The Sims Turned Players Into Gods. And Farmers. And Vampires. And Landlords.

《模拟人生》让玩家成为了神明。农民。吸血鬼。房东。

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2025-02-04

17 分钟
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As the virtual dollhouse turns 25, the game designer Will Wright explains how The Sims was a sandbox for the American dream.

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  • Hi, my name is Zachary Small,

  • and I write about art and technology and video games for the New York Times.

  • When we think about the most iconic video games out there,

  • we often think about something like Super Mario,

  • where you're platforming and exploring castles to save a princess.

  • Or we think of something like Grand Theft Auto,

  • where maybe you're driving a truck and you're packing an Uzi and firing at people.

  • The Sims, when it released, was something altogether different.

  • Even if you don't know about the Sims, it's likely you know someone who does.

  • That's because 500 million people have played the game since the original launched in the 2000s.

  • It was described to people on the back of the box as a life simulator.

  • There were no monsters.

  • There were no quests to speak of.

  • All you really had to do was build this virtual neighborhood

  • in a suburb that could be anywhere from California to Connecticut

  • and populate it with virtual families who pay virtual bills and have virtual babies.

  • This month, the Sims turns 25.

  • And I think it was important to go in and remind people, like, what actually led to this.

  • In reporting this story and talking to dozens of people who.

  • Who have played the game, who worked on the original development, and, of course, Will Wright,