Sims the New Dolls?
philgross writes "According to the New York Times, lots of girls and younger teens are abandoning their dolls for the Sims. Says one professor, "We leave most of the social work in our society to women and The Sims lets young girls, in particular, work out their desires and conflicts about those relationships." Says another, "Children generally want to create characters, but with girls we see them wanting to create a friend." Meanwhile, says Will Wright, boys will "do the same stupid thing over and over again and be happy," (and I wince looking at my vast collection of first-person shooters).
The article does quote one 10-year-old boy who plays with Sims, and has learned valuable life lessons. "I learned don't leave your baby crying or people will come take your baby away."" And I learned that if you lock Sims in your upstairs torture chamber, with no tiles to sit, they eventually cry themselves to death.
It's a little sad that kids would have to learn something like that from a game, rather than having parents that think enough of their children to explain stuff like that to them. Better yet, they should lead by example.
but we all know what the best toy for XMAS 2006 will be.
OMG!!! RMS PONIES!!!
Right before the first Christmas after the Sims came out, I was having my haircut and discussing the holiday. My hairstylist said she still need another gift for her pre-teen daughter, and I suggested The Sims. Well, she loved it, and apparently she loved it too much, as the next time I visited for a haircut, I learned grounding now involved loss of The Sims.
So what you're trying to say, young man, is that The Sims helped your family line from becoming a victim of natural selection?
Earn a % of cash back from Newegg, Tiger Direct, Walmart.com, and more: http://www.mrrebates.com?refid=458505
that taking a piss takes about an hour. Seriously, the timescale on that action is ridiculous.
Slashdot is proof that Sturgeon's Law applies to mankind.
The year 2000 called - it said your study is 6 years late, prof.
The Sims "aka Virtual Torture Set" teach kids about social issues? WTF, are we short on Abugarade sytle interragators or what?
I used to work at Maxis back when SimCity 2000 was first released and I remember seeing this new game they were working on called "Doll House" and it was aimed at girls. Over the years it slowly morphed into The Sims.
"It's a little sad that kids would have to learn something like that from a game, rather than having parents that think enough of their children to explain stuff like that to them."
Medievel dad: Son. Whipping your pheasents occasionally is OK. It builds character. Throw a few into the dungeon to teach the occasional lesson. Now go and make me proud.
They're action figures!!!
Since when have we needed a game to teach our kids that locking someone in a room with no windows or doors, and leaving them to die is a BAD thing! There is something seriously wrong with society if this is the case...
Sims are the new dolls? As soon as I read that, I said "well, duh" and started to tag it as such, when I suddenly realized "oh, wait... I hadn't actually thought of that before." It's just so obvious I naturally assumed I had.
Property is theft.
The article does quote one 10-year-old boy who plays with Sims, and has learned valuable life lessons. "I learned don't leave your baby crying or people will come take your baby away."
Subjecting one's offspring to unspeakable torture is every American's GOD GIVEN RIGHT.
Playing with dolls is fun.
As kids get older, though, their doll play moves on from simply reenacting life and becomes more imaginative. The dolls will begin to live out the kind of fantasy life the child thinks s/he will have as an adult, or wishes s/he will have. They'll give the dolls the kind of lives they learned about in books or tv shows or movies.
You have to be a bit older still to realize that dolls and/or Sims can be treated in ways you'd never treat real people, but it's still reenactment, even if you're just reenacting "Silence of the Lambs" torture cells or action movies where the villain catches on fire and falls off the roof. Anyone who reaches that point has generally concluded that Barbie is just plastic, Sims are just software code, and there's nothing anthropomorphic about them in his/her mind anymore.
Sims are noteworthy, though, because they react in ways Barbie won't and will actually teach some social behaviors, like babies who aren't cared for will be taken away from you. In the past, this sort of educational value was limited to "If I torture my Barbies, my friends won't play with me anymore" or "If I rip Barbie's arm off, it doesn't go back on." Not that those aren't valuable lessons, mind you, they're just much more limited.
Sims should never be used as a replacement for real socialization, of course, and if a child is losing friends in favor of Sims that's videogame addiction and a problem to be a addressed. (If the child never had friends to begin with, I reserve judgment.) But as "the new Barbie", I don't think there's any problems to be found.
Hi!
.. :)
Excuse ignorance - I just do not play many games.
Is there any SIMS version that can be played without Internet connection
(local LAN OK) with my wife ?
