The Lost Gems of The Sims 1 and 2: Forgotten Features We Want Back
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.
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Table of Contents
The Sims 1
Authentic Plant Care
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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!
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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
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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
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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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A sophisticated memory system tracked life events, impacting Sim personalities and interactions. The possibility of unrequited love added realism and dramatic potential.
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Functional Clocks
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In-game clocks displayed real-time, providing a practical and visually appealing element.
Shop ‘Til You Drop
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Sims needed to actively shop for food and clothing, adding a layer of realism absent in later games.
Unique NPCs
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The Social Bunny and Therapist NPCs added quirky, memorable interactions reflecting Sim needs and emotional states.
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Unlocking Hobbies
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FreeTime introduced hobbies with skill-building, social benefits, and unique career opportunities.
A Helping Hand
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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.
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