you'll be able run this on yer average ubiquitous cheapie Dell laptop.
  • coastal #5 4 years ago

    Kahnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn nnnnnnnnnnnnnnnnnnnnnnnnnn!
  • seasidebaz #6 4 years ago

    i hope this game is awesome, i quite enjoyed the sims games :)

    oh, and @bodypopper: don't be silly, you can't muck about with bejewelled while doing your tax return on a console.
  • myiagros #7 4 years ago

    sounds interesting, and bound to sell millions!!

    even with the revival of nintendo, the sims will surely eventually outsell mario.
  • groovychainsaw #8 4 years ago

    Sounds like a dumbed-down version of dwarf fortress.... with better graphics, but no (obvious) limb-removal
  • mingster #9 4 years ago

    i've never played one but can't see where the actual 'game' is.
    Looks more like hard work and panders to people with OCD.
  • Tiger_Walts #10 4 years ago

    Needs more
    -Dwarves
    -Beer
    -Mining
    -Beer
    -Crafting
    -Beer
    -Rampaging elephants
    -Beer
    -Possession
    -Beer
    -Kobold Raids
  • TripSkyway #11 4 years ago

    Sounds really interesting.
  • DanWhitehead #12 4 years ago

    i've never played one but can't see where the actual 'game' is.

    The first part of your sentence may explain the second part.
  • ScarOnTheSky #13 4 years ago

    Can I place a bet that they are going to release more than 50 addons for this?
  • UncleLou #14 4 years ago

    i've never played one but can't see where the actual 'game' is.
    Looks more like hard work and panders to people with OCD.


    Nah, it's a lot of fun. Sandboxy, no stress, but a lot to do and try out.

    Granted, it didn't last me very long, and I never bought any expansion packs, but it's a good game.
  • marilena #15 4 years ago

    Not like hard work at all. You do have to take some management-type decisions, but the real core is the development of the personality of your people and their relationships. In some instances you end up investing emotionally in them and caring about what happens to them and if they're happy, while in some other instances you might end up doing wild or goofy stuff, like lesbian housewives having an affair while their husbands are at work, or like removing all toilets from a house and watch the residents getting increasingly desperate about peeing.

    It's also really addictive, even though it does get stale after a while (and the add-ons do nothing for me).

    Overall, it's definitely the kind of game that you don't get if you don;t play, which makes it quite surprising that it got done in the first place. Wright had a lot of convincing to do.
  • jack_klugman #16 4 years ago

    10 PRINT "Money."
    20 GOTO 10
  • Milbe #17 4 years ago

    include some weapons and driving and you got GTA 5...
  • prettyboytim #18 4 years ago

    Oh God.

    My daughters are going to start asking for a more powerful PC...
  • asphaltcowboy #19 4 years ago

    Wow, that sounds really good...!
  • Lexx87 #20 4 years ago

    The problem for me is that I love the Sims for about a week then get really bored of it.
  • dmt2 #21 4 years ago

    Sims 1 was compulsive because of scrappy the clown. You could torture them into insanity! Sims 2 was great for its faux-cad software. After a while I went out and got a life of my own however Sim City 4 has still very much got me by the balls.
  • Hunam #22 4 years ago

    As much as i like the sound of it all, it does come across more of an economic sim/city game rather than a people simulator, I quite liked the focus the sims has previously had, will that still be there, will looking after just a single household be as entertaining and busy as it ever was?
  • IneptPercy #23 4 years ago

    I wonder how many shovel ware add-ons this can generate...
  • Wyrm #24 4 years ago

    The Sims is shit until you add your own creativity. If you just play it normally it's dull as hell.

    Create yourself and your friends as toddlers and have them looked after by single-parent Hitler in full Nazi regalia and you have about the funniest gaming experience you'll ever have.
  • Azazel #25 4 years ago

    I agree with Tiger_Walts...

    Needs more ASCII.
  • Svecke #26 4 years ago

    Sims 2 was really just Sims 1 with a new coat of paint. This actually looks like a real sequel, with actual fresh new stuff in it. Neat.
  • stoopidgreg #27 4 years ago

    i'm almost tempted to play sims 2 again, but last time i did that i ended up being able to buy pretty much all the good things in just a few hours of play, which in my eyes meant i had completed it. i didn't see the point of continuing to play when i had nothing to aspire to...
  • Fixxxer #28 4 years ago

  • SilasMalkav #29 4 years ago

    I was really hoping the graphics would look more like ps3 home and that japanese ddr mmo thing. I'll probably buy this, but I usually get bored after messing around with it for a bit. If it was a bit more realistic I might be able to get the same satisfaction out of it as watching reality tv show contestants cry, but unfortunatly I don't get that same feeling towards sim characters.
  • DoKtoR #30 4 years ago

    About time they did with the having to maintain your sim's bladder (which was my pet peeve of the last 2 sims games)... theoretically (and in my mind) this really sounds like the game Sims2 should have been- but wasn't, cause it was really just Sims1.5... guess I'll have to wait and see if they can deliver the goods.
  • Madder-Max #31 4 years ago

    can you b e a sadistic serial killer and have access to weapons?
  • Verwandlung #32 4 years ago

  • ph101 #33 4 years ago

    Not played any sims, but this looks actually interesting.
  • mrTom #34 4 years ago

    Wyrm - "Create yourself and your friends as toddlers and have them looked after by single-parent Hitler in full Nazi regalia and you have about the funniest gaming experience you'll ever have."

    Hit the nail on the head
  • Lionheart #35 4 years ago

    Is there a 360 version coming?
  • superdelphinus #36 3 years ago

    i always find sims games to be terribly exciting for a couple of weeks then I won't play them again for years until a new one comes out and the whole sorry process starts again.

    ps - anyone know if this is coming out on mac at the same time?