She knows next to nothing about computer games and I am looking for a game
she could enjoy so she would be more understanding about my
occasional games
Memo to Myself: If I ever need a babysitter, do not call CmdrTaco.
You cannot truly appreciate Dilbert until you read it in the original Klingon.
I tried this game. Once upon a time.
It took so long to get ready in the morning (shower, piss, etc) that I'd routinely miss my ride to work and then lose my job. And then, when I wanted my character to learn, I'd have him read. And I'd sit there... watching him... reading. Then I stepped out of the matrix and said, why am I watching an avatar read when I could read actual stuff myself?? And so I did...
...are just too used to spammers. Sometimes leaving people to die in a sealed room doesn't go far enough.
Blank until
I think the major difference between a doll and any video game where its primarily a character simulation is that the doll is an object through which the child has nearly unlimited freedom of expression where as the video game is an exploration of a character that reacts a set way in a virtual environment. I consider this to be more of a virtual pet rather than a doll. This will show them interactions & their effects, but they do not explore the interactions on their own, they happen regardless since thats how the system works.
Action figures or dolls, I know I put mine in all sorts of roles, ranging from simply good-guy vs bad guy to space exploration, you name it. With friends, you'd extend to roles further to each other, involve more characters, and so on. My roommate was even more into it than I ever was and he'd have his entire toy collection, involved in vast, decently complex plots for a child. The fun was in the fact that you could do anything with the objects at hand and project roles upon them regardless of their origin (Cobra Commander could just be Cobra Commander or he could also be the member of the crowd that gets saved by Voltron, who is actually a robot-alien from a distant planet sent to stop Strawberry-Shortcake from... its limited by your imagination).
Dolls are about role exploration and archetype analysis by children. We read them stories (or they watch TV) which sets up these various character archetypes in their consciousness, which they use the dolls to act out. It is both a learning experience but also a reaffirmation of their character beliefs. The Sims cannot provide this, imo, simply since it is about a very static (compared to what you can do with your dolls) character that has set reactions to all stimuli in the game. Its not like your sim is going to take some new initiative, or as if you can really act out a complex story idea, since the game is too sandboxish & opened-ended for that to happen. One does not so much control as heavily influence their sim. On the other hand, if the child is fascinated by things like antfarms and such, perhaps they may enjoy it. But regardless, I do not see simulations replacing dolls; no, I see emergent game systems with easily creatable content as a place where dolls may get replaced. A game where you can define the world and the objects in it (think Spore meets Gmod meets the user definable gameplay-engine-system we've never seen). The closest we've seen to this is Spore, but while its amazing, its pretty obvious that this is not something that would even meet 1% of those requirements for a child.
"What can a thoughtful man hope for mankind on Earth, given the experience of the past million years? Nothing." -Bokonon
It's the scientific method applied to life - in a game environment so it encourages exploration while having fun. It encourages trial and error. I often learn best from what goes wrong - not just from what succeeds. This reminds me of a couple quotations which have helped me greatly through the years:
and:(I wish I had attribution for these... does anyone know who wrote them?)
The other thing I see is that the game is safe. The player can try things *objectively* without the risk of an *emotional* reaction that a parent might produce. "What the *&#@(% were you THINKING?" I am NOT suggesting parents abdicate their responsibilities to a game! For example: hitting my little brother got a swift reaction from my parents. I learned that I didn't want to get punished, so I stopped doing it. Playing it out in a game, I would get to see the emotional, long-term damage that it would cause -- I would better understand why it was a bad idea.
So if Sims are the new dolls, what are the new ponies?
Barbie Horse Adventures, it should be pointed out, doesn't have any ponies.
I worked on the original team that developed The Sims, and yes it was called "Dollhouse", but no it wasn't "aimed at girls". The name "Dollhouse" wasn't used because that turned off boys, but it wasn't designed to appeal to one sex or the other. The point was that it did not have any particular gender "color" or "aim". Of course there were some great women working on the design and implementation, and that came through, but not in a way that you could describe as "aiming at girls". The secret is not to aim at girls, but not to unconsciously aim only at boys, the way most other video games do.
The Sims is a gender neutral game. It only seems like a girl game to some naive observers who haven't actually played it themselves, because of the contrast with all the other games which are extremely gender specific, aimed at boys, designed by boys, and written by boys. That's one of the biggest problems with the game industry: they are so insulated from reality that they can't see the obvious problem of how fucking dominated the industry is by clueless straight white boys who think everybody else is just like them.
