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NYTimes
New York Times
5 Feb 2025
Zachary Small


NextImg:25 Years of The Sims Turning Players Into Gods

Will Wright kindly requests that admirers stop describing him as a god.

“I don’t think God would concern himself with taking out the trash and cleaning the toilet,” he quipped while chain-smoking cigarettes. Besides, he’s an atheist.

But what is better shorthand to describe the man who created The Sims? The influential video game allowed players to act like gods themselves, building virtual neighborhoods populated by virtual families who pay virtual bills and complete virtual chores.

Players could improve the lives of their Sims by constructing McMansions filled with plush couches and flat-screen televisions. Or they could become vengeful, directing Sims to light fireworks indoors and paddle to exhaustion in a swimming pool with no exit.

Twenty-five years later, players are continuing to push the boundaries. Sure, there are glitzy houses and happy families in The Sims 4. But by modifying the game’s code, players have created a health care system as byzantine as the real American one and taught Sims how to wield pistols and knives. The game’s official expansion packs offer their own weirdness. Sims can become vampires and witches. They can even play The Sims.

“I never really thought of The Sims as inherently optimistic,” Wright, 65, said. “I always thought of The Sims as slightly sarcastically nostalgic for a past that never really existed.”

The Sims was a sandbox for the American dream when it was released on Feb. 4, 2000, with Wright pulling inspiration from biology, architecture, comics and psychology to dictate the rules of his virtual dollhouse. It was an unusual proposal at a time when most games were goal-oriented and linear, and a predecessor to create-your-own-adventure games like Minecraft that give players a pick axe and carte blanche.


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