Speaker 1: Hello, and welcome to another edition of Nerve Assent. I'm
Speaker 1: one half of your host Danny Fernandez. If he is
Speaker 1: actually out today, Uh, he is working on a TV show. Um,
Speaker 1: I guess that's what happens. Now that we are successful
Speaker 1: huts down, we are trying to work with our schedules. Um,
Speaker 1: and we will figure that out. We will figure that
Speaker 1: out so that we're not tiktoking and taking turns. Wait
Speaker 1: tiktoking was the wrong vert. That voice is Claire Max,
Speaker 1: who is joining me today, Hello to talk about the Sims.
Speaker 1: So excited what was your Yeah, So we're just gonna
Speaker 1: hop right in. We're also going to be joined by
Speaker 1: Christopher Smith Bryant, who was on our lgbt Q Gamer episode.
Speaker 1: But um, the Sims, the Sims. This was my This
Speaker 1: was like fan fiction come to life. Yeah, people live
Speaker 1: out their fantasies a thousand percent. What like, when was
Speaker 1: your first memory of when you got your hands on
Speaker 1: a game? So I definitely I've played every single iteration
Speaker 1: of this game since the first one. So I played one,
Speaker 1: two or three and now four. I was literally playing
Speaker 1: it last night. Um, so I it came out and
Speaker 1: I think the first one came out in two thousands,
Speaker 1: so I would have been like, I guess, yeah, um,
Speaker 1: But before that, I played sim City, and I played
Speaker 1: like other simulation kind of games like Roller Coaster, Tycoon
Speaker 1: and totally rollers Freaking And I still play Planet Coaster,
Speaker 1: which is like the big brother of Roller Coaster. Um.
Speaker 1: But I really like those kind of games because I'm
Speaker 1: terrible at anything that involves like combat or any kind
Speaker 1: of like oh yeah, totally, I'm so bad at those.
Speaker 1: So I always really liked the kind of like simulation
Speaker 1: games that are chill and you can just like hang out.
Speaker 1: So I definitely remember playing the first one and spending
Speaker 1: way too much time just building my house and then
Speaker 1: not even really playing, just just building houses like most
Speaker 1: of so, I mean it is fascinating because like you know,
Speaker 1: Minecraft is so big, but like that was the starting
Speaker 1: point you know for people wanting to build, for like
Speaker 1: building games really takes off. Yeah. Before that, I just
Speaker 1: built houses with legos, so like a virtual it's the
Speaker 1: virtual version of that. Um. For me, I was largely
Speaker 1: into like animated cartoon games like Aladdin on Second Genesis
Speaker 1: and like the Lion King game. I had that like
Speaker 1: a CD ram of the Lion King game. Yeah, the
Speaker 1: Disney games, and then of course I was super into
Speaker 1: Mario and later Mario sixty four. Um mine were like,
Speaker 1: I guess we don't like the cute seer games, the
Speaker 1: animated ones I definitely played this year. I played a
Speaker 1: lot of the girly, girly type of games. I had
Speaker 1: one that was it was a Barbie game, but it
Speaker 1: was just literally just Barbie makeovers and you just put yes, yes,
Speaker 1: I remember. And so SIMS is also like a grown
Speaker 1: up version of that totally. You just sit there and
Speaker 1: make your sim for like hours. Yes, And and speaking
Speaker 1: of making SIMS, we now have my lovely friend Christopher
Speaker 1: Smith Bryant joining us. I'm sorry for being like, no,
Speaker 1: it's it's chaotic here. We are all very busy. Yes,
Speaker 1: we're all we're all well. And it's right before it's
Speaker 1: weird because this is right before Pride and it's right
Speaker 1: before E three. So for me, it's like the worst
Speaker 1: week of my love. Oh no, I hear you. I
Speaker 1: like have a book signing after this that I just
Speaker 1: found out about today. I was like, oh, I, oh,
Speaker 1: it's today. It's today, So we're all coming together to
Speaker 1: talk about the SIMS. So, my name's Christopher Bryant. I
Speaker 1: don't know if you need an intro, but yeah, I
Speaker 1: worked for l A Gamers, which is a nonprofit. We
Speaker 1: held like PlayStation's first E three after party. So when
Speaker 1: Danny was talking about talking about the SIMS, is like,
Speaker 1: this is perfect of my alley. Yeah, when was your
Speaker 1: We're just talking about like your first introduction. When do
Speaker 1: you first remember getting your hands on this game? Oh?
Speaker 1: I got it when it first came out. I was like,
Speaker 1: I was immediately. My dad I remember saw the poster
Speaker 1: for it, and I've played sim City like I was
Speaker 1: a huge will Right fan. I think I even played
Speaker 1: like he had like an ant simulator game. Remember that
Speaker 1: you do remember that? So I was like, really, I
Speaker 1: remember my dad saw the box and I got it
Speaker 1: and I was just obsessed immediately. Yeah, so I guess
Speaker 1: we should tell people that have never played the SIMS
Speaker 1: essentially what it was. Who are um, Well, yeah, so
Speaker 1: it did come from William Wright, who is a video
Speaker 1: game designer and co founder of the former game development
Speaker 1: company Maxis and uh they created sim City, which is
Speaker 1: kind of what brought him to prominence. And then after
Speaker 1: and sim City had many different iterations, later renamed sim
Speaker 1: City Classic. That was a city building simulation video game
Speaker 1: and that actually released in nine Yes, that was way
Speaker 1: before all of this. Oh my god. So the game
Speaker 1: focuses on players operating as a mayor whose task is
Speaker 1: to build up the city, um, providing basic transit links, power,
Speaker 1: simplistic services for for residents. And then yeah yeah, yeah
Speaker 1: yeah and sam along the lines if we were talking
Speaker 1: about roller Coaster Tycoon, um, But like roller Coaster Tycoon
Speaker 1: was easy, sim City was like it was hard. I
Speaker 1: was like, this is stressed. I should just have a job,
Speaker 1: like I just work. It really was stressful. But then
Speaker 1: we had the SIMS, which was the first game in
Speaker 1: the series. So it was developed by Maxis and published
Speaker 1: by Electronic Arts. So did e A did they publish
Speaker 1: it from the beginning? Do you know that it was
Speaker 1: released for Microsoft Windows in February of two thousand, um
Speaker 1: and essentially, so now you're playing as the virtual people
Speaker 1: of this city. So why do you think people gravitated
Speaker 1: towards SIMS that it is still so prevalent. I read
Speaker 1: a thing online that equated it to like playing house,
Speaker 1: Like when you're a little kid, you play house, You
Speaker 1: know what I mean, And it's that kind of thing.
Speaker 1: I guess. It's like a pretend life what you can
Speaker 1: kind of do whatever you want. It's sort of open ended.
