The game also incorporates the ideas of physicist-turned-economist
David Friedman. In his book Hidden Order, Friedman argued that our
everyday lives are a series of quasi-economic choices. In the grocery
store, for example, we pick which line to stand in based on a calculus of
anticipated time and hassle: "If we decide to move over to a line that
seems to be moving faster," Wright notes, "we have to give up our spot in
our current line. So it's a sacrifice hoping to get something out of it."
To replicate these little mental trade-offs, Wright gave a Sim the
ability to decide between, say, sleeping late (which will make him feel
more rested) or cleaning up (which might make him feel happier about his
house).
In Wright's hands, theories like Friedman's have fashioned a game
that allows you to play out your fantasies, relive your life or rejigger
your identity. Ever wonder what would happen if you had seven kids? Or if
you were living in a huge frat house? Try it out—set up a Sim with that
lifestyle and turn it loose. In one sense, The Sims is a private
laboratory to experiment with the forbidden "what-ifs" of your existence.
It may be the first form of high-tech self-gnosis: mass therapy disguised
as a computer game.
The first thing most people do when playing the game is re-create
themselves, says Wright, and they often learn something in the process.
He once got a letter from the parents of an adopted Romanian boy,
orphaned at age 9 or 10. The child seemed depressed—even
traumatized—and wouldn't talk about his background. "Then they got him
The Sims," recalls Wright. "And he ended up replaying his childhood in
the game for them. He created a version of his [biological] family and
showed them what had happened. [The game] became a tool for
self-expression."
"It gives you a model for a realistic environment," agrees Henry
Jenkins, a professor of comparative media studies at the Massachusetts
Institute of Technology and an expert in video gaming. "You can program
your Sim to look and sound like your last girlfriend and figure out why
your last relationship fell flat." Some psychologists say their patients
actually discuss their Sims games on the couch, an updated version of the
classic therapeutic technique of playing with dolls. "When The Sims works
well, it's kind of like a projective test. You can really see a lot of
their psyche spilling out into their games," says John Suler, a
psychology professor at Rider University in Lawrenceville, New Jersey who
specializes in cyberculture. "I spoke to one teenager who created a
version of herself and her boyfriend. Then she created another version of
herself—an evil version—to try to steal her boyfriend. She wanted to
see what it's like to be evil."
In fact, nefarious behavior may be the best part of the game. In
real life, you wouldn't dream of doing nasty things to your friends and
family. But in The Sims, the lid blows off your id. In hundreds of fan
Web sites devoted to the game, players gleefully describe the wicked ways
they've killed their Sims—such as putting them in the pool, then
removing all the ladders and waiting to see how long it takes them to
drown. As in fiction and art, of course, tragedy can be powerfully
cathartic. "People really love to explore 'failure states,'" Wright says.
"In fact, the failure states are really much more interesting than the
success states."
The strongest draw of The Sims, though, may be the way it allows
you to indulge your acquisitive streak. Wright knew that buying stuff for
your Sim household—designer clothes or wide-screen plasma TVs—would be
a major part of self-expression, just as it is in real life. But
possessions also suck up time, as documented by sociologist John
Robinson, a scholar of "time studies"—how much time the average American
spends on routine activities. Robinson discovered strange truths about
our lives, like the fact that we might spend half an hour in total each
day getting from place to place in the house; he also found that we spend
154 minutes watching television and 20 minutes on child care.
As players build increasingly lavish homes, they find that the high
life can be more of a hassle than it's worth. "Your Sim winds up spending
all his time just navigating the place," Wright says, laughing. "Sure,
you've got the pool table in the west wing—but you've got to get there."
Players buy their Sims more and more gadgets and toys, but reality bites
back. "They want the dishwasher because they think it'll save them time.
But if a player loads their house down too much, soon they find the stuff
breaks and needs maintenance," Wright says. "Suddenly, these things you
wanted so much all became time bombs, when you originally bought them as
time-savers."
Nonetheless, most long-term players say designing Sim households is
the chief delight of the game. "I don't really even play with the
families anymore. I just focus on the design. I spent a couple of days
setting up a Moroccan-style house, complete with a courtyard and a
market," says Andrea Grimison, a woman in Germany who spends
a few hours a day playing the game. "Now, this is a place I'd like to
live!" She set up a Web site to share her work, and now thousands of fans
download her concepts every month.
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