Thanks a lot to the all-hat, no-cattle assholes from Texas who think "John Romero is About to Make You His Bitch" is a brilliant marketing slogan, but never get around to designing any good game play, because they're too busy talking about what great designers they are who understand their audience, and have the audacity to hire their trophy girl-friends to work as booth bunnies.
Before going to Maxis to work on The Sims, I worked at Interval Research, where Brenda Laurel was developing her "Games for Girls" project, which spun off into Purple Moon. I didn't subscribe to her theory of making games "aimed at girls" that were "pink" and "girlish" so boys don't like them and girls do. It seemed like a cop-out that pandered to the built in prejudices and problems of society, instead of trying to transcend them. I don't think there's anything fundamental about the color pink that's genetically hard-wired into girl's brains, and I don't think it's respectful to girls or boys to treat them or colorize them differently than each other. Should "Photoshop for Girls" only allow you to select bright shades of pink, but not blue? Seriously, pink is just a metaphore, and it goes a lot deeper than the color, but I don't think it's a such good idea to artificially limit the appeal of a game to one sex or another.
That's just my opinion -- but it's best to let the market decide. Purple Moon got steamrolled over and bought out by Barbie, who owns the color pink and has an enormous marketing machine behind her (behind every successful doll is a giant corporation run by clueless straight white males). The other problem they had was that they were trying to do a CDROM game in the age of the internet. So it's hard to draw any definite conclusions about the effect of the color pink from Purple Moon's experience. But the market decided to make The Sims the most successful game of all time, and it definitely wasn't "aimed at girls" the way Purple Moon's products were, or "aimed at boys" the way all the other games are.
-Don
Take a look and feel free: http://www.PieMenu.com
Good post, I really agree with your point of view on gender neutrality, and when pandering to stereotypes it is just perpetuating society's problems. Very well said! Thanks for the great post.
EA recently agreed to fund the development of the next major version of Alice, a programming environment produced by a team of researchers at Carnegie Mellon University.
http://www.alice.org/simsAnnouncement.html
Included in this agreement is the use of Sims characters within Alice. Developers create worlds and place objects and characters within these settings; the actions and reactions of the characters and objects are based on methods. This new funding will allow users to choose Sims characters and use Sims animations.
Alice has been shown to be effective in allowing students to tell stories. AIR, some recent doctoral work in this area indicates that while game playing appeals primarily to male students, storytelling appeals to both female and male students and increases student retention (one of the goals of the study).
jbgreer
The Norton Anthology of English Literature, 4th Ed., Vol 2
The only online version of The Sims is The Sims Online. The rest are completely offline, aside from The Sims 2 which allows you to download content from within the game and from on it's website(among plenty of others. If the wife gets really addicted to it, you'll probably see money wasted at The Sims Resource.)
Everyone seems to be leaving that comment alone. Personally I've never really understood the appeal of first-person shooters, because they all do seem to be the same thing. You run around killing things with different forms of projectile weapons. However, I know I'm definitely in the minority on this one, at least in Slashdot.
If you enjoy first-person shooters, do you think of the games as actually very different from each other, or is there something enjoyable about the repetition of them? Or is it something completely different that makes them so appealing?
File this one under: "Clueless person looking for insight," rather than "FPS hater baits Slashdotters."
Read the EFF's Fair Use FAQ
And the stampede begins as pedophiles leave myspace.com for The Sims.
Lolzers, Taco.
Vast Collection?
I got to Medal of Honor, discovered online play, and haven't bought a FPS since.
See you in Brest, meat.
My kids play a lot of Sims, but they play even more Neopets. It has a more complex economy, I think it is better on the whole.
The girls play dolls too, but not as much as Neopets/Sims.
I am sure it is good for them. Most everybody I know who has a good job spends a large portion of it wrestling with uncooperative software suites. Sims and Neopets do a good job of preparing you for that. And dealing with money (somewhat). And unstructured problem solving. And much more.
Just my 0.02 Euros.
Hmmmm.... I learned some of those lessons from Little Computer People on my Commodore 64. If you don't feed the LCP he gets sad and turns green. If you leave the machine on overnight to watch him starve, your mother will decide that you probably shouldn't have a pet just yet, even though it turns out that you can't kill an LCP. Seriously, my mother was so moved by the suffering of my LCP that she made me give him food and water while she watched :)
Make cheese not war 8:)
And another little known and totally supressed fact: Sims are hollow!!! That saves a lot of chocolate, which makes the product much cheaper to produce, and downloading Sims from the internet is much faster because you don't have to wait for all the guts and fillings.