Speaker 1: It's funny that you say that because the original name,
Speaker 1: like the project name for the SIMS was called doll
Speaker 1: House originally, and uh so the creation of the SIMS
Speaker 1: happened when will Write went through a house fire and
Speaker 1: he was having to like save things, redesign things, and
Speaker 1: he was like, really, I don't know if you have
Speaker 1: is that okay to talk about this? Okay? So he
Speaker 1: I'm a huge fan of him, So he created, uh
Speaker 1: this idea of like how he had this primal need
Speaker 1: to figure out which furniture he needed how to redesign
Speaker 1: a house, and that became kind of the basis behind
Speaker 1: the SIMS was was this need, so he was like
Speaker 1: creating this. Originally the game was called Doll House, and
Speaker 1: everyone hated it, like they were like this is so stupid,
Speaker 1: like who would like this? And when they showed it
Speaker 1: at E three years ago, there was like a line
Speaker 1: because they had this Max had a small little booth
Speaker 1: and there was a line like that was so crazy.
Speaker 1: It was going around to other booths. Like people were like,
Speaker 1: this is unreal, So no one really believed in it
Speaker 1: until it was first shown, and I think that you're right.
Speaker 1: It became like almost like a like the game's Second Life,
Speaker 1: which I also play. I have had an account for
Speaker 1: seventeen years and second really yes, what can you tell
Speaker 1: me the difference between the two. The biggest difference is
Speaker 1: that the Second Life has absolutely no there's no there's
Speaker 1: nothing that you ever have to do in second line,
Speaker 1: So you don't have to eat, you don't have to
Speaker 1: deal with like any kind of life needs. You can
Speaker 1: literally just do whatever you want. And there are ways
Speaker 1: to like play it so that you can create, you know,
Speaker 1: role playing scenarios are like objects a lot of people
Speaker 1: you role playing in in um, second Life its second
Speaker 1: life online where you're talking to other people. So it's
Speaker 1: it's kind of like, um, if you've heard of IMVU,
Speaker 1: what second Life is better? Okay, So it's like, so
Speaker 1: Second Life is more of like a role playing game,
Speaker 1: where like an online role playing game, and the SIMS
Speaker 1: is more like a simulation that it's. Second Life is
Speaker 1: weird because it's it's really hard to describe. It's not
Speaker 1: even necessarily a game. It can be a chat room,
Speaker 1: it can be a role playing game, it can be yeah,
Speaker 1: any kind of really whatever you want. Like I used
Speaker 1: to be a vampire in second life, So I was
Speaker 1: part of a vampire plan and you like actually had
Speaker 1: to find other people to like feed on or else
Speaker 1: you would wait, does that mean that you're ruining somebody
Speaker 1: else's second life? No, so they had to be a
Speaker 1: willing participant. You had to have to feed on them, Like, um, yeah,
Speaker 1: but it was like that kind of thing. You could
Speaker 1: choose to be a vampire. You could choose like there
Speaker 1: are people who are furries or like it's and you
Speaker 1: you have so much more freedom over creating your avatar,
Speaker 1: even more so than you do in the SIMS because
Speaker 1: you don't have to be human. You could be anything
Speaker 1: or anyone that you want. Um. Has the SIMS ever
Speaker 1: gone off of humans or is it always? Do you
Speaker 1: have aliens and they have vampires. Now they've added expansions
Speaker 1: where you can do that, and yeah, it is. It
Speaker 1: is cool to see the progression of the make of
Speaker 1: SIMS from like the SIMS one to now because now,
Speaker 1: I mean, as as someone that's LGBT, like you can
Speaker 1: now have transgender characters in the SIMS four, which is fantastic.
Speaker 1: They remember they made an option where they're like, actually,
Speaker 1: any clothes option is available for any Yeah, they didn't.
Speaker 1: They used to filter them by like masculine or feminine clothes,
Speaker 1: and now they give you that option, but it doesn't matter.
Speaker 1: You can wear whatever you want. And they also do
Speaker 1: the thing where, um, you can choose like a male
Speaker 1: or female for your sim, but is an option in
Speaker 1: the Creator sim to choose whether your sim can get pregnant,
Speaker 1: whether they can get other sims pregnant, and even like
Speaker 1: their voice and the way that they walk, you're not
Speaker 1: limited by their gender. So if you like, you can
Speaker 1: have a female sim with a deep voice, or a
Speaker 1: male sim with a high voice, or like any combination
Speaker 1: that you want, which is really cool, just like how
Speaker 1: people are in real life. Totally, I wanted to go
Speaker 1: back to will write because, like you all said, he
Speaker 1: so he lost his home during the Oakland fire storm.
Speaker 1: Of this is really fascinating because in our Lego episode,
Speaker 1: um Ok Christiansen, who created Lego, also lost his home
Speaker 1: and a fire. This is bizarre because I'm obsessed, you know, mean, Danny,
Speaker 1: I'm obsessed Lego. I'm obsessed with the SIMS. I also
Speaker 1: had a house fire. I don't know. I'm just saying
Speaker 1: I am a prodigy necessary for Oh my gosh, this
Speaker 1: is like all of y'all superhero backstories, like both on
Speaker 1: the Spectrum and went through a house fire. So then
Speaker 1: just become obsessed. So now I can say I knew
Speaker 1: you before you created like the next big game. But
Speaker 1: you are obsessed with building, Like your place is covered
Speaker 1: in legos. Danny has been in my house. It's it's disturbing,
Speaker 1: like there you can't there legos everywhere and giant buildings
Speaker 1: and stuff. I'm obsessed with. That was my Another huge
Speaker 1: part of the SIMS was like it's weird because it
Speaker 1: is simulation. It's like you're you're kind of almost like
Speaker 1: a little bit of second like where you're living vicariously
Speaker 1: through these people a little bit. But also it's just
Speaker 1: a building app it's a great he One of the
Speaker 1: biggest inspirations for the SIMS were just at the time,
Speaker 1: architecture tools. Yeah, I mean that's what it seems like.
