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The Sims 2: Pets
The Sims 2: Pets is an installment in the life simulation video game series The Sims. It was released as an expansion pack for The Sims 2 on Microsoft Windows and Mac OS X, while it was released as a stand-alone title on consoles. All versions were developed by Maxis and published by Electronic Arts on October 17, 2006. The expansion pack adds domestic animals to the game, allowing Sims to own cats, dogs, and other species. Players can customize the appearance and personality of their pets, which are able to learn tricks and work jobs. The stand-alone console games maintained the open-ended sandbox gameplay of the series; the handheld versions had more structure, including role-playing video game elements.
The game received mixed to positive reviews from critics, who praised the realism and design of the pets, but criticized the lack of content and narrow focus of the game. The PC version was compared unfavorably to previous expansion packs, while the console and handheld versions were criticized for their limitations and simplicity.
The Sims is a franchise of life simulation games developed by Maxis and published by Electronic Arts. It has sold over 200 million copies amongst all platforms and installments, making it one of the best-selling video game franchises of all time. The Sims 2, sequel to the original, was released on September 14, 2004. It expanded upon the original game's features, introducing elements such as an aspiration system based around short-term and long-term goals, expanded character and neighborhood customization, and the ability for Sims to raise families, age, and progress through generations.
All main entries in the series have had multiple expansion packs, which add further gameplay options. Rather than being relatively simple downloadable content, expansion packs for the first three games in the Sims series substantially expanded upon the base game's life simulation; Kieron Gillen, writing for Eurogamer in 2005, stated the first game's expansions "could have been expanded [...] into games of their own" and argued their complexity was a component in why The Sims had few competitors in its genre. Eight expansion packs were released for The Sims 2 between 2005 and 2008.
The Sims 2: Pets, the fourth expansion pack for the game, was announced in late July 2006. Unlike previous entries, stand-alone console versions were announced alongside the PC expansion pack; stand-alone versions of Pets were made for the PlayStation 2, PlayStation Portable, GameCube, Game Boy Advance, and Nintendo DS. It was released on October 17, 2006. A macOS port of the PC expansion pack was released three weeks later by Aspyr Media. Console ports were released for the Wii in June 2007 and the N-Gage mobile gaming service on June 18, 2008.
Pets was inspired by The Sims: Unleashed, a similar expansion for the first game. Unleashed was the highest-selling PC game of 2002, and substantial player demand existed for a Sims 2 equivalent. Will Wright, the head of the Sims series prior to that point, stepped back to focus on his next project Spore; Rod Humble became senior producer. Humble stated in an interview with GameSpot that the choice to release stand-alone console versions, a first for Sims 2 expansions, was based on the expansion's "strong theme". Console versions of The Sims had previously had disappointing sales numbers compared to the PC entries, but were "back-catalog sellers" that maintained sales over time rather than falling precipitously from a peak. Handheld entries, according to Humble, tended to outsell traditional consoles. Humble ascribed this to "the private-versus-public experiences that are fun about the Sims", differentiating between more solitary narrative gameplay and more publicizable elements, such as the game's architectural design capabilities. He stated that the architectural elements of the game would be a focus for the Pets console releases.
The Sims 2: Pets allows Sims to own cats, dogs, birds, and a fictional guinea pig-like species known as womrats. Pets can be acquired during gameplay or made using the "Create a Dog"/"Create a Cat" tools, which allows players to design a breed from scratch, including features and coat color. Players are not limited to naturally occurring colors. Pets work similar to other Sims; they have needs or motives that need to be provided for, such as Hunger, Energy, and Hygiene. Unlike other Sims, they cannot be directly controlled by the player and instead act autonomously. Pets are able to have careers, and can in theory be a family's primary breadwinner.
Following the introduction of supernatural or "occult" Sims in prior expansion packs, Pets adds the ability for Sims to become werewolves. Werewolves are normal Sims during the daytime, but at 8 p.m. in-game time turn into anthropomorphic wolves. They have the ability to summon wolves, and train pets at an accelerated rate compared to normal Sims. Sims become werewolves by befriending a male stray dog known as the "pack leader" and being bitten by him; werewolf Sims can also turn other Sims into werewolves in their wolf form. Over time, a werewolf's personality evolves to be more outgoing, less nice, less neat, more active, and more playful, and they automatically gain points in the body skill upon each transformation. Servos from The Sims 2: Open for Business can be turned into werewolves, and Sims can be both werewolves and vampires or zombies.