But hollow Sims are not as evil as Chocolate Easter Bunnies and Chocolate Santa Clauses, which are really just a big Christian conspiracy to trick and mislead kids, and crush their hopes and dreams, by leading them on to think they're getting solid chocolate, but then disappointing them by giving them a thin waxy shell full of empty nothingness, instead of the promised chocolate core. That's actually a great lesson about the harsh cruelty of life, which teaches kids to expect more lies and disappointments later in life, but to associate broken promises and hollow chocolate and obviously fictitious fairy tales with Jesus's birth and crucifiction just strikes me as sick and demented. Why are Christians so surprized when their children lose their faith, after parents lie to kids about important things like chocolate?
-Don
Take a look and feel free: http://www.PieMenu.com
I learned that if I type "ctrl+shift+c" and "motherlode", I get loads of money for free. Only it didn't seem to work when I tried it at First National Bank.
Also, pizza costs $40
"Thank God they didn't go with "Tactical Domestic Simulator." No one would have played it."
Calling it marriage wouldn't have worked either.
There are many, many parents with many, many children who have almost no imagination. This lets those crippled minds have their play, even if it limits those whose imagination is a vast expanse. You can have a highly successful, happy, functional life entirely without the aid of an imagination. I think it might actually be beneficial; I think a lot of people that I know think I'm wierd because I bring up strange ideas "out of nowhere." If I didn't think quite so creatively, I'd probably fit in better.
The same comments can be applied to video games versus pen-and-paper RPGs, or even for books versus radio shows, or radio shows versus TV.
Which do you think people want more? Are there more dreamers looking for an outlet, or more who hunger for the dreams of others?
Mod me down and I will become more powerful than you can possibly imagine!
It sounds like you haven't actually played The Sims, looked at any of the web sites of stories written by Sims players about their characters, or downloaded any user created characters or objects. It was designed from the start to enable you to model your house, family and environment, and use it tell stories about anything you want. You should check out online community of people who make original content for The Sims. Fans have made several orders of magnitide more content than Maxis originally produced.
The Sims Exchange: hundreds of thousands of stories created with The Sims, downloadable houses, families, etc.
SimFreaks: one of the premier sites for high quality player created content.
-Don
Take a look and feel free: http://www.PieMenu.com
On the contrary, I believe that the digitial medium of video games allows for MORE creativity. I don't know a single child who plays the sims/TS2 by the rules - they're always building creative mansions with indoor graveyards or giant party rooms, and giving their sims crazy tasks to do or missions to complete.
These realizations of creativity and imagination are simply impossible in real life. You might be able to build a house out of legos or blocks, but can you paint it? Wallpaper it? Chose Carpet/tile designs or build pools? Not at all. Similarly, dolls can't be programed or ordered to complete tasks like sims can.
Simply put, the limits placed upon the gamer by the game are much less restrictive than the inherent limits of reality.
http://www.TheGamerNation.com/Forums
So more than a decade after buying/destroying Origin they've recreated characters buying food and getting hungry.
Moderated: Troll
Interesting perspective considering that the game has more romantic interactions than anything else. It has very little educational value, if any.
Hypothetical "What I learned from the sims" (from a child's perspective):
* Garden gnomes will always be stolen.
* Chinese food takes hours to eat.
* If I go across the street or next door, I need to take a car.
* All female Housemaids wear sexy clothing.
* I can dedicate my life to having as many lovers as possible.
* Mom and Dad do woohoo.
* Nannies are unreliable and rarely show up on time.
* I don't have to wash my hands after I use the bathroom.
(and the list goes on)
Seriously, the game plays by Sim rules not "real life" rules. What is there to actually learn?
"From what I've seen in life, kids who have over-protective pearents telling them exactly how they should live their life, grow up to be very dull people."
But we still love you son, no matter what.
As a side note, the article says, "When adults or older adolescents play The Sims, it is often with the slightly perverse goal of seeing just how dysfunctional or outlandish a household they can create." I think this is still very similar to what kids are doing. Kids create realistic situations because they want to explore what happens in those situations. Adults already know what happens in realistic situations, but they want to know what happens in situations that they can't try in the real world. For example, my wife is maintaining a household that has a pair of lesbians with a child, and the adults don't have Sim jobs. They have a large garden in the backyard, and they sell the produce (along with some paintings and other crafts) to pay the bills. She has another household (in the Sims 2) that has a boyfriend and a girlfriend, but she is actively trying to get the guy to get as much action as possible without losing his steady girlfriend.