Speaker 1: I know people who use it to literally like plan
Speaker 1: how they're going to decorate their their house. In real life,
Speaker 1: you know, you build your house in the SIMS and like, oh,
Speaker 1: what would look nice in this room? And you like
Speaker 1: plan it out? So yes, so right said. He stated
Speaker 1: that SIMS was actually meant as a satire of us
Speaker 1: consumer culture, which is funny because you can buy things, yeah, right,
Speaker 1: you can. I mean they use this what it's called
Speaker 1: Similan similar and you you listen to even the music
Speaker 1: and it's very like would you say, like nineteen fifties housewife. Yeah,
Speaker 1: it has that feeling of like old timey elevator music,
Speaker 1: but like happy peppy, like Homemaker is a very marvelous
Speaker 1: Mrs masil Hinda kind of a very American consumer like
Speaker 1: and it does kind of parody the thing of like
Speaker 1: you want new things, you have these people that their
Speaker 1: needs and their happiness determine, Like it's very nineteen fifties Americans,
Speaker 1: it is. Yeah, it's very like even like your similar
Speaker 1: be happier if they're in a room that's nicely decorated
Speaker 1: it or like you buy them a new item or something. Well,
Speaker 1: this is fascinating because he said that he took um
Speaker 1: a couple of things. One was ideas from the nineteen
Speaker 1: seventies seven architecture and Urban Design Book a pattern language,
Speaker 1: but also American psychologist Abraham Maslow's nineteen forty three paper
Speaker 1: A Theory of Human Motivation and his Hierarchy of Needs
Speaker 1: and Charles Hampton Turner's Maps of the Mind to develop
Speaker 1: a model for the game's artificial intelligence. So kind of
Speaker 1: like what you were saying, like they might be happier
Speaker 1: in a room full of people, they might be happier
Speaker 1: if it's decorated nicely. They're like going off of what
Speaker 1: would actually motivate people, and that's what they put into
Speaker 1: the game. Yeah, and you do have like your basic needs,
Speaker 1: like you have um, hunger, bladder, energy, social, and fun,
Speaker 1: and you have to like before you can do anything else,
Speaker 1: you have to make sure that you know you're which
Speaker 1: is the mass of hierarch comm needs things like you
Speaker 1: basic needs first and then like you build up to
Speaker 1: other types of needs. So the SIMS is one of
Speaker 1: the actually the most progressive games and the sinse that
Speaker 1: I remember, it was like one of the first things
Speaker 1: where you could have a dude woo who with another dude?
Speaker 1: You know, but can you explain to people woo who
Speaker 1: is don't um woo who is intercourse um? And uh.
Speaker 1: I remember that was my introduction to gay sex. Really,
Speaker 1: it was one of the first things where I was like, wait, wait, wait,
Speaker 1: there's a dude who can do woo who with another dude?
Speaker 1: And I remember when because it was a thing, no
Speaker 1: one knew the rules of it. It's not like they
Speaker 1: had clearly defined rules at first. Like I remember people
Speaker 1: playing the game and realizing, oh, you can lock this
Speaker 1: person in a room and burn them on fire and mysterious.
Speaker 1: It was a sandbox. I don't think even the developers
Speaker 1: knew everything that you could do in the game. Maybe,
Speaker 1: but yeah, woo who I mean, it was a huge
Speaker 1: deal because that's why I had a teenage rating, is
Speaker 1: that there were some sexual things about it. To be clear,
Speaker 1: you never see it. It's a blurred but the fact
Speaker 1: that there's even implications, and there's the like almost a
Speaker 1: real world type blurring, like it remember when you get naked,
Speaker 1: like when you take a shower, you're just you're naked
Speaker 1: in the shower, but it's like just pixel over like
Speaker 1: you know. But at the at the two thousand's early
Speaker 1: two thousands, people were like, yeah, well escape of course.
Speaker 1: I also remember it was like Big Brother was really
Speaker 1: in was like coming in and that like SIMS and
Speaker 1: Big Brother was like paired for me. I guess it
Speaker 1: was kind of also like the dawn of the reality
Speaker 1: TV show kind of era, like watch other people live
Speaker 1: their lives. Here's you know. It makes it came out
Speaker 1: in a perfect time because it was right during Big Brother.
Speaker 1: It also makes sense because it had such a long
Speaker 1: development period why it took it came out the perfect time,
Speaker 1: you know, and it took that long for people to
Speaker 1: get on board. So you were talking about sandbox games,
Speaker 1: and just to clarify for people what that is, it's
Speaker 1: where the player has ability to create, modify, or destroy
Speaker 1: their environment. And also there's no like they lack any
Speaker 1: defined goals. Typically like Second Life would definitely be like
Speaker 1: a pure sandbox game, right where you don't have to
Speaker 1: do anything if you don't want to, you just have
Speaker 1: the option to um. SIMS definitely has the sandbox element
Speaker 1: in terms of like the building and the creating kind
Speaker 1: of thing, but then there's also like the gameplay. Yeah,
Speaker 1: I would say the earlier versions of the SIMS were
Speaker 1: almost more sand boxing boxing in the sense that was
Speaker 1: just a simulation. You would see people literally destroy the
Speaker 1: environment almost but yeah, that's that's it. I definitely call
Speaker 1: it like a sandbox simulation. Now it's turning a little
Speaker 1: bit more into a role playing game, would you say
Speaker 1: that a little bit actually? So the newest expansion that
Speaker 1: just came out that I literally playing last night, UM,
Speaker 1: it's called Strangerville, and it's really unique for the sims
Speaker 1: because it's the first one that actually has UM, like
Speaker 1: a role play storyline that you can play, So the
Speaker 1: game has UM. In this expansion, there's like a mystery
Speaker 1: in the town that you need to solve, Like townsfold
Speaker 1: were acting really weird and there's like all these strange
Speaker 1: plants around, and you can you have the option you
Speaker 1: can just play normally if you want to, but you
Speaker 1: have the option to give your sims like the aspiration
Speaker 1: that they want to solve the stranger vill mystery, and
Speaker 1: you can like get different like basically quests. They're not
Speaker 1: they don't call them quests or anything. And at no
Speaker 1: point do you have to do anything. You can go
Speaker 1: as far in it as you want or not. But
Speaker 1: you have the option to like talk to townsfolk and
Speaker 1: learn things and go find items, and like you know,
Speaker 1: you'll you'll talk to one guy who's like, well, I
Speaker 1: can you know, give you a key card to the
Speaker 1: Secret Lab if you'll bring me x y z amount
Speaker 1: of things, like very much like a role playing kind
Speaker 1: of game. Yeah. With the expansions, they've kind of gone
Speaker 1: off from just being a simulator to just doing like
Speaker 1: and there's also all of these other things and vampires
Speaker 1: and yeah, and aliens and go. So the SIMS, the
Speaker 1: original game that came out in two thousand, by March
Speaker 1: two thousand and two had sold more than six point
Speaker 1: three million copies worldwide, surpassing Missed as the best selling
Speaker 1: PC game in history at the time, and it came
Speaker 1: with many expansion packs. So we have to take a
Speaker 1: really quick break and then we're gonna hop back into
Speaker 1: The SIMS right after this, and we're back. I did
Speaker 1: want to say another stat about this. So the success
Speaker 1: of The SIMS has resulted in Guinness World Records awarding
Speaker 1: the series numerous world records, including as most expansion packs
Speaker 1: for a video game series and best selling PC game series,
Speaker 1: with the sales estimate ranging from thirty six to fifty
Speaker 1: million units, which I'm sure is only climbing at all times.
