The Sims marked on PC to be the first game in the great Sims franchise..
The player controls almost all aspects of the lives of a family either premade or self-created. Many choices lead a player's sim to a large family or a lonely life.
Instead of objectives, the player is encouraged to make choices and engage fully in an interactive environment. As such, the game has successfully attracted casual gamers. The only real objective of the game is to organize the Sims' time to help them reach personal goals.
In the beginning, the games offers players pre-made characters to control as well as the option to create more Sims. Creating a Sim consists of creating a "family" (identified by a last name) that can hold up to eight members. The player can then create Sims, by providing the Sim a first name and optional biography, and choosing the gender (male or female), skin complexion (light, medium, or dark) and age (adult or child) of the Sim, the personality of the Sim that is dictated by five attributes and a specific head and body (bundled with a specific body physique and clothing). The player cannot change hairstyles for Sims after they move into a house.
Each family, regardless of how many members are in it, starts with a limited amount of cash (§20,000) that will be needed to purchase a house or vacant land, build or remodel a house, and purchasing furniture. All architectural features and furnishings are dictated by a tile system, in which items must be placed on a square and rotated to face exactly a 90 degree angle with no diagonals permitted. Walls and fences go on the edge of a "square", whereas furniture and Sims take up one or more squares. There are over 150 home building materials and furnishings for purchase.
Sims are directed totally on the basis of instructing them to interact with objects, such as a television set, a bathtub, or another Sim. Sims may receive house guests, which are actually based on the Sims of other game files. The player cannot control 'visiting' Sims, although it is important for Sims to interact with one another in order to develop a healthy social life and gain popularity.
Sims have a certain amount of free will (if it is enabled in-game), and although the player can instruct them to do something, they may decide that something else needs to be done first, or even outright ignore the player's commthe Sims are not fully autonomous. They are unable to take certain actions without specific commands from the player, such as paying their bills. Thus, if left alone, without any player supervision, the Sims will eventually develop overdue bills and their property will be repossessed.
The player must make decisions about time spent in personal development, such as exercise, reading, creativity, and logic, by adding activities to the daily agenda of the Sims. Daily maintenance requirements must also be scheduled, such as personal hygiene, eating, and sleeping. If the simulated humans do not perform the proper amount of maintenance, they will sicken and die. Furthermore, Sims need to have fun; if they don't, the fun level bar eventually lowers and they become depressed, but however depressed they become, they are unable to commit suicide (they are not programmed to do so). They are, however, able to be nasty to other Sim characters by insulting them, slapping them and even attacking them. Financial health is simulated by the need to send the Sims to find jobs, go to work, pay bills, and take advantage of personal development and social contacts to advance in their jobs. the Sims will respond to outside conditions by themselves, although often the player/controller's intervention is necessary to keep them on the right track. The Sims technically has unlimited replay value, in that there is no way to win the game, and the player can play on indefinitely. It has been described as more like a toy than a game.
There are some limitations to the first game of The Sims, most notably that children in the first series never grow up to become adults, though babies do eventually become children. Also, adult Sims never age (or die of old age), and there is no concept of weekends. For example, adults and children are expected to go to work and attend school respectively, every day. In particular, adults receive a warning if they miss one day of work, but they are fired if they miss work for two consecutive days. Children, on the other hand, can be "homeschooled" by having them study at home to keep their school grades up.
While there is no eventual objective to the game, states of failure do exist in The Sims. One is that Sims may die, types of death including starvation, drowning, perishing in a fire, electrocution and by virus.In this case, the ghost of the deceased Sim may haunt the building were it died. In addition, Sims can leave a household for good and never return; two adult Sims with a bad relationship may brawl, eventually resulting in one of them moving out; child Sims can be sent to military school if their school grades remain at an F for several consecutive days. Although considered states of failure, many players occasionally deliberately mistreat their Sims to observe the reactions. This can be done with no consequences if the game state isn't saved.
The Sims uses a combination of 3D and 2D graphics techniques. The Sims themselves are rendered as high-poly-count 3D objects, but the house, and all its objects, are pre-rendered, and displayed diametrically.
Sims speak a fictional language called Simlish. The language is nonsensical, and owes much to the improv comedians . While there is no direct translation for Simlish, many fans have attempted to record and create dictionaries of often-used words. Many have speculated that the Simlish language has a close resemblance to the Italian or Latin language, while others suggest that it resembles Japanese.