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EA's new Sims Stories Targets Laptop-Owning Teens

EA turned its attention on teenagers using mostly laptops for their new line of "Sims Stories."

The best-selling EA franchise ("The Sims") already has a wide target as it appeals to females just as much to males, with a 50/50 spread in its audience, but the new titles will be less demanding on hardware, thus allowing multitasking (typing on IMers, browsing social networking sites, while in the same time letting Sims "live their lives")

"The Sims Pet Stories," and "The Sims Castaway Stories" will be launched in 2007 and 2008. "Sims - Life Stories" will feature a 12-chapters story mode alongside the already consecrated freestyle Sims world, for a price under $50.

The (first) Sims, released in 2000, was a strategic life simulation computer game created by game designer Will Wright, published by Maxis, and distributed by Electronic Arts, simulating day-to-day activities performed by virtual individuals dubbed "Sims" in a suburban household located near SimCity.

Sims history

Wright originally proposed the idea of a virtual "dollhouse" to Maxis in 1993 while the idea was still in development, but was limited by the hardware limitations of that time. In 1995, Wright was offered an opportunity from Electronic Arts to continue developing the concept and game so that EA could publish it. Development of the game, initially dubbed "Project X," started in 1995.

In 1997, "Project X" became "The Sims." In the game, the player must make decisions about Sims' time spent in personal development, such as exercise, reading, creativity, and logic, by adding activities to the daily agenda of the Sims. Daily maintenance requirements must also be scheduled, such as personal hygiene, eating, and sleeping. If the simulated humans do not perform the proper amount of maintenance, they will sicken and die. Furthermore, Sims need to have fun; if they don't, the fun level bar eventually lowers and they become depressed. They are, however, able to be nasty to other Sim characters by insulting them, slapping them and even attacking them. Financial health is simulated by the need to send the Sims to find jobs, go to work, pay bills, and take advantage of personal development and social contacts to advance in their jobs.

In 2002, The Sims became the top-selling PC game in history, displacing the game Myst. It has been a success in many ways—attracting casual gamers and female gamers (which account for 50% of sales)—unusual in a market traditionally dominated by young males.

The Sims' Expansion packs included Livin' Large, House Party, Hot Date, Vacation, Unleashed, Superstar, and Makin' Magic. The Sims 2 got expansion packs like University, Nightlife, Open for Business, and Pets.

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Posted at 03:00:21 MST (GMT -0700), Wednesday January 17th, 2007
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