Speaker 1: Oh yeah, So while we were on break Claire, you
Speaker 1: were telling me about some of the compilation videos that
Speaker 1: you can watch on YouTube. I guess it kind of
Speaker 1: revealed a little bit of like a statistic side of humanity,
Speaker 1: because people are obsessed with finding creative ways to kill
Speaker 1: their sims, like different different kinds of things that you
Speaker 1: can do. One yeah, I mean, I what's the worst
Speaker 1: way that you've killed your sim? So I personally don't
Speaker 1: like to kill my SIPs. I get to attach to them.
Speaker 1: But one of the ones that I watched on YouTube,
Speaker 1: which I thought was like crazy, is you have to
Speaker 1: go to a fish shop, like out in the out
Speaker 1: in the world. Have to go to a fish shop
Speaker 1: and you have to have zero cooking skill and you
Speaker 1: have to buy a recipe for puffer fishna geary, and
Speaker 1: then you have to make the pupper fish nagarie. And
Speaker 1: you have zero cooking skill and you make puppfer fish nageary,
Speaker 1: it will be deadly to anyone who eats it. So
Speaker 1: I watched a girl who threw a dinner party. She
Speaker 1: made the pupper fish in geary and killed every one
Speaker 1: of her guests like the Red wedding basically, and then
Speaker 1: she just had like a line of because when you
Speaker 1: when you die in the SIMS, the groom rep literally
Speaker 1: shows up and like takes your soul away and then
Speaker 1: you get an urn of like the dead sim. So
Speaker 1: she literally had just like a line of urns of
Speaker 1: all the people who were at her dinner party. Oh
Speaker 1: my gosh, what about you, Chris. I mean my I
Speaker 1: accidentally killed a SIM once and I remember like in
Speaker 1: a house fire and for some reason they couldn't escape,
Speaker 1: But it's because someone was doing something weird around the door,
Speaker 1: Like there's like a weird really stupid Yeah, they're really stupid,
Speaker 1: I mean, but basically I remember this is before YouTube
Speaker 1: is out. I remember putting someone in a pool and
Speaker 1: then there's like no ladder to get out, and I
Speaker 1: was like, wait what wait, They're just gonna They're just
Speaker 1: gonna drown. There's okay, they're gonna drown, Like I was like,
Speaker 1: and then I like I lost them, and I remember
Speaker 1: just being like what. So they actually people were so
Speaker 1: obsessed with like putting people in pools and taking out
Speaker 1: the ladders that they made it in the newest version
Speaker 1: of the game that they can now climb out of
Speaker 1: the pool without a ladder. So if you want to
Speaker 1: kill your sim in a pool, you have to build
Speaker 1: a fence around the pool. That's so weird. There was
Speaker 1: another video I saw of a girl. She was annoyed
Speaker 1: that her like teenage daughter Sim was ordering pizza too much,
Speaker 1: so she trapped her in a room that was like
Speaker 1: literally just a pool with a single square in the
Speaker 1: middle of the floor with a long table on it,
Speaker 1: and at the very end of the long table she
Speaker 1: put a pizza. And the only place that the Sim
Speaker 1: could stand to get out of the water was on
Speaker 1: the far end of the table, away from the pizza,
Speaker 1: so she could like look at the pizza. She could
Speaker 1: smell the pizza, but she could not reach the pizza.
Speaker 1: It was tortuous. Ever, such like I can imagine that
Speaker 1: psychology professors like study what people do with their sims.
Speaker 1: This is so this reminds me of that like college
Speaker 1: experiment or whatever, where they like Stamford. Yes, yeah, yeah,
Speaker 1: literally exactly that like once you're in power, how quickly
Speaker 1: you try. It's a little bit frightening, it is, But
Speaker 1: I've always tried to keep my sims and my tomagotchis alive.
Speaker 1: I just want to put it out there. I don't
Speaker 1: think the developers really intended it to be that sadistic.
Speaker 1: I don't think so, no. I I guess that's just
Speaker 1: do you think that it's fascinating they give you the
Speaker 1: ability to kill them at all. I guess if they
Speaker 1: wanted to make like a life simulator, right, they have
Speaker 1: to have that kind of elements of like you gotta
Speaker 1: keep them alive or there's consequences kind of thing. But
Speaker 1: I don't know if they intended for people to exploit
Speaker 1: it well. In the very first game was very much
Speaker 1: like it's such a role playing game now. But I
Speaker 1: feel at the at the very first and the sims
Speaker 1: to which were the ones that were mainly developed by
Speaker 1: Will write Um, they were much like like you would
Speaker 1: just like develop things and just watch things happen, you
Speaker 1: know what I mean? A little bit more and I
Speaker 1: don't I think they didn't really know exactly like now
Speaker 1: it's the game is informed by what people do, but
Speaker 1: at the time they had no idea how people would
Speaker 1: just react to this sandbox, right, And it was similar
Speaker 1: to what you were talking about before, is it didn't
Speaker 1: really come with instructions, so you didn't know until you
Speaker 1: started playing, like how necessarily like they your sim might
Speaker 1: die and you'd be like, well, why they die? They
Speaker 1: had food, they had you know whatever, and you may
Speaker 1: not know. I remember one time I was playing the
Speaker 1: SIMS too, and there was an expansion for it called
Speaker 1: Strange Town, which is kind of like the Strangerville that
Speaker 1: they have now. And I had a mail sim and
Speaker 1: he got abducted by aliens, which I did not know
Speaker 1: could happen. He got abducted by aliens and he came
Speaker 1: back and he was pregnant with an alien baby, and
Speaker 1: he gave breath to an alien baby. And I was like, well,
Speaker 1: I didn't know you could do that. But they had
Speaker 1: to put real life stuff in there, so that really happens.
Speaker 1: Let's talk about simlish their language. Yeah, so god, I
Speaker 1: can't remember. It was developed actually in another game first.
Speaker 1: But it's a mixture, like Will writes a genius like
Speaker 1: he actually I don't remember SimCopter actually and sim coasters
Speaker 1: he like he did. It wasn't like they're just like
Speaker 1: like he wasn't. He actually listened to multiple languages and
Speaker 1: try to develop some sort of like mixture between them,
Speaker 1: and that's how he came up with with Similish at
Speaker 1: least originally, which is crazy to me, Like, this is
Speaker 1: crazy that his mind would think that there is I mean,
Speaker 1: there is a pattern to the things they say, Like
Speaker 1: I know, dag dag is hello, they say dag dag
Speaker 1: for Hellou. But there is like a pattern, so it's
Speaker 1: not just like random gibberish, Like you'll notice repeated phrases,
Speaker 1: but no one really knows what those phrases mean. My
Speaker 1: favorite thing is when they have a tie in with
Speaker 1: a SIMS game and a pop star. I don't know
Speaker 1: if you like, they did one for Lily Allen. I
Speaker 1: think they did one for Katie Perry or something like that.
Speaker 1: But they do tie in and then they'll have the
Speaker 1: pop singer have to sing their song Oh my gosh.
Speaker 1: And those are really enjoyable to randomly watch. I love that. So.
