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The Sims Online

 
Games: The Sims Online
 

Game Description

The Sims Online combines the life development simulation of Maxis' hugely popular Sims games with the virtual community interaction of persistent world multiplayer gaming. Groups of players from across the country can join together in large, online Sim neighborhoods for all manner of character development and social relations.

Though this game's graphics and interface will be familiar to Sims veterans, Sims Online players take a much more direct role in guiding their characters actions, acting more as a puppeteer than a parent. Instead of watching over the interactions of a family or neighborhood, players take the role of a single Sim character, to interact in a community of thousands.

Many objects and activities introduced in the single-player Sims games are present in this online version, but they are now more effective when multiple players are using them. Characters can still play chess to improve their logic skill, for example, but they'll improve much more quickly if there are several other Sims in the room playing chess at the same time.

Some new objects and activities allow Sims to earn money, and certain mini-games offer especially big returns for coordinated group play. Simoleans usually go to support and improve a character's house, where residents control who can visit and what goes on. Home owners receive a small payment for each visitor that drops in, so many players choose to join together as roommates, allowing them to pool their resources and develop bigger, better, more attractive houses.
~ T.J. Deci, All Game Guide

Review: Overall

As of its 2002 holiday season release date, The Sims Online is likely the most socially minded game yet produced for any platform. The original single-player Sims design has been gently twisted in nearly every conceivable way to promote dialogue and group activity. Whether they are out for wealth, skills, or popularity, only the players who learn to work with others will succeed. Assuming that the biggest particular draw of online gaming must be player interaction, and considering the way this game so promisingly promotes it, one would think that Maxis should have another hit on its hands. Yet some longtime Sims fans may feel as if something is missing in this multiplayer version. The magic of the original game is too often displaced by the exhilaration and trepidation of being in a room full of virtual strangers.

While the original Sims turns players into invisible guardian angels (or mischievous imps, in some cases), Online has participants becoming puppeteers. Essentially every action and interaction the Online character makes is controlled directly by the player. Furthermore, as everyone is using the same basic model of marionette, it's often too easy to see the strings. Great deeds are accomplished neither through whetted reflexes nor WASD mastery, but through menu-item mouse-clicks and good chat room skills. When an especially powerful player character enters an area, there is a similar sense of awe among the other players as in games like EverQuest or Dark Age of Camelot, but in this case the others know the player's heroic status was achieved by solving maze puzzles with an online friend and watching the accomplished character read lots of books.

Perhaps an important factor in other successful multiplayer role-playing games is that individual character goals are made part of a bigger story. Persistent-world standards such as EverQuest or Asheron's Call feature quests, and plenty of random monsters for random slaying. Even Diablo II is broken roughly into missions, such that defeating a boss makes one feel as if that new unique item it drops was truly earned. In these games, the reward of character improvement is a motivation, but not the primary concern in the heat of play. Even if the abstract goal in a traditional online gaming session is to level up all the characters in the group, the players are seldom thinking of this while facing off with an angry Fire Drake or an evil Horror Mage. In the Sims Online however, that extra layer of gameplay is removed. The actions of improving the character become the methods of play. There are weights to lift and guitars to practice, and the player feels more like a bystander than a participant.



Of course, fans would point out that the original single-player Sims does not have much in the way of overarching missions or storyline action either. Yet the original game does have something that this massively-multiplayer version does not. An undeniable factor in the success of the original game is its innocent, innocuous allowance to voyeurism. Part of the charm of keeping a neighborhood full of Sims comes in secretly watching their ordinary, familiar, and sometimes unpredictable behaviors. Whether they're real or fictional, it's inherently amusing to see what people do when they don't realize that anyone else is looking. It's not that the subjects need to do anything unpleasant or embarrassing; it's simply interesting for people to watch other people, and The Sims realizes this in an enjoyable way. In The Sims Online however, players have no such hidden perch. Instead of looking in from above, unseen, they suddenly find that the spotlight is on them. They are no longer the watchers -- they are the watched.



The original Sims is an outstanding game and this Online translation is appropriate to the motif, even if it's not worthy of the magnificence. The Sims Online is a fine game actually, but only for those who will thrive under its unambiguously social style of play. If the original Sims offered players a virtual dollhouse, this game gives them the chance to virtually play "house," with a friend or a stranger. Only those interested in meeting other Sims players and interacting with them will find the true fun in this title. The rest of the series' fans may find that the "Online" too often outshines the "Sims." Sartre once noted, "Hell is other people." The Sims Online is strictly for those who would disagree.
~ T.J. Deci, All Game Guide

Review: Enjoyment

Plays like a stripped-down version of The Sims used as the interface for a general-interest chat room. Some Sims fans may find themselves out of their element and some chat room veterans may grow impatient with all the character maintenance activities.
~ T.J. Deci, All Game Guide

