Life is full of responsibilities: doing homework, going to work, basic hygiene. Surely it is not the material of popular video games.
However, almost 20 years after its first release, The Sims, who made unpleasant entertainment for these mundane tasks, is having a second life online.
A generation that grew up with the "God game" par excellence continues to be a powerful combination of nostalgia and loyalty, while an Internet cabin industry has emerged creating YouTube clips and lists that detail how closely "16 photos that prove that sims are the strangest". Game *** ing ".
For some, making videos about The Sims is lucrative to live.
While other titles go to the US border or border, the charm of managing a suburban family somewhere in the unique valley is strong, so players may find it difficult to explain.
Sims's creator, Will Wright, was partially inspired by "A Theory of Human Motivation," published by American psychologist Abraham Maslow in 1943.
The text suggests that humans have five basic life goals: physiological, security, love, and self-esteem.
From the beginning, the Sims had needs such as hunger, hygiene, bladder, comfort, energy, social, fun and room, but today players can push their people to fight for the fame and the material goods that Wright could not have foreseen.
Ownership of Electronic Arts, the thesis and the appeal of the game still today looks a lot like the conclusion of Dr. Maslow, that the human being is a "perpetually eager" animal.
Wanting what you can not have
Alicia Tan, 36, still can not buy a house in Sydney. But she can in The Sims: "It's a two-bedroom and two-story bungalow. It has a pool, a massive garden."
Now, "seriously hooked" to the game, he started playing again a short time ago after a ten-year break. It's a pure escape, he explained.
There is a different pleasure at deciding the character's aspirations. When choosing which jobs they want and when to read.
"I've been thinking, I have to go to the next stage where I started having children," said Alicia.
"You can control social events. If you want to get married, what wedding will be your dream? Who will invite the dress, the supplier."
According to a New York 2006 profile of Wright, he used the text of Dr. Maslow and others to develop a model to note the happiness of their characters, based on elements such as the environment, popularity and success.
These days, the Sims can become influential of social networks, acquire charisma with the click of a button or throw away parties with the Flaming Tiki Bars.
The consistency of interest in The Sims can also be due to the launch cycle of the game. You have released a new version introducing new capabilities, story lines and charting every few years. In holes, there are expansion packs and various add-ons, which players are not always happy with.
It is not clear which The Sims really does for Electronic Arts, which does not always divide the game profits into their revenue reports. A spokesman refused to share the current figures of the game.
Caitlin Lomax, 27, in Sydney said he started playing Sims when he was 10 years old. At one point, her parents had to cut her before going to bed because she used to dream.
Now he plays every two months, sitting on a Friday night and finishing a match for Sundays. "You play with her," he said.
The acquisition of Sims YouTube
The long life of the Sims can be partly due to the online eco-system expansion around it, a common phenomenon in the gaming industry.
On YouTube, youth-centered web sites and learning channels have a regular content of content, including popular video challenges and game stories.
For a foreigner, it can be, well, unusual. Take into account the BuzzFeed clip "Single Girl Tries The 100-Baby Challenge In The Sims 4", which makes a Sim matriarch, yes, 100 babies without a nanny, without work outside the home and no partner.
It seems clear that a cohort that grew with the game since 2000 has not yet been given. His television provider, James Turner, based in Sydney, who runs the YouTube channel The Sim Supply, said that 43 percent of his opinions are for people over 25 years of age.
James, 24, said he feels that there is a resurgence of Sims, at least as regards Internet chat.
He compared it to the incessant reboots of old TV and movie titles. "This kind of nostalgia we all have of … growing with these things," he said.
YouTuber Maddy, who goes through Deligracy online (and does not share his surname), is in the mid-20s. He runs a popular Melbourne Sims channel, where his most colorful clip continues to be an epic construction of a gem Barbie.
Like James, he said that The Sims feels "through Internet" lately.
She suggested that YouTube has a lot to do with it: the huge appetite readers have to watch live shows, the best clips and other tricks of their favorite players, such as "live like a Sims Challenges."
James started playing when he was six, and, along with Lego's love, it was also a natural progression to build things on the computer.
He started publishing houses he made in the game on fan sites, and later moved to YouTube, with design exits even by noting the "small houses" he sometimes built in the game, echoing of a wider architectural tendency.
This resource has helped build a unique fandom, despite past accusations of sexism in the way Sims was seen and dressed. In The Sims Supply, for example, 78 percent of the 2018 views were for women, which James called "unbelievably" different from just about any other game.
Maddy, whose channel also has more female viewers, played The Sims during his childhood and adolescence. Now start up Twitch and produce full-time YouTube videos, earning money with advertising on your channel.
When she started, her audience was younger, and now she feels they have grown up with her.
For almost two decades, The Sims has turned recognition of domesticity into an unbelievable success, and so far the players have not neglected children's things.
"You can destroy the lives of your Sims or let them know the love of their life. It's endless," said Maddy.
Psychologists today could discuss the primacy of Dr. Maslow's quintet – physiological, security, love, and self-esteem – but in the game, it has shown a lasting combination