Speaker 1: One of Wright's biggest concerns while developing the SIMS was
Speaker 1: that giving the characters actual dialogue would have gotten extremely repetitive,
Speaker 1: because even if Right were able to fit five CDs
Speaker 1: worth of voice clips in the game, players would eventually
Speaker 1: start hearing the same voice clips over and over again.
Speaker 1: So he found that this problem persisted even if he
Speaker 1: was using Navajo or Estonian. But because the gibberish of
Speaker 1: Simlish was so far removed from any existing human language,
Speaker 1: it was very difficult for players to find repeats in it.
Speaker 1: So the team went out to record hundreds of voice
Speaker 1: clips in Simlish, each with their own unique cadence. That's
Speaker 1: something interesting because we the way that we talk, has
Speaker 1: a certain cadence that's different than them um and emotional nuance.
Speaker 1: Right wanted the player to be able to tell whether
Speaker 1: sim is feeling flirtatious or upset, or laid back or tired,
Speaker 1: based entirely on their tone and tempo. Yeah, and they
Speaker 1: he was really smart in the sense that he developed
Speaker 1: this game to be shipped to every country. Like I
Speaker 1: remember they're saying there was someone saying that it was
Speaker 1: a parody of American and he's like, well, it's more
Speaker 1: like American TV culture than American nineteen fifties culture. Because
Speaker 1: he's like, I wanted when people were going through that
Speaker 1: they would get this whatever culture or from. So it's
Speaker 1: cool that he even made like you said, it's like
Speaker 1: the yeah, it's universal every I mean it is kind
Speaker 1: of americanized TV culture or Western TV culture, but every
Speaker 1: culture that play the game would get it. Another cool
Speaker 1: thing is that you can actually talk to Alexa in
Speaker 1: Similish and she answer, yes, I hope, I'm blowing you
Speaker 1: all sims people mind you are? I knew you could
Speaker 1: talk to her and um speak to her in Pikachu,
Speaker 1: but I did not know you could speak to her,
Speaker 1: And well you can. You can speak to her and
Speaker 1: Similish and she'll translate it for you. That's amazing. That
Speaker 1: makes me uncomfortable. Why I don't. I don't like speaking
Speaker 1: to normal people, let alone, but I know I unpluged
Speaker 1: her so much. I don't like when she goes off
Speaker 1: when I'm when I'm not talking to her. Yeah, you're like,
Speaker 1: actually press the button. It's like you're speaking in Similish
Speaker 1: or whatever and you're like, I'm just trying to get
Speaker 1: through my day. Oh okay. So it looks like the
Speaker 1: Black Eyed Peas also provided music translated into Similish. Now, okay,
Speaker 1: I'm not a singer, be a pop star. Didn't make
Speaker 1: a sim of you? You did? Oh my gosh, I don't. Well,
Speaker 1: we'll upload it. We'll upload it when this is really yeah,
Speaker 1: we'll upload it this week. Um, you did make a
Speaker 1: sim of me, so Claire. One of her specialties is
Speaker 1: that she's really good at, like dead on making people.
Speaker 1: I try, I try, my vest. It's actually really hard
Speaker 1: to make a sim of someone, you know, especially because
Speaker 1: you're like, oh no, what if they what if they
Speaker 1: hate it? What if they're like that's what you think?
Speaker 1: I look like? Like? You know what I mean this?
Speaker 1: Remember like the Dove commercial, like where they're like, I'm
Speaker 1: so ugly and then Dove's like, no, but here's an
Speaker 1: artist strong. You you're beautiful. You know what that's like?
Speaker 1: Like like I'm go, I remember you gave me like
Speaker 1: your highlight h me like solid highlight on my cheeks,
Speaker 1: which is the thing that I always tell my makeup
Speaker 1: artists like I want glow. I want the glow. Um. So, Chris,
Speaker 1: you were saying that YouTube kind of brought back I
Speaker 1: brought more popularity with the sims. Yeah, just I mean
Speaker 1: it's it's weird how now gaming is not like now
Speaker 1: gaming not just with YouTube but Twitch and everything. Twitch
Speaker 1: you have to watch it, but YouTube especially because that
Speaker 1: was the YouTube era. It was like whoa, whoa, what
Speaker 1: you're doing this with your sim? I didn't even know you, Like,
Speaker 1: people were seeing things that they didn't even know where
Speaker 1: possible through YouTube videos and then I mean even became
Speaker 1: like there's a huge, huge market. I'm guilty of this.
Speaker 1: I am at the point now in my life where
Speaker 1: I don't have the time to play the SIMS as much,
Speaker 1: but I would love sometimes to just get high and
Speaker 1: watch people build house speed builds and just so relaxing
Speaker 1: my o c D. Like I'm just like, oh my god,
Speaker 1: this house is absolutely perfect. I love watching speed builds. Yeah,
Speaker 1: and it's like that people are you can be. So
Speaker 1: there's an unending amount of creativity to like what people
Speaker 1: can make, even just using the stuff that comes with
Speaker 1: the game, like not even including you know, custom items
Speaker 1: and stuff. Just like people blow in my mind all
Speaker 1: the time with what they can make. So let's talk
Speaker 1: about SIMS three. So this is really fascinating. The game
Speaker 1: is set twenty five years prior to the original game.
Speaker 1: That to me is just interesting that they were like
Speaker 1: and now we're in the future. There's also an expansion
Speaker 1: for SIMS to recalled into the future where you can
Speaker 1: literally like travel further in time into the future and
Speaker 1: it's it's like Jetsons and I have actually questioned, what
Speaker 1: is your favorite SIMS. Sorry, it's a little that it's
Speaker 1: gonna get back on topic. What is your favorite SIMS game? Um,
Speaker 1: I honestly think four is my favorite, just because I
Speaker 1: really liked um too as well, and two is like
Speaker 1: the one I played the most when I was a kid.
Speaker 1: But I think what I like about for is that
Speaker 1: everything I ever wished you could do in a SIMS
Speaker 1: game you can kind of do now, And so it's
Speaker 1: sort of like, Wow, I have I have everything I want.
Speaker 1: The fourth one, wait, it says the second one is
Speaker 1: also aged five years after the original game. That doesn't
Speaker 1: make I think that the second one was aged after
Speaker 1: the original game, like as far as like the people,
Speaker 1: like as the actual Sims in the neighborhood and everything.
Speaker 1: And is the third one a prequel to the first game?
Speaker 1: Or this is the fourth one? The no, the fourth
Speaker 1: one is the fourth one takes place in the present
Speaker 1: day as far as I know, because they do have
Speaker 1: like cell phones. And the third one is a prequel
Speaker 1: to Simson Yeah, yeah, because they have the technology that
Speaker 1: even they have in the game is like a little older.
