Home News > The Lost Gems of The Sims 1 and 2: Forgotten Features We Want Back

The Lost Gems of The Sims 1 and 2: Forgotten Features We Want Back

by Lillian Mar 16,2025

Will Wright's early *Sims* games were brimming with charming details, immersive gameplay, and delightful surprises that later iterations sadly lacked. From intricate memory systems to richly developed NPC interactions, these now-forgotten features were integral to the original games' magic. As the series evolved, many beloved elements faded into obscurity. This article revisits those forgotten gems from the first two *Sims* games – features fans still fondly remember and yearn to see return.

The Sims 1Image: ensigame.com

Table of Contents

The Sims 1

Authentic Plant Care

Authentic Plant CareImage: ensigame.com

In the original Sims, certain indoor plants demanded regular watering to thrive. Neglecting them led to wilting, impacting not only the home's aesthetics but also subtly lowering the Sim's "Room" need, encouraging players to maintain their virtual homes.

Can’t Pay, Can’t Eat!

Cant Pay Cant EatImage: ensigame.com

Freddy, the pizza guy, wasn't shy about his frustration if your Sim couldn't pay. Instead of simply leaving, he'd dramatically reclaim the pizza and depart, adding a touch of realistic irritation to the game.

A Genie’s Unexpected Gift

A Genies Unexpected GiftImage: ensigame.com

The genie lamp, usable once daily, offered a variety of wishes with lasting effects. A surprising twist? Wishing for "water" occasionally resulted in a luxurious hot tub – a delightful, unexpected bonus, particularly impactful in self-imposed challenges like rags-to-riches.

The School of Hard Knocks

The School of Hard Knocks

Academic performance held significant weight. Excellent grades rewarded Sims with a monetary gift from grandparents. Conversely, poor grades resulted in a rather harsh consequence: expulsion to military school, removing the Sim from the household permanently.

Realistic WooHoo

Realistic WooHooImage: ensigame.com

The "WooHoo" interaction displayed a surprising level of realism for its time. Sims undressed before engaging, and post-interaction reactions varied widely, from tears (perhaps regret?) to laughter or even disgust, adding a layer of unexpected emotional depth.

Fine Dining

Fine DiningImage: ensigame.com

Sims elegantly used both knife and fork while dining – a detail lost in later, simplified animations, showcasing a sophistication fondly remembered by players.

Thrills and Spills

Thrills and SpillsImage: ensigame.com

The Sims: Makin’ Magic introduced roller coasters in Clowntastic Land and Vernon's Vault. Players could also build their own, adding high-speed thrills to any lot.

The Price of Fame

The Price of FameImage: ensigame.com

The Sims: Superstar offered a unique fame system. Sims joined the SimCity Talent Agency, navigating a five-star Star Power system, where success or failure directly impacted their career trajectory. Missing five consecutive days of work resulted in agency dismissal.

Spellcasting in Makin’ Magic

Spellcasting in Makin MagicImage: ensigame.com

The Sims: Makin’ Magic featured a detailed spellcasting system using ingredient combinations documented in The Start Here Spellbook, even allowing children to cast spells – a unique feature not replicated in later games.

Singing Under the Stars

Singing Under the StarsImage: ensigame.com

Sims could gather around a campfire for folk song singalongs, adding a charming social element and immersive outdoor experience.

The Sims 2

Running a Business

The Sims 2Image: ensigame.com

The Sims 2 allowed Sims to become entrepreneurs, opening businesses from home or dedicated venues, hiring employees (and managing their motivation levels!), and building their own business empires.

Higher Education, Higher Rewards

Higher Education Higher RewardsImage: ensigame.com

The Sims 2: University let teens attend college, live in dorms or private residences, choose majors, and balance academics with social life, unlocking advanced careers upon graduation.

Nightlife

NightlifeImage: ensigame.com

This expansion introduced inventories, new social interactions, memorable NPCs (Mrs. Crumplebottom!), and added depth to romantic relationships with consequences based on date success or failure.

The Excitement of Apartment Life

The Excitement of Apartment LifeImage: ensigame.com

Apartment living brought new social opportunities, from close-quarters friendships to city-based activities and varied housing options.

Memories That Last, Love That Doesn’t

Memories That Last Love That DoesntImage: ensigame.com

A sophisticated memory system tracked life events, impacting Sim personalities and interactions. The possibility of unrequited love added realism and dramatic potential.

The Lost Gems of The Sims 1 and 2 Forgotten Features We Want BackImage: ensigame.com

Memories That Last Love That DoesntImage: ensigame.com

Functional Clocks

Functional ClocksImage: ensigame.com

In-game clocks displayed real-time, providing a practical and visually appealing element.

Shop ‘Til You Drop

Shop Til You DropImage: ensigame.com

Sims needed to actively shop for food and clothing, adding a layer of realism absent in later games.

Unique NPCs

Unique NPCsImage: ensigame.com

The Social Bunny and Therapist NPCs added quirky, memorable interactions reflecting Sim needs and emotional states.

Unique NPCsImage: ensigame.com

Unlocking Hobbies

Unlocking HobbiesImage: ensigame.com

FreeTime introduced hobbies with skill-building, social benefits, and unique career opportunities.

A Helping Hand

A Helping HandImage: ensigame.com

Strong neighbor relationships allowed Sims to ask for childcare assistance.

The original Sims games were groundbreaking in their depth and unique features. While a full return of these elements might be unlikely, they serve as a nostalgic reminder of what made the early Sims experience so special.