Sims are instructed by the player to interact with objects, such as a television set, or other Sims. Sims may receive guests, invited or not, from other playable lots or from a pool of unhoused NPC Sims. If enabled in the game's options, Sims can have a certain amount of free will, allowing them to autonomously interact with their world. However, the player can override most autonomous actions, by cancelling them out in the action queue at the top of the screen. Unlike the simulated environments in games such as SimCity, SimEarth, or SimLife, the Sims are not fully autonomous. They are unable to take certain actions without specific commands from the player, such as paying their bills, finding a job, working out, and conceiving children.The player can make decisions about time spent in skill development, such as exercise, reading, creativity, and logic, by adding activities to the daily agenda of the Sims. Daily needs such as hygiene maintenance and eating can and must also be scheduled. Although Sims can autonomously perform these actions, they may not prioritize them effectively. Much like real humans, Sims can suffer consequences for neglecting their own needs. For example, Sims can die from starvation if they do not eat for prolonged periods of time. Needs govern the overall moods of the Sims. The Sim will complain to the player in most cases when they are suffering from neglect. If the needs are not fulfilled, the Sims can become grumpy and unwilling to obey certain player-directed commands, particularly ones that further deplete the needs in question. This system follows the Maslow's hierarchy of needs, in which physiological needs must be satisfied before other needs can be attended to.In addition to fulfilling their needs, Sims need to maintain balanced budgets. The most conventional method of generating an income is to obtain a job. The game presents various career tracks with ten jobs (levels of promotion) in each. The original careers include Business, Entertainment, Law Enforcement, Crime, Medicine, Military, Politics, and Science. Sims may earn promotions by fulfilling skill and friendship requirements of each level. These promotions lead to new job titles, increased wages, and different work hours. The Sims: Livin' Large and The Sims: Unleashed introduced additional career tracks including those of Paranormal, Cooking, and Education. Other means of generating an income include creating and selling various items such as artworks and gnomes at home, or growing produce at home and selling them at a nearby farmers' market. The latter option is introduced in The Sims: Unleashed.
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