Speaker 1: So I'm weird in the sense that the Sims I
Speaker 1: don't know the Sims three was one of my favorites
Speaker 1: because you can just like the like now in the
Speaker 1: SIMS four you click on a new lot, you have
Speaker 1: to load, you have to click on whatever. And the
Speaker 1: SIMS three, I feel like, was kind of the perfect
Speaker 1: balance from the original development team to the new development
Speaker 1: team where it was. But then the SIMS to the
Speaker 1: SIMS Too was like will Write's baby, like I think
Speaker 1: that was his last game before Spore and had all
Speaker 1: that like charming. I loved Support too, but how all
Speaker 1: that like charming weirdness that you can get without Will Write.
Speaker 1: There's just something about him where it's like his involvement,
Speaker 1: Like the SIMS Too is just like you can't get
Speaker 1: that without him. Yeah, that's the quirkiness. That's like very specific.
Speaker 1: So that described the SIMS to included things game features
Speaker 1: such as like clear days of the week with weekends
Speaker 1: when children would stay home from school in vacation days
Speaker 1: when adults could take time off from work. Like we said,
Speaker 1: it was set twenty five years after the first game,
Speaker 1: so for instance, the Goth family has aged significantly with
Speaker 1: bella Goth. Do you remember mysteriously vanishing dying at some
Speaker 1: point in the twenty five year period, she's back now
Speaker 1: she's a vampire. That makes sense. That actually trajectory makes
Speaker 1: perfect sense. That's why she disappeared and now she's alive again.
Speaker 1: And then so moving on to SIMS, I actually have
Speaker 1: a quite qua. No please, who's your favorite nonplayable or
Speaker 1: since the NSPC, But who's your favorite like sim that's
Speaker 1: in developed? There are so many of them now. I
Speaker 1: always love to hate Nancy land Grab. Everybody hates Nancy.
Speaker 1: She's like the landowner of the SIMS. And she's like
Speaker 1: the one who will evict you if you don't pay
Speaker 1: your rent on time or don't pay you'll turn off
Speaker 1: your power. Yeah, but she's just like she's a staple.
Speaker 1: Do you remember the robot Butler? I do think I
Speaker 1: think that was my favorite, the robot butler. My gosh,
Speaker 1: because I always wanted ever since I watched the Gensens
Speaker 1: or the people who take away your baby if you're
Speaker 1: a bad Yeah, yeah, where did your baby go? In
Speaker 1: one of them? There was also there were men in
Speaker 1: black as well, and yes I remember that that like
Speaker 1: they would come to your door if you something. Oh
Speaker 1: my gosh, yes, this is like taking me back. I'm
Speaker 1: sorry for taking over podcast. Let's talk about the SIMS.
Speaker 1: Moving on the SIMS three, they had the Late Night
Speaker 1: Expansion pack. Yeah, that was the person I think where
Speaker 1: you could go out ahead town. Yeah, like if you
Speaker 1: can experience the nightlife on a date, like a hot date.
Speaker 1: Because in all the previous games, you were just stuck
Speaker 1: in your house. You couldn't like if you want to work,
Speaker 1: you just kind of disappeared and you didn't know where
Speaker 1: you were going. But now you can go out into
Speaker 1: the town and there's even different towns and you'll see
Speaker 1: like other people's sims come into your town and like
Speaker 1: come visit you, which is cool. I'm watching a series
Speaker 1: on YouTube right now, um called the hundred Baby Challenge,
Speaker 1: and it's you have the challenge I guess is you
Speaker 1: have to create a sim like a matriarch, and she
Speaker 1: has to have a hundred babies with a hundred different pints.
Speaker 1: So it's basically just like getting your sim pregnant by
Speaker 1: as many people as you can. But it's interesting because
Speaker 1: when your kids grow up and move out, then you'll
Speaker 1: like run into them in the town and they like
Speaker 1: meet partners and they get married and they like grow
Speaker 1: up and it's really crazy because sim's age so much
Speaker 1: faster than normal people, Like you think you're meeting a
Speaker 1: cute guy and it's at that's some southern town like
Speaker 1: sun walks in while you're trying to flirt with some
Speaker 1: new guy in a bar or something like. This is
Speaker 1: a lot um. I love people's ambition. We have we
Speaker 1: have to dick another quick break and then we're gonna
Speaker 1: hop back into the city right after we are back
Speaker 1: and clear. You were talking about how there are now
Speaker 1: mods like people that have been able to update the
Speaker 1: game and then you can play their additions. Yeah, so
Speaker 1: it's been around, I think since the SIMS too. They've
Speaker 1: had the Opportunity Forum. They call it custom content, and
Speaker 1: so people can create their own items, their own clothing,
Speaker 1: their own but even things like animations or like career
Speaker 1: paths or like they can modify and create these things
Speaker 1: that you can then download and pretty much all of
Speaker 1: them are completely free and you can I have three
Speaker 1: and a half gigabytes of just custom content that I've downloaded. Well,
Speaker 1: I'm actually a big question and because e A is
Speaker 1: an interesting company, how have they responded, because I know
Speaker 1: they're also there's a lot of like pay to download
Speaker 1: for these furnitures or whatever. How have they responded now
Speaker 1: because the mudding thing has been such a huge part
Speaker 1: of the SIMS history. Do you know, like has it
Speaker 1: changed during the SIMS four because they're trying to sell packs,
Speaker 1: furniture packs and stuff. I feel like they've just kind
Speaker 1: of embraced it at this point because it's such a
Speaker 1: huge part of the culture and it would be so
Speaker 1: upset if they couldn't like do this anymore. Um that
Speaker 1: there's they even have run like contests for custom content
Speaker 1: and stuff. Oh, that's amazing. They do have the opportunity,
Speaker 1: like in this game for you to upload things, you know,
Speaker 1: your SIMS, your houses, whatever. You can upload them to
Speaker 1: the gallery within the game, and within the game itself
Speaker 1: people can download them from the Yeah, that's how you
Speaker 1: feel about like totally different. But we did an episode
Speaker 1: on fan films and sometimes the company will like block them,
Speaker 1: take them down from YouTube. This is so weird because
Speaker 1: they're fans, Like they're not on your level and endos
Speaker 1: like that a lot, like any content with a Nintendo
Speaker 1: they're like and off YouTube. But even an issue with
Speaker 1: like fan art at cons in the past, people try
Speaker 1: to like claim stuff and it's like, these are people
Speaker 1: who love what you've made so much that they want
Speaker 1: to be a part of it. But it only adds
Speaker 1: more because in the fandom gets even bigger, like they
Speaker 1: get you know, obsessive, and then they're they're the ones
Speaker 1: that are backing you. They're the ones that are watching
Speaker 1: your TV show, going to your movie, they're they're the
Speaker 1: people that you don't. I would say it's actually more
Speaker 1: so Japanese companies that I feel like are a little
Speaker 1: bit like learning how to how to navigate that. Yeah,
Speaker 1: I've seen that. I've seen that with toy that they're
Speaker 1: trying to like okay American fluting. They're inviting like cause
Speaker 1: players and fan film people to the like funamation even
Speaker 1: the premiers and stuff like that. Yeah, yeah, it's but
Speaker 1: it's a really cool thing and it's an interesting, like
Speaker 1: creative outlet for a lot of people. I guess that
Speaker 1: you know you can take you can even download like
Speaker 1: the existing items in the game and just make them
Speaker 1: a different color or like put a different fabric on
Speaker 1: them or whatever and change it up and make it
Speaker 1: what you want. What are some of the cheats that
Speaker 1: you all like doing? Motherload that gives you Yeah, gives
Speaker 1: you all the money. That's what I always have to have.