Note: Before anyone goes for the obvious jokes, my wife has no interest in leaving me for a lesbian (there are certain things that only a man can provide, and she enjoys those things very much), and I have never cheated on her.
s/Sims/pre pubescent boys/
s/upstairs torture chamber/geek compound basement/
Do you even lift?
These aren't the 'roids you're looking for.
And I learned that if you lock Sims in your upstairs torture chamber, with no tiles to sit, they eventually cry themselves to death.
Ah, if only most employers would play the Sims before designing cube farms and bull-pens.
I wince when I read anyone (especially a professor, researcher, or "expert") saying "girls do this" or "boys do that," not because what they're saying isn't correct, but because the question is never asked "Why is this?" It is just assumed that this is part of their "essence" or "nature" and that's really all they think need to be said about it.
You sure 'bout dat?
as a mod?
What are you talking about, it's just code? I was playing Fable and I couldn't burp in front of people because I was too embarrassed, I had to walk around with a halo from all the goodness. I can never become evil in any game that gives me the choice, even when I try I pity the person/thing/whatever I just wronged and reload the game :(
Send email from the afterlife! Write your e-will at Dead Man's Switch.
boys will "do the same stupid thing over and over again and be happy,"
It's true. The first thing any new Sim does under my control is get a girlfriend, and I never tire of it.
This sig is false.
don't let your parents know what you love because that's what they'll take away from you.
I remember one time years ago when I was playing The Sims and my mom walked in. She watched for a while, and commented that it looked like a computerized dollhouse game.
:)
But despite that I'm still hooked all these many years later.
Duct tape is like the Force. It has a light side, a dark side, and it holds the universe together.
David Spade called... he'd like his tag line back in the same condition it was in before you borrowed it.
Sometimes I wonder how much of human behaviour isn't as much "growing up" as groupthink. Trying to act as they think the group expects a grown up to act. My guess is that most of it is just that: groupthink.
And dolls are just a particular case of it all. Other examples include:
- girls moving from childhood dreams of becoming a scientist or a teacher to... pretending to be a completely retarded airhead, because that's what's popular in nowadays' broken culture. (Showing any interest for science would make one, like, a nerd. And that's sooo unfashionable.)
And here's what makes me wonder about that: in the Soviet block, for whatever other faults they had, they promoted a culture where being smart and educated, being a part of the "inteligentsia", was _good_. And what do you know? Girls could show interest in maths, physics, chemistry, etc, too, and that system produced almost equal quantities of male and female scientists or programmers. Some pretty damn good ones too. (Again, I'm not saying it was a good system or necessarily a good culture. Just that it was proof that, when trying to fit in a different kind of group, girls _can_ use a computer or do maths.)
- guys learning that they have to act all macho and aggressive and be obsessive about Real Man stuff, like football or cars.
And here's the thing that makes me think it's not as much "testosterone" as learning to behave like what the group expects a testosterone-soaked macho man to behave: the bushmen. Funny little culture, that, in that they don't seem to have discovered fighting each other, dominating each other and generally being more macho than thou. Or maybe it's just that life in that area is hard enough even without that kind of thing. At any rate, their culture is about _cooperating_ with the Joneses, rather than trying to humble them. So all their conflicts are sold peacefully, or if two just can't stand each other, one will move to another tribe.
Or here's another funny example: there was a documentary at some point (take it with a grain of salt, as with any media documentary, but still...) featuring a town in Italy where the culture was such, that a macho and potent man was pretty much expected to have a mistress. So they interviewed among others one guy who was obviously smart enough to realize it, and admitted that he's happily married and loves his wife, but... he just had to get a mistress or the other men would think he's impotent or something.
- for that matter, guys learning that they must be obsessive about thin women with huge breasts. (A biological improbability. Within the normal parameter of a human, someone with extremely few body fat will also have less fat in that area, i.e., small breasts.)
It may seem like there must be some biological reason, since it's _the_ norm in our culture. But the funny thing is that other cultures had _massively_ different ideals of beauty. E.g., the Greeks and Romans liked _small_ breasts. Look at the greek statues, they're A cup or so. The Romans went one step further. They are sometimes credited with inventing the bra, but what they really invented was a strip of cloth tied over the breasts to _hide_ them. They really liked their women as flat as an ironing board.
Other cultures, in fact _most_ cultures, liked their women fat. In some parts of the world the introduction of the western thin woman ideal is actually very recent, as in, the last decades of the 20'th century. There have been articles about women and young girls in those parts ending up with severe nutrition problems as they attempted to switch from one image to another fast.
