- Platform: IBM PC Compatible
- Release Date: October 28, 2003
- Genre: Role-Playing
- Style: Persistent World Online RPG
- Similar Games: The Sims Online (IBM PC Compatible), The Sims: Deluxe Edition (IBM PC Compatible), The Sims Online: Charter Edition (IBM PC Compatible)
Game Description
The Sims Online combines the life development simulation ofThough 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.
This December 2003 "New and Improved" Sims Online offers players new animations and social interactions, lots of new clothing and appearance options, and more multiplayer mini-game employment opportunities.
~ T.J. Deci, All Game Guide
Review: Overall
At the time of its release, 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 thatWhile 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 continuing updates from the developer 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: Andrew V. Boyd, Jenna Chalmers; Production Lead: Margaret Ng, Virginia McArthur, Todd Heringer, Jessica Lewis; Production: Kyle Brink, Shannon Copur, Am Dallas, Diane Migliaccio, Andrea Weber, Melissa Bachman-Wood, Chris Baena, Dana Hanna, Brooke Harris, Kevin Hogan, Emily Modde, Marisa Ong, Jade Raymond, Waylon Wilsonoff, Chris Wren; Web Producer Lead: Darren Futa; Art Director: Bob King; Artist Lead: Walter Ianneo; Artist: Sebastian Hyde, Eric Hedman, Robert Kosai, Charles London, 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, Jerome Despret, Randy Eichman, Larry Landry, Pete Nichols, Darrin West, Ed Zavada; Engineering: Yvette Aarons, Rob Bell, Paul Boyle, Kelly Brock, Franklin Cho, Alan Chong, Alan Davies, Louis Foster, Eric Freytag, Dave Goldstein, Allen Gooch, Ethan Ham, Peter Ingebretson, Brian Jenkins, Nate Jones, Ken Kavanagh, Mike Konopatsky, Neric Lau, Geoff Lay, Heather Mace, Dan McGarry, Matt Monas, Cort Oi, Jon Parise, Jonathan Sari, Jason Shankel, Kevin Snead, Trevor Somers, Blazej Stompel, Christian Straight, Andy Taylor, Kees Van Prooijen, Bob Xia, Laurent Zilber, Alex Zvenigordsky, Patrick Barrett, Karsten Braaten, Mitch Ferguson, Ed Goldman, Mike Lawson, David Oester, Tom Park, Paul Suggs, Dwain Theobald, Matt Thomas, Nick Schipano, Jason Bragg, Dan Buckler, Eric Le Saux, John Matzen; Configuration Management Lead: Lee Fancey; Configuration Management: Jordan Albert, Punita Dave, Minkz Ngo, Scott Perrine, Mark Waller, Calvin Wong; Automated Testing Lead: Larry Mellon; Automated Testing: Mohamed Hendawi, Jeff Kimble, Chris Kosmakos, Steve Keller, Joe Maris, Jeff Marshall, Giles McDonald, 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, Aubrey 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, Belinda Heywood, Peter Huang, Dave King, Rajesh Kumar, William Jen, Scott Mattson, Warren Mayoss, David Nejely, Ketan Parekh, Jeff Price, Dylan Servantes, Chris Sivori, Daniel M. Smith, Deepak Thapliyal, John Torrey, Eric Vaughn, Lily Weiss, James Whitehouse, John Worrall, Sam Clifford; Director of Quality Assurance: Miles Andrews; QA Manager: Jay Piette; Quality Assurance Lead: Michael Cribbin, Jack Greaves, Daniel Hiatt, Darren Manes, Larry Richart; Quality Assurance: John Adams, Greg Blotzer, Doug Bond, Robb Butts, Danielle Churchell, Mike Flinchum, Dino Frei, Jose Gonzales, Roderick Hawkins, Ben Hoofnagle, Ray Horn, Sean Hugunin, Matt Jacobs, Walter Johnston, Sara Kwong, Ted Lange, Greg McCord, Mark MacVicar, Antoin Matthews, Giles McDonald, Travis Nicklow, Doug Noel, Thadd Oba, Peter O'Leary, Kent Peterson, Anthony Price, Michael Religioso, Trevor Ridgley, John Rippen, Jeff Sargent, Sumit Sheth, Jeremy Siegel, Ray Suansing, Michael Sundblom, Stuart Templeton, Jesse Waco, Adam Borgeson, Lenny Castillo, Ben Farley, Syruss Flyte, Sherman Lewis, Dave Kozlowski, Shawn Mulligan, Greg Paull, Christopher Peers, Shan Simpson, Andrew Stokes, Robert Walton; CATLab Lead: John Hanley; CATLab: Mark Gonzales; North America CQC: Travis Alger, Rick Arroyo, Anthony Barbagallo, Jason Collins, Lori Cox, Ben Crick, Adam Doyle, James Emming, Tiffany Exner, Eron Garcia, Jason Gorski, Criag Hiland, Richard Horan, Darryl Jenkins, Alex Joshi, David Kaplan, Ray King, Dave Knudson, Joseph Lee, Russell Medeiros, Anthony Ramos, Adam Rivera, Kyle Roberston, Joe Ruggiero, Matthew Salazar, Simon Steel, Rob Stiasny, Peter Wang, Adam Wong; Marketing Director: Patrick Buechner, Eric Hartness; PR Manager: Robin Chandler; Product Manager: Julie Kanarowski, Lisa Leyba, Robin Boyar, Brooke Calahane, Mike Quigley; Project Management: Vyn Arnold; Package Design: TBD; Documentation Layout: The Big Idea Group; Documentation: Jessica Lewis, Jessica Pooree; Mastering: Mike Deir, Chris Espiritu, Grant Gunderson, Kima Hayuk, Roger Metcalf, Michael Yasko; Administration: Kimberly Boggs, Lisa Del Toro, Tamara Kaccem, Marjorie Puruganan, LaShanda Smith, Debbie Carlin, Kimberly Ferrara; Intern: Blake Buzzini, Jerry Chantemsin, Grace Chen, Chaim Gingold, Elan Ruskin, Michael Sego, Adam Wagner; Audio Director and Lead Composer: Jerry Martin; Sound Design and Composition: 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 Miler; 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, Christpher Davidson, Thomas Day, John Mader, Anna Karney, Joe Goldmark, Gary Potterton, Bobby Black, Doug Harman, Terry Domingue, Choijo Jacques, Joel Smith, Kit Higginson, Cheryl Ann Fulton, Peter Maund, Irene Sazer, Terry Adams, Shira Kammen; the Sims Simlish Singer: Frank Biner, Laurice McCoy-Ozjuwah, Dan Mendoza, Dave Meniketti, Glenn Walters, Molly Mastick, Sandy Cressman, Marchino Brazil, Larry Batiste, Jeanie Tracy-Smith, Tony Lindsay, Gina Gay 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 Courtesy Of: Spectrasonics "Burning Grooves", Sounds Good AB "Eurotech", East-West "Funky Ass Grooves", Spectrasonics "Liquid Grooves", Big Fish Audio "Roots Of The Pacific"
~ Keith Adams, All Game Guide