Speaker 1: There was a cheat and I can't remember the name
Speaker 1: of it, but it like I think it's in the
Speaker 1: simps to it it took down the nudity. They took
Speaker 1: it down, everyone freaked out, and then they took it
Speaker 1: down in the expansion afterward. Of course there are moths
Speaker 1: now you can download their like, but it was just
Speaker 1: nice to download. I would love if you took it
Speaker 1: down and it was just like a Barbie doll, like
Speaker 1: nothing right, there's anything there? Yeah, yeah, yeah, there's a
Speaker 1: cheat in there. I think it was in the simestery too,
Speaker 1: called move objects, where you're not limited by like the
Speaker 1: grid that's on the ground, which was always really annoying
Speaker 1: because you're like, you can't fit a thing in where
Speaker 1: you want it to go because you're stuck on this grid.
Speaker 1: And then with the move objects you can literally just
Speaker 1: put stuff wherever you want. So, speaking of the future
Speaker 1: of the SIMS, because there's so many SIM games, we
Speaker 1: could talk about all the different you know, two, three, four,
Speaker 1: there are also sim Stories, SIM Carnival, sim Simba. Yeah, sims.
Speaker 1: Do you remember my SIMS on the GameCube? Like Animal crossing. Yeah,
Speaker 1: it was like should be like characters, so like cute
Speaker 1: little How is the popular simscn like? Because I feel
Speaker 1: like the SIMS for is a little less popular than
Speaker 1: the SIMS three. It's more of its niche group rather
Speaker 1: than being this global thing. Do you think is there?
Speaker 1: Do you know anything about what's going because I haven't
Speaker 1: really heard anything about, Like it seems like the SIMS
Speaker 1: for brand is still pretty strong, it is. I know
Speaker 1: they've been trying to do a lot of stuff with
Speaker 1: like influencers now, so they run like social events where
Speaker 1: they invite influencers in too, like play the new expansion
Speaker 1: pack before it gets released and that kind of thing.
Speaker 1: So they're i think really trying to lean into the
Speaker 1: like social media act. Yeah, and meme culture, especially to
Speaker 1: like if the SIMS leans into meme culture, I think
Speaker 1: that will change things. There are so many SIMS memes.
Speaker 1: I'm kind of worried about the future of the SIMS
Speaker 1: because I'm gonna be honest with you, Like the SIMS four,
Speaker 1: even though I like some of its changes, like, I
Speaker 1: felt like it also lost me a little bit compared
Speaker 1: to the SIMS three, where I feel like it's now
Speaker 1: a little bit more of a role playing the game
Speaker 1: than a simulation. It feels less of like the pure
Speaker 1: SIMS game. Yeah, which I like, but it's not also
Speaker 1: it's it's also not my favorite. So I am a
Speaker 1: little bit more, especially with love e A. But they,
Speaker 1: you know, there's sometimes you know, I I do wish
Speaker 1: I miss will write, like I really wish that his
Speaker 1: his humor and everything came back, because I do worry
Speaker 1: that the next SIMS game will be more like micro transaction.
Speaker 1: E like more worried about that. They they for the
Speaker 1: most part avoided that, like having to buy expansion packs
Speaker 1: or like that kind of thing. But I am a
Speaker 1: little worried about, you know, implementing something or like oh
Speaker 1: to you know, well, you can level up in your career,
Speaker 1: or you can pay to to get to the top
Speaker 1: of it. I could I could honestly see because of
Speaker 1: e A's track or herd, I could see them going
Speaker 1: into a just all free to play market, Like I
Speaker 1: could see that. Um So I'm kind of a little
Speaker 1: bit worried. But then I also think of like what's
Speaker 1: going on with have you played Star Do Valley? No?
Speaker 1: But I know of it. You know that's going to
Speaker 1: be like your new crack, right, I haven't played it yet,
Speaker 1: Like you play that and you're like and I'm done. Um, yeah,
Speaker 1: I think there will be an indie developer that makes
Speaker 1: the new the real you know what I mean, replacement
Speaker 1: in our hearts, Yeah, recement. There's a level of nostalgia
Speaker 1: though around it, especially for our generation. Um, that will
Speaker 1: always probably exist. It is kind of crazy because they
Speaker 1: announced way back in two thousand seven that they want
Speaker 1: to do a live action film of the Sims, which
Speaker 1: to me is so it's like it's yeah, yeah, well,
Speaker 1: I mean it could be like like we're trapped in No,
Speaker 1: I don't know, like the whole time the true was
Speaker 1: it the Truman what's the show? Where the there's ways
Speaker 1: to do that? I would watch a Sims movie if
Speaker 1: it was so. The rights were bought by twentieth Century Fox,
Speaker 1: which means that now Disney would be that making. Okay,
Speaker 1: give us sims Land at Disneyland, Oh my gosh, everybody
Speaker 1: who walks in gets like one of the little plumbob
Speaker 1: little oh yeah, and so are they could have to
Speaker 1: so would be like their version of Mouse. So it
Speaker 1: was written by Brian Lynch, the man responsible for writing
Speaker 1: the Scary Scary movie three interesting, and the film was
Speaker 1: to be produced by John Davis, who did Norbit an Aragon.
Speaker 1: But it looks like, according to everything else on here,
Speaker 1: that it never went through. How just based on how
Speaker 1: many games and nostalgia that they're trying to capitalize on,
Speaker 1: I would bet someone out here in this town is
Speaker 1: currently trying to pitch a SIMS game. No doubt that
Speaker 1: someone is currently. I mean, as long as it's on
Speaker 1: the level of this new Sonic The Hedgehog movie, I'll
Speaker 1: be very happy. I wanted sim to look like weirdly human. Well,
Speaker 1: it's live action, but I wonder if it would be
Speaker 1: like what Disney is doing where it's like Lion King,
Speaker 1: where it's like it's live action, but it's still all animated,
Speaker 1: so like all the people are still all oh yeah, yeah,
Speaker 1: so all of the Sims are still like highly c
Speaker 1: g ied. But I also would feel bad because I
Speaker 1: don't want to hear SIMS talk. Yeah, I don't want
Speaker 1: to hear Sims speak English. But you know, people wouldn't
Speaker 1: sit through an entire movie where they had to read
Speaker 1: subtitles for someone, which is fascinating because they'll sit through
Speaker 1: literal hours of gameplay, but I guess because they're well
Speaker 1: and then people on Twitch will watch people playing game.
