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|Isometric perspective
 
|Isometric perspective
 
|Fully 3D
 
|Fully 3D
  +
|Same as ''The Sims 2''
|Fully 3D
 
 
|-
 
|-
 
|Neighborhood is pre-designed
 
|Neighborhood is pre-designed
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|Sims do not collect memories
 
|Sims do not collect memories
 
|Sims collect [[memories]]
 
|Sims collect [[memories]]
  +
|Same as ''The Sims 1''
|Sims do not collect memories
 
 
|-
 
|-
 
|Bills delivered once every 3 days
 
|Bills delivered once every 3 days

Revision as of 13:34, 4 August 2009

The Sims The Sims 2 The Sims 3
Released 2000 Released 2004 Released 2009
Isometric perspective Fully 3D Same as The Sims 2
Neighborhood is pre-designed 3 pre-designed neighborhoods (Pleasantview, Strangetown and Veronaville) which may be (to some extent) tweaked by the player, and terrains may be imported from SimCity 4. Additional neighborhoods built from scratch may be created and added to the menu screen. 1 pre-designed neighborhood (Sunset Valley) in retail shipment. Another - Riverview - available by download.
3 age groups (baby, child, adult) 6 life stages (baby, toddler, child, teen, adult, elder. Young adult stage added with University) 7 life stages - young adult added from start.
Only babies age, other lifespans are indefinite. All Sims age and eventually die. Lifespan can be regulated. Aging can be shut off.
6 skills 7 skills 10 skills
Only Adults gain skills Toddlers and older can gain skills Children and older can gain skills
No aspirations Teens and older have one of 5 aspirations (additional 2 aspirations are added with Nightlife). Toddlers and children aspire to Grow Up. No aspirations - wishes are affected by traits
No wants or fears All Sims except babies have 4 wants and 3 fears (6 wants and 4 fears if Sim finish college and it requires University) Wishes and promises
No days of the week, weekend, or days off work or school (Sims would not be fired for skipping work provided they did attend the following day) 7-day week with different days off depending on job. Children and Teens have the weekend off from school. Able to call in sick to work, quit, or retire. Same as The Sims 2
Sims do not collect memories Sims collect memories Same as The Sims 1
Bills delivered once every 3 days Bills delivered on Tuesdays and Thursdays ?
PlumbBob colour reflects precise mood: optimum is green, worst is red PlumbBob colour represents approximate mood: optimum is platinum PlumbBob colour reflects precise mood: optimum is green, worst is red
No pregnancy, babies can simply appear after user says yes to random "Should we have a baby?" prompt after romantic interaction, no genetics passed down Try for baby may lead to 3 day pregnancy for female sim, genetic traits passed down from both parents Same as The Sims 2
Household accounts screen can be accessed, showing income and expenditure over past 3 days and current day No such screen No such screen
Buildings limited to 2 floors. Basements, foundations and lofts not possible. Variable roof pitches. Buildings limited to 5 floors, or 4 with foundation. Buildings with foundation can have basements incorporated into them. Lofts theoretically possible. Fixed roof pitch. ?
Children with failing grades are banished to Military School and never return. When a child in the family has failing grades, all children are taken away by a social worker, and other families may adopt them. Same as The Sims 2
Random phone calls pranking or giving out money. No random phone calls. No random phone calls.
Chance cards forcing career change for top level of career Chance cards at all levels of career, causing gain or loss of rank, skill points, etc. No chance cards. Replaced by opportunities.
Many NPCs not interactive All but a few NPCs (drivers, Rod Humble, social workers, etc.) interactive Same as The Sims 2


See also