Etc, etc, etc.
Basically that's that funny thing: pretty much any behaviour you take for granted looking around in your culture -- and even has its apologists proclaiming it biological or god-given -- other cultures can have something else, or the exact opposite. "Growing up" to do them is just enculturation (learning to act and think as your culture expects you to), rather than anything having to do with brain or body evolutiont.
A polar bear is a cartesian bear after a coordinate transform.
This makes complete sense. Look at the previous crazes with electronic things you could play with or "feed" or create your own world.
Very interesting post, but moderators have already told you.
I'm willing to bet that this would hold true for almost any game.
When you strip away all the other bells and whistles, a computer is just another element of the Universe and will behave accordingly. You can learn kung-fu from watching water move, or how to build bridges from watching leaves fall, so why not learn from computers as well?
However. . .
Other than that, I'd say that trying to learn directly how to be human from watching the behavior of a bunch of little pretend computer humans might not be such a great idea. All you're really learning is the behaviors some programming staff think are appropriate and real. There's the medium and there's the message, right? The medium itself is what it is, and as such the things you learn from watching its behavior are going to result in 'real' knowledge. The deliberate messages sent over the medium, however, can lie. This is what, (IMHO), Marshall Mcluhan was getting at when he said, "The Medium IS the Message". (Or maybe not. He didn't write very clearly.)
Anyway, the thing which consistently annoys me when I play computer games is that computers limit possible actions by players to rule sets created by people with biases. The number of times I've cried out, "#@*! Pick up that object right in front of you and pry the lock with THAT, you stupid piece of junk computer! I don't need no steenkin key!"
After a few years of playing computer games, I basically accepted that I would have to conform myself to arbitrary rule sets, and thus my brain was trained. Those synaptic pathways become grooved with repeated use, and so society trains people to be good little slaves, and people go through life not breaking with dumb conventions.
How charming.
Even D&D will stream-lines a kid's imagination, whereas playing 'Pretend' with dolls or what have you, offers no such limitations beyond those already present in the kid's head.
Turn that thing off and go play outside!
-FL
My wife is a psychologist. When our daughter acts out, she'll give her the option of losing one of two things. Daughter will choose item #1. Sometimes my wife will take away item #2. Terrorist will use similar techniques to pick a victim from a group of hostages.
Most of what you said is quite true. I guess my big question for you would be; What are your thoughts about the concept of children challenging authority because of a need to find their boundaries?
I think part of the "mechanics" of parents yelling at their kid and trying to "make them do their homework" or "make them clean their room" or what-not is due to the kid testing the authority figures. If they discover that they don't really "get into trouble" for any of the "bad" things they do - then they tend to experiment with doing even "more wrong" things, until they get a reponse. (Deep down, I think there's a craving for a figure in their daily lives that they can trust to provide some guidance. If they can't generate a negative response to their actions, then they start doubting that figure cares about them.)
It's great to learn what to do right in a given situation.
However, a more valuable lesson is often what not to do. I can remember most vividly the things I did wrong in life where I got a spanking or yelled at...I most likely did not do them again. The same goes for most children and grown-ups alike. That's why school is a great place, you get to meet and interact with new people all the time and learn how to deal with new things. A computer program that immerses someone in a semi-realistic fashion can be, potentially, equally good.
Mistakes are an excellent teacher. I plan on letting my kids make plenty of them and learn well. I just hope that I don't have any children I don't know about (mistakes...lol).
What else can happen when an unstoppable force collides with an immovable object?
A real Fun mmorpg game a must try if you like RTS http://www.kingsofchaos.com/recruit.php?uniqid=9dq 95m96
You know, when one of my boys acts up I make him go to the pleasure wing and throttle his favorite concubines.
I'm glad that the lesbian Sims got you to play for at least a few hours! The fact that some guys just love to watch lesbian couples was an unintented benefit of a larger goal. If that side-effect annoys any women, then they can get even by making gay guys and watching them too.
The actual intention was that The Sims might prevent at least one person from committing suicide because they were gay and their parents and community couldn't accept it, by providing an idealistic place where nobody makes a big deal or treats you differently because of your sexual orientation, and you can have a relationship with anyone you want without being persecuted.
I came up with the idea of making all Sims characters potentially bisexual. Here are some comments I wrote on the design document, in which I threw down the gauntlet about gay sims.
There's a wikipedia article about Gay, lesbian, bisexual, and transgender characters in video and computer games, which says:
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