Speaker 1: But I think it's that The cool thing about Similish
Speaker 1: is you can imagine what they're saying. Yeah, you don't
Speaker 1: have to understand it. But if it was the entire
Speaker 1: dialogue of a film, you would kind of be missing something.
Speaker 1: If I think there would be a part where they'll
Speaker 1: be talking what we think is English, and then someone
Speaker 1: else would be watching them from a far and being
Speaker 1: like you know what I mean? Yeah right, well, yeah,
Speaker 1: maybe it's one of those things where it's like a
Speaker 1: Pokemon situation where somebody can understand them, and then eventually
Speaker 1: the sim is I don't know, spoiler's no film, Chris,
Speaker 1: you can give a spoiler. Okay, never mind, because I
Speaker 1: know that they're going to do this. Um yeah, I
Speaker 1: feel like they don't know. There's so many, honest together,
Speaker 1: there's so many other video games to tackle before this one.
Speaker 1: The idea of like someone from our world being trapped
Speaker 1: as a sim is an interesting yeah. Yeah, and maybe
Speaker 1: they can't get out someone controlling their life, yeah, someone,
Speaker 1: and they're stuck and they have to live with these
Speaker 1: boundaries and I think the thing that's interesting about the
Speaker 1: SIMS is like the boundaries and the sims, like how
Speaker 1: that world works is just like people know now even
Speaker 1: if they've never played the game, they've seen enough meat
Speaker 1: understand intuitively, how is the world functions? I did like
Speaker 1: what you were saying that they need like consent in
Speaker 1: order to take to bite somebody. Is that in most scenarios?
Speaker 1: I don't. I don't know, but yeahs as far as
Speaker 1: I know, like you need to ask, you need to
Speaker 1: be like, hey, um do you want to like and
Speaker 1: I also if you want to turn them into a vampire,
Speaker 1: like either they have to ask you or you need
Speaker 1: to ask them, and like, well you can be rejected
Speaker 1: from a wu who Yeah that's true. Yeah, I was
Speaker 1: telling Danny this. This is a fun SIMS fact is
Speaker 1: the development team is female, which is the highest I
Speaker 1: believe out of any video game development team as far
Speaker 1: as the SIMS for lately interest which is still sad
Speaker 1: that the highest is of women. I thought, like the
Speaker 1: highest as likes me, like seventy or sixty is like no,
Speaker 1: still forty. Yeah, it is a very fim like there's
Speaker 1: a female empowered group behind the SIMS, which is why
Speaker 1: it's very progressive. An interesting thing I know to speaking
Speaker 1: of like the sort of feminist aspect when watching the
Speaker 1: hundred Baby Challenge. It actually, Um, when you get pregnant,
Speaker 1: like your SIMS, body actually changes if you've had multiple kids.
Speaker 1: They don't just stay the same like you know, you
Speaker 1: don't if you're like a skinny sim you don't just
Speaker 1: stay skinny sm Your body actually changes permanently from having
Speaker 1: children in the game the way that it doesn't realize,
Speaker 1: which is really interesting. That's not something I've seen in
Speaker 1: any sim iteration before. I feel like we could talk
Speaker 1: about the SIMS for saying that, like we have so much,
Speaker 1: we don't have enough time, and we have so many facts,
Speaker 1: and so many people are going to be upset because
Speaker 1: there's too many SIMS facts. No, there's so many SIMS
Speaker 1: games and all the sim City games, and we're just
Speaker 1: tackling the SIMS. Um, we'll have to have you guys,
Speaker 1: will have to have you both back on the SIMS more.
Speaker 1: We should just do like a whole like SimCity Spore.
Speaker 1: We could have a whole conversation Spore the whole, like
Speaker 1: will write podcast behind it. Yeah, Spore is amazing. If
Speaker 1: you're not familiar. Spot is the most fascinating game development thing.
Speaker 1: Like I'm wet thinking about it because it went so
Speaker 1: wrong and it could have been like the best, most
Speaker 1: amazing game ever. We will bring you both on. This
Speaker 1: was just an intro for people to the Sims. They're
Speaker 1: both heavily involved in this gameplay of this, and thank
Speaker 1: you both for coming on. I know it was hectic
Speaker 1: week for all of us, but we did it. And
Speaker 1: happy E three everyone. Yeah, oh yeah, So Chris, did
Speaker 1: you want to plug? Oh yeah, I want to plug.
Speaker 1: So you can follow us at l A Gamers g
Speaker 1: A y M E R M E r S And
Speaker 1: we're having a Pride uh Slash E three party on
Speaker 1: Tuesday of E three, which is the day that this
Speaker 1: is going out, So go buy precinct. We we have
Speaker 1: some free swag from a lot of different companies, and
Speaker 1: we're gonna be raising money for Project Q, which is
Speaker 1: a transgender wellness center in Los Angeles that helps teens
Speaker 1: and kids transition. Yeah, I'll be there and you can
Speaker 1: come and hang out with us and some stuff when
Speaker 1: we're I think we're rappling a switch into PS four. Yeah, Claire,
Speaker 1: where can everyone find you. You can find me on
Speaker 1: the Internet in a variety of places. I am at
Speaker 1: Maximum Claire on Instagram, at Clairemax on Twitter. You can
Speaker 1: add Max Claire on the Origin Store if you want
Speaker 1: to be my friend in play u sims and download
Speaker 1: my sims crazy. Yeah, can we download you? So? The
Speaker 1: funny thing is I was working on this like creation
Speaker 1: of my best friend Molly and I to like play
Speaker 1: the Strangervill game together, and I built us a gorgeous
Speaker 1: you have a pink Victorian mansion. It's perfect, And I
Speaker 1: made like the most perfect sim of her, and I
Speaker 1: spent hours and I just could not make a sim
Speaker 1: of myself that I liked. And I think it's some
Speaker 1: of like some kind of thing of like not having
Speaker 1: a clear vision of how I look in my head.
Speaker 1: You have to go on fiber Yeah, somebody else. I
Speaker 1: have to have somebody else. You should. I was just
Speaker 1: like I have to just ask Molly, just like make
Speaker 1: my sim. I made your sim. You make my sim
Speaker 1: just like you can't. I can't be happy with the
Speaker 1: sim of myself. Yeah, I am at Miss Danny Fernandez.
Speaker 1: Thank you everyone for hanging out. If you and I
Speaker 1: will figure out our schedules will be back together and uh,
Speaker 1: I don't know. It's still good thing though, to be busy.
Speaker 1: Being busy is good and as we always say, stay nerdy.