Review: Graphics

Graphics are nearly identical to those of the single-player game and its many expansion packs, though there is greater diversity in the character-designing options. The familiar interface gets a refined look.
~ T.J. Deci, All Game Guide

Review: Sound

Music is good, in the soft, catchy style of the single-player games. Few of the character noises or Simlish phrases seem new.
~ T.J. Deci, All Game Guide

Review: Replay Value

A friendly and welcoming player community, a novel opportunity for personal expression, and the promise of continuing developer updates suggest that those who get into {*The Sims Online} will enjoy it for a long time to come.
~ T.J. Deci, All Game Guide

Review: Documentation

Gameplay is explained in a tone that emphasizes general themes over specifics. Vague phrasing and awkward grammar occasionally mar an otherwise professional presentation.
~ T.J. Deci, All Game Guide

Production Credits

Game Designer: Will Wright; Studio Head: Luc Barthelet; Executive In Charge of Production: Lucy Bradshaw; Executive Producer: Gordon Walton; VP of Technology: Christopher Yates; Senior Director of Development: Dominique Philippine; Design Lead: Chris Trottier; Design: Jenna Chalmers; Production Lead: Margaret Ng, Virginia McArthur; Production: Kyle Brink, Shannon Copur, Jessica Lewis, Andrea Weber, Melissa Bachman-Wood, Chris Baena, Dana Hanna, Brooke Harris, Kevin Hogan, Emily Modde, Marisa Ong, Jade Raymond, Waylon Wilsonoff, Chris Wren; Web Technology Lead: Darren Futa; Web Technology: Mick Giles, Jeff Schnitzer, Grantley Day, Mike Perry; Art Director: Bob King; Artist: Sebastian Hyde, Eric Hedman, Robert Kosai, Charles London, Dana MacKenzie, Mike Midlock, Ted Pratt, BJ West, Creat Studios, Fonthead Designs, New Pencil Inc.; Technical Director: Jeff Lind, Greg Kearney; Director of Development: Jeff Charvat, Eric Todd, Ariel Butler; Engineering Lead: Cindy Cox, Bill Dalton, Larry Landry, Darren West, Ed Zavada, Randy Eichman; Engineering: Yvette Aarons, Paul Boyle, Kelly Brock, Franklin Cho, Alan Chong, Alan Davies, Jerome Despret, Randy Eichman, Louis Foster, Eric Freytag, Dave Goldstein, Allen Gooch, Ethan Ham, Peter Ingebretson, Brian Jenkins, Ken Kavanagh, Mike Konopatsky, Geoff Lay, Heather Mace, Matt Monas, Pete Nichols, Cort Oi, Jonathan Sari, Jason Shankel, Kevin Snead, Trevor Somers, Blazej Stompel, Christian Straight, Kees Van Prooijen, Bob Xia, Laurent Zilber, Alex Zvenigorodsky, Patrick Barrett, Rob Bell, Karsten Braaten, Mitch Ferguson, Ed Goldman, Mike Lawson, David Oester, Tom Park, Paul Suggs, Dwain Theobald; Configuration Management Lead: Lee Fancey; Configuration Management: Jordan Albert, Punita Dave, Mark Waller; Automated Testing Lead: Larry Mellon; Automated Testing: Mohamed Hendawi, Jeff Kimble, Chris Kosmakos, Steve Keller, Jeff Marshall, Minkz Ngo, Joel Tablante, Derek Shaw; Web Technology Lead: Mick Giles; Web Technology: Jeff Schnitzer, Grantley Day, Mike Perry; Chief Operations Architect: Mark Rizzo; Online Ops: Keith Chow, Audrey Gustafson, Jackie Li, Joe Love, David Nejely, Kevin Patterson, Tom Schenk, Alan Van Slyke, Lyn Villamonte; EA.com: Edward Avery, Michael Brandsma, John Gu, Matt Gutierrez, Todd Heringer, Belinda Heywood, Peter Huang, Dave King, Rajesh Kumar, William Jen, Scott Mattson, Warren Mayoss, Ketan Parekh, Jeff Price, Deepak Thapliyal, John Torrey, Eric Vaughn, Lily Weiss, James Whitehouse, John Worrall, Sam Clifford; Director of Quality Assurance: Miles Andrews; Quality Assurance Manager: Jay Piette; Quality Assurance Lead: Chris Bennett, Drew Boyd, Michael Cribbin, Jack Greaves, Daniel Hiatt, Darren