Consequently, the level of the aspiration meter determines the effectiveness of a Sim at completing tasks.
When he initially took his ideas to the Maxis board of the directors, they were skeptical and gave little support or financing for the game.
The directors at Electronic Arts, which bought Maxis in 1997, were more receptive—Sim City had been a great success for them, and they foresaw the possibility of building a strong Sim franchise.
For instance, the Goth family has aged significantly with Bella Goth mysteriously vanishing ("dying") at some point in the 25-year period.
Because the entire game has progressed from 2D sprites to 3D models, all content in The Sims 2 had to be created from the ground up.
Seven expansion packs and two bonafide deluxe editions with exclusive content have been released for this game.
It was repackaged in several different formats, and different versions of it were released on several different platforms.
Wright also took ideas from the 1977 architecture and urban design book A Pattern Language, American psychologist Abraham Maslow's 1943 paper A Theory of Human Motivation and his hierarchy of needs, and Charles Hampden-Turner's Maps of the Mind to develop a model for the game's artificial intelligence. Developed by Maxis and published by Electronic Arts, it was released for Microsoft Windows in February 2000.
The game uses isometric projection and features open-ended simulation of the daily activities of one or more virtual persons ("Sims") in a suburban area near Sim City.
The sequel, developed by Maxis, takes place in a full 3D environment as opposed to the dimetric projection of the original game.
Sims also age through seven life stages from infancy to old age and subsequent death. Each Sim exhibits wants and fears according to its aspiration and personality.
In addition, the game features clear days of the week, with weekends when children can stay home from school and vacation days when adults can take time off work.