Minggu, 30 Agustus 2015

The Sims 3

The Sims 3 is the third major title in the life simulation video game developed by The Sims Studio (Maxis) and published by Electronic Arts. It is the prequel to the best-selling computer game, The Sims 2. It was first released on June 2, 2009 simultaneously for OS X and Microsoft Windows – both versions on the same disc. The Sims 3 was released to game consoles and smartphones on October 26, 2010, for PlayStation 3, Wii, Xbox 360, Android, iOS, and Nintendo DS. The Windows Phone version was made available on the Windows Phone Store on October 15, 2010. A Nintendo 3DS version, released on March 27, 2011, was one of its launch titles.[2] It has also been released for mobile phone platforms, and a simpler version for mobiles with Java.
The Sims 3 was a commercial success, selling 1.4 million copies in its first week.[3][4] Critics issued mostly positive reviews. The Sims 3 gained an 86/100 score from aggregator Metacritic.[5] The game has sold over ten million copies worldwide since its 2009 release, making it one of the best-selling PC games of all time.[6]

Gameplay

Two sims interacting with each other
The Sims 3 is built upon the same concept as its predecessors. Players control their own Sims' activities and relationships in a manner similar to real life. The gameplay is open-ended and does not have a defined goal. Challenges occur randomly based on aspects of each Sim's lifestyle, such as relationships, skills and job. Career opportunities such as working overtime or completing special tasks can yield a pay raise, cash bonus, or relationship boost. Skill opportunities are requests by neighbors or community members for Sims to solve problems using their acquired skills for cash or relationship rewards. If the opportunity is connected to a Sim's school, the reward may be increased school performance.
The new reward system Wishes replaces the Wants And Fears system in its predecessor The Sims 2. Fulfilling a Sim's wish contributes to the Sim's Lifetime Happiness score, allowing players to purchase lifetime rewards for the cost of those Lifetime Happiness points. Mood-lets can be inspired by physical events, such as having a good meal or comfort from sitting in a good chair, as well as emotional events like a first kiss or a break-up.

The game includes an optional feature called "Story Progression" which allows all Sims in the neighborhood to autonomously continue free will as if the player were controlling them, such as get married, get jobs and promotions, have children, move into their dream house or move out of the neighborhood while the player isn't playing, etc. Sims live for a set duration of time that is adjustable by the player and advance through several life stages (baby, toddler, child, teen, young adult, adult, and elder). Sims can die of old age or they can die prematurely from causes such as fire, starvation, drowning, electrocution, (as of the World Adventures expansion pack) Mummy's curse, (as of the Ambitions expansion pack) a meteor, (as of the Late Night expansion pack) by thirst (vampires only,as of the Showtime expansion pack) by failing a trick as a magician (drowning in water/being buried), (as of the Supernatural expansion pack) by failing Haunting Curse (witches only), eating a poisoned jelly bean and transmuting into gold, (as of the Seasons expansion pack) by freezing, (as of the University Life expansion pack) by being crushed by Murphy bed/vending machines, (as of the Island Paradise expansion pack) by shark, drowning while scuba diving and dehydration (mermaids only) and (as of the Into the Future expansion pack) by falling from the sky with jet-pack and by time paradox.

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