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The Sims 2: Pets
The Sims 2: Pets is an installment in the life simulation video game series The Sims. It was released as an expansion pack for The Sims 2 on Microsoft Windows and Mac OS X, while it was released as a stand-alone title on consoles. All versions were developed by Maxis and published by Electronic Arts on October 17, 2006. The expansion pack adds domestic animals to the game, allowing Sims to own cats, dogs, and other species. Players can customize the appearance and personality of their pets, which are able to learn tricks and work jobs. The stand-alone console games maintained the open-ended sandbox gameplay of the series; the handheld versions had more structure, including role-playing video game elements.
The game received mixed to positive reviews from critics, who praised the realism and design of the pets, but criticized the lack of content and narrow focus of the game. The PC version was compared unfavorably to previous expansion packs, while the console and handheld versions were criticized for their limitations and simplicity.
The Sims is a franchise of life simulation games developed by Maxis and published by Electronic Arts. It has sold over 200 million copies amongst all platforms and installments, making it one of the best-selling video game franchises of all time. The Sims 2, sequel to the original, was released on September 14, 2004. It expanded upon the original game's features, introducing elements such as an aspiration system based around short-term and long-term goals, expanded character and neighborhood customization, and the ability for Sims to raise families, age, and progress through generations.
All main entries in the series have had multiple expansion packs, which add further gameplay options. Rather than being relatively simple downloadable content, expansion packs for the first three games in the Sims series substantially expanded upon the base game's life simulation; Kieron Gillen, writing for Eurogamer in 2005, stated the first game's expansions "could have been expanded [...] into games of their own" and argued their complexity was a component in why The Sims had few competitors in its genre. Eight expansion packs were released for The Sims 2 between 2005 and 2008.
The Sims 2: Pets, the fourth expansion pack for the game, was announced in late July 2006. Unlike previous entries, stand-alone console versions were announced alongside the PC expansion pack; stand-alone versions of Pets were made for the PlayStation 2, PlayStation Portable, GameCube, Game Boy Advance, and Nintendo DS. It was released on October 17, 2006. A macOS port of the PC expansion pack was released three weeks later by Aspyr Media. Console ports were released for the Wii in June 2007 and the N-Gage mobile gaming service on June 18, 2008.
Pets was inspired by The Sims: Unleashed, a similar expansion for the first game. Unleashed was the highest-selling PC game of 2002, and substantial player demand existed for a Sims 2 equivalent. Will Wright, the head of the Sims series prior to that point, stepped back to focus on his next project Spore; Rod Humble became senior producer. Humble stated in an interview with GameSpot that the choice to release stand-alone console versions, a first for Sims 2 expansions, was based on the expansion's "strong theme". Console versions of The Sims had previously had disappointing sales numbers compared to the PC entries, but were "back-catalog sellers" that maintained sales over time rather than falling precipitously from a peak. Handheld entries, according to Humble, tended to outsell traditional consoles. Humble ascribed this to "the private-versus-public experiences that are fun about the Sims", differentiating between more solitary narrative gameplay and more publicizable elements, such as the game's architectural design capabilities. He stated that the architectural elements of the game would be a focus for the Pets console releases.
The Sims 2: Pets allows Sims to own cats, dogs, birds, and a fictional guinea pig-like species known as womrats. Pets can be acquired during gameplay or made using the "Create a Dog"/"Create a Cat" tools, which allows players to design a breed from scratch, including features and coat color. Players are not limited to naturally occurring colors. Pets work similar to other Sims; they have needs or motives that need to be provided for, such as Hunger, Energy, and Hygiene. Unlike other Sims, they cannot be directly controlled by the player and instead act autonomously. Pets are able to have careers, and can in theory be a family's primary breadwinner.
Following the introduction of supernatural or "occult" Sims in prior expansion packs, Pets adds the ability for Sims to become werewolves. Werewolves are normal Sims during the daytime, but at 8 p.m. in-game time turn into anthropomorphic wolves. They have the ability to summon wolves, and train pets at an accelerated rate compared to normal Sims. Sims become werewolves by befriending a male stray dog known as the "pack leader" and being bitten by him; werewolf Sims can also turn other Sims into werewolves in their wolf form. Over time, a werewolf's personality evolves to be more outgoing, less nice, less neat, more active, and more playful, and they automatically gain points in the body skill upon each transformation. Servos from The Sims 2: Open for Business can be turned into werewolves, and Sims can be both werewolves and vampires or zombies.