Manes, Joe Maris, Larry Richart, John Sherwood, Calvin Wong; Quality Assurance: John Michael Adams, Tracy Bedsole, Greg Blotzer, Doug Bond, Robb Butts, Danielle Churchill, Mike Flinchum, Dino Frei, Mark Goldstein, Jose Gonzales, Roderick L. Hawkins, Ben Hoofnagle, Ray Horn, Sean Hugunin, Matt Jacobs, Walter Johnston, Ted Lange, Lincoln Lilley, Greg McCord, Mark MacVicar, Antoin Matthews, Giles McDonald, Travis Nicklow, Doug Noel, Peter O'Leary, Kent Peterson, Anthony Price, Michael Religioso, Trevor Ridgley, John Rippen, Jeff Sargent, Sumit Sheth, Jeremy Siegel, Michael Sundblom, Stuart Templeton, Stefan Trefil, Jesse Waco, Adam Borgeson, Lenny Castillo, Nick DeAngelis, Ben Farley, Syruss Flyte, Kyle Freeborg, Rubin Jean, Patrick Lamont, Sherman Lewis, Richard Lopez, Dave Kozlowski, Shawn Mulligan, Greg Paull, Christopher Peers, Shan Simpson, Andrew Stokes, John Thompson, Robert Walton; Audio Director and Lead Composer: Jerry Martin; Sound Design and Compostion: Robi Kauker, Kent Jolly; Audio Software Engineer: Paul Wilkinson; Audio Asset Manager: Jeff Lillard; Composer: Marc Russo, Kirk Casey, Dix Bruce, Anna Karney, Francois LaFleur, Jonathan Mitchell, Cheryl Ann Fulton; Additional Voice Editing: Christopher Davidson, Thomas Day, Jason Reiner, Michael Cormier, Peter Filipowski, Nick Peck, Alejandro Oropeza, Donovan Miller; Musician: Marc Russo, John R. Burr, Jerry Kuderna, Dan Joseph, Art Hirahara, Stef Burns, Kirk Casey, Glenn Letsch, Myron Dove, Gary Lillard, David Lauser, Celso Alberti, Steve Smith, Kenneth Nash, Marchino Brazil, Mary Fettig, Eddie Ramirez, Darol Anger, Dix Bruce, Mandolin, Jim Nunally, Avram Siegel, Christopher Davidson, Thomas Day, John Mader, Anna Karney, Joe Goldmark, Gary Potterton, Bobby Black, Doug Harman, Terry Domingue, Chojo Jacques, Joel Smith, Kit Higginson, Cheryl Ann Fulton, Peter Maund, Irene Sazer, Terry Adams, Shira Kammen; the Sims Simlish Singer: Frank Biner, Laurice McCowy-Ozjuwah, Dan Mendoza, Dave Meniketti, Glenn Walters, Molly Mastick, Sandy Cressman, Marchino Brazil, Larry Batiste, Jeanie Tracy-Smith, Tony Lindsay, Gina Gaye Muzinich, John Gill, Robert Smith, Erik Thomas, LeeAnn Christopherson, Anna Karney, Monica Coulter, Kari Fox, Susan Morris; the Sims Simlish Rapper: Mahasin Aobie; DEA Records Artist: Dedaman, Mac Kareem, Benzoe; Drum Loops: Spectrasonics, Sounds Good AB, Eas-West, Spectrasonics, Big Fish Audio; Compatibility and Technology Lead: John Hanley; Compatibility and Technology: Dave Koerner, Dave Caron, Mark Gonzales, Emiliano Miranda, Nick Field; CQC Manager: Joel Knutson; CQC Supervisor: Ben Crick; CQC Department Lead: Dave Knudson; CQC Project Lead: Russell Medeiros; CQC Product Analyst: Darryl Jenkins, Tony Alexander, Tony Barbagallo, Simon Steel, Eron Garcia; Marketing Director: Patrick Buechner; PR Manager: Robin Chandler; Product Manager: Julie Kanarowski, Eric Hartness, Robin Boyar, Brooke Cahalane, Mike Quigley; Package Design Manager: Three 8 Creative Group; Package Art Direction: Creative Services; Package Project Management: Vyn Arnold; Package Photography: Michael Sexton; Documentation Layout: The Big Idea Group; Documentation: Jessica Lewis, Ede Clarke; Mastering: Mike Deir, Chris Espiritu, Grant Gunderson, Kima Hayuk, Roger Metcalf, Michael Yasko; Administration: Kimberly Boggs, Lisa Del Toro, Tamara Kaccem, LaShanda Smith, Debbie Carlin, Kimberly Ferrara; Intern: Jerry Chantemsin, Chaim Gingold, Jon Parise, Elan Ruskin
~ Keith Adams, All Game Guide
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Wikipedia: The Sims Online
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The Sims Online

