Finding Discipline in the Sims 2

This fall EA Games developer Maxis released The Sims 2, as most simulation fans are no doubt aware.  At the time of its launch, I was stuck with the computing equivalent of a Ford Pinto: a Pentium III 450 mhz with a disrespectable 8mb Voodoo 3 gfx card (all the rage back in 1999). As of Christmas, the tides have turned.

Sitting now in front of a Pentium VI 1.8 Ghz with a 64mb gfx card (hey, at least it’s an upgrade), I am prepared to tackle the surreal, pixelated voyeurism known as simulation gaming.  Already I’ve spent two nights orienting myself to the quaint, ergonomic* interface and the various elements and objects with which I can spice up the digital lives of my pets–er, Sims.

Though I’ve yet to really delve into the experience, I’ve already discovered an interesting side effect to playing the game:  disciplining and governing my lil’ Sim has affected my own self-discipline and government.  Yesterday I actually made and stuck to a schedule (more or less) for the day’s events, and today I actually continued developing a new (good) habit that I began yesterday.  I think the simplicity and straight-foward nature of the videogame regarding personal goals and rewards helps bring it down to my level out here in the real world.

One day I’ll sell a t-shirt with the caption, "All I need to know I learned from the Sims 2."

* I have to wonder why the interface is more physically ergonomic than actually usable… sure, it looks great (and is better than the original Sims), but it’s not a physical object, it’s a visual imagemap that you click with a mouse.  To a greater degree the same problem has plagued previous Maxis outings, such as SimGolf, but its flagship game SimCity has always boasted a wonderfully simple, usable, and beautiful interface.

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