Developer(s) Maxis[1][2]
Publisher(s) Electronic Arts
Series The Sims
Platform(s) Microsoft Windows
Release date(s) NA December 17, 2002
Genre(s) MMOG
Mode(s) Multiplayer Online
Rating(s) ESRB: T
OFLC: E
Media CD, Digital Download

EA-Land (formerly known as The Sims Online) was a massively multiplayer online game (MMOG) variation on Maxis' highly popular computer game The Sims. It was published by Electronic Arts and released on December 17, 2002 for Microsoft Windows. In March 2007, EA announced that the product would be re-branded as EA-Land and major enhancements would be made. About a year later, Electronic Arts announced the game would shut down all activity on August 1, 2008. On August 1, the game came to a closure and the official blog went offline soon after.[3]

Contents

Name change and closure

When the product was re-branded as EA-Land, players were able to purchase properties, submit custom content, similar to Second Life. After stating that it would be rebranded and there would be many changes, it was then announced that it would be shut down weeks later. They referred to this day as the "EA Land Sunset." Maxis stated that the development team would be moving onto other projects. [3][4][5]

It is with mixed emotions that we are announcing the EA-Land experiment will soon draw to a close. Since 2002, EA-Land / TSO has attracted a very special group of players and we certainly appreciate your participation in the community. The lifetime of the game has drawn to an end, and now we will be focusing on new ideas and other innovative concepts in the games arena. We would like to thank everyone who has taken part in this online community as a unique experience in the virtual world.

In March 2007, an Electronic Arts employee Luc Barthelet stopped by the official forums after years of ignoring the game. Luc had left The Sims Online production team after the game went live and hadn't contributed to the game environment until March 2007. After returning to development of The Sims Online, he assembled a team of seventeen people in order to continue development and updates to The Sims Online. Since the game has shut down, Luc has started his own company, and began developing a new MMO, codenamed TirNua. [6]

Gameplay

Cities

Before the production cities closed, there were thirteen cities in which players resided. These cities included: Mount Fuji, Calvin's Creek, Interhogan, East Jerome, Fancy Fields, Test Center, Blazing Falls, Alphaville, Dan's Grove, Jolly Pines, Dragon's Cove, Betaville, EA-Land, and Test Center 3.

Population sizes fluctuated, but for the most part Alphaville and Blazing Falls were the most populated towns with a big city feel. In contrast, cities such as Dan's Grove and Calvin's Creek had a more close-knit small-town feel. Mount Fuji was targeted at the Asian market, but it also had a small contingent of English-speaking citizens as well.

Four cities had special rules: Dragon's Cove was known as the "hardcore city," as there were a number of harder game objectives to consider when playing here. For example, a Sim would lose energy when traveling long distances, and the virtual costs for items were doubled. Betaville was a city that was created for the purpose of testing new features. A few of these features were the ability to create a family of up to four adult Sims, with adjustable free will levels; bills and a repo man; fires and firemen. Another was Test Center, where the player could never move out of the city. Test center sims also started with 3 times the start-up money of other cities.

Along with the announcement to rename The Sims Online to EA-Land came a city merge. At this point, all of the existing cities were merged into one megacity known as EA-Land. Test Center 3 became the city in which new items were tested before going live into EA-Land for the greater community.

Skills

Skills were an important aspect of gameplay. They were necessary for getting more money from paying objectives, doing well in the offered career tracks, and occasionally were needed for special interactions with other players, such as serenading. Skill could be increased at a faster rate when multiple Sims work on the same skill simultaneously.

The game had six core skills

  • Mechanical
  • Cooking
  • Charisma
  • Body
  • Creativity
  • Logic

A skill level for any of these skills was determined by how many skill "points" a Sim has. These points ranged in number from 0 to 20.99.

In-game employment

There were four official jobs available in The Sims Online:

  • Restaurant
  • Robot Factory
  • DJ
  • Dancing

The in-game jobs did not offer a large salary, causing many players to seek out other sources. Popular methods included opening item shops and offering services to users such as food and lodging.

While most Sims relied on group money objects for a living, there were still others who used non-interactive solo money objects. At many money houses in The Sims Online, owners of houses in the money category would offer an additional bonus paid by the owner or a roommate of the house for any player who completed a certain amount of these solo money objects. This bonus was offered as a way of deriving even more profit for players, as well as attracting good business for money category houses.

Custom content

A major update to the game was user custom content. Luc was also interested in any user-submitted ideas on how they could maintain a stable economy to negate the gains players made illegitimately through exploits.[7] Custom objects were enabled within TSO[when?], allowing players to upload .bmp and .jpg images as well as .iff files. The uploadable furniture was tiled tables, chairs, and single tiled sculptures or decorations, as part of the TSO-E project, led by Luc Barthelet.

Awards

References

External links


 
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Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "The Sims Online" Read more