#pleasantview + strangetown
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vidcuntcurious · 1 year ago
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the curious (vidcund) family cassandra divorced don after she caught him cheating and married vidcund. for some reason. i think that they work surprisingly well together
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its-cassney-simtch · 1 year ago
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What If… The Sims 2 Was An Early 2000s Drama Movie?
I asked that to myself today and did some fake stills related to the lore with the help of Bing AI! Some of these turned out so good (IMO) that I couldn’t help but imagine how a real movie adaptation of The Sims lore would look like 😭
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Will probably do more some time soon!
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microscotch · 5 months ago
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ts4 cover feat ts2 characters, refresh edition 🎵
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just-ornstein · 7 months ago
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[JK]  My first job was as an Assistant Producer for a video game company called Interplay in Irvine, CA. I had recently graduated from Boston University's School of Fine Arts with an MFA in Directing (I started out as a theatre nerd), but also had some limited coding experience and a passion for computers. It didn't look like I'd be able to make a living directing plays, so I decided to combine entertainment and technology (before it was cool!) and pitched myself to Brian Fargo, Interplay's CEO. He gave me my first break. I packed up and moved out west, and I've been producing games ever since.
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[JK] I loved my time at EA. I was there for almost a full decade, and learned a tremendous amount about game-making, and met the most talented and driven people, who I remain in touch with today. EA gave me many opportunities, and never stopped betting on me. I worked on The Sims for nearly 5 years, and then afterwards, I worked on console action games as part of the Visceral studio. I was the Creative Director for the 2007 game "The Simpsons", and was the Executive Producer and Creative Director for the 2009 game "Dante's Inferno".
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[JK] I haven't played in a long while, but I do recall that after the game shipped, my wife and I played the retail version for some time -- we created ourselves, and experimented with having a baby ahead of the actual birth of our son (in 2007). Even though I'd been part of the development team, and understood deeply how the simulation worked, I was still continually surprised at how "real" our Sims felt, and how accurate their responses were to having a baby in the house. It really felt like "us"!
Now for some of the development and lore related questions:
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[JK] So I ended up in the incredibly fortunate position of creating the shipping neighborhoods for The Sims 2, and recruiting a few teammates to help me as we went along. 
Around the same time, we started using the Buy/Build tools to make houses we could save, and also bring them into each new build of the game (correcting for any bugs and incompatibilities). With the import tool, we could load Sims into these houses. In time, this "vanguard QA" process turned into a creative endeavor to define the "saved state" of the neighborhoods we would actually end up shipping with the game.
On playtesting & the leftover sims data on various lots:
Basically, we were in the late stages of development, and the Save Game functionality wasn't quite working. In order to test the game properly, you really needed to have a lot of assets, and a lot of Sims with histories (as if you'd been playing them for weeks) to test out everything the game had to offer. So I started defining a set of characters in a spreadsheet, with all their tuning variables, and worked with engineering to create an importer, so that with each new build, I could essentially "load" a kind of massive saved game, and quickly start playing and testing. 
It was fairly organic, and as the game's functionality improved, so did our starter houses and families. 
The thought process behind the creation of the iconic three neighborhoods:
I would not say it was particularly planned out ahead of time. We knew we needed a few saved houses to ship with the game; Sims 1, after all, had the Goth house, and Bob Newbie's house. But there wasn't necessarily a clear direction for what the neighborhood would be for Sims 2. We needed the game to be far enough along, so that the neighborhood could be a proper showcase for all the features in the game. With each new feature that turned alpha, I had a new tool in my toolbox, and I could expand the houses and families I was working on. Once we had the multi-neighborhood functionality, I decided we would not just have 1 starter neighborhood, but 3. With the Aging feature, Memories, a few wacky objects, plus a huge catalog of architectural and decorative content, I felt we had enough material for 3 truly distinct neighborhoods. And we added a couple of people to what became the "Neighborhood Team" around that time.
Later, when we created Strangetown, and eventually Veronaville, I believe we went back and changed Pleasantville to Pleasantview... because I liked the alliteration of "Verona-Ville", and there was no sense in having two "villes". (To this day, by the way, I still don't know whether to capitalize the "V" -- this was hotly debated at the time!)
Pleasantview:
Anyway, to answer your question, we of course started with Pleasantview. As I recall, we were not quite committed to multiple neighborhoods at first, and I think it was called Pleasantville initially, which was kind of a nod to Simsville... but without calling it Simsville, which was a little too on the nose. (There had also been an ill-fated game in development at Maxis at the time, called SimsVille, which was cancelled.) It's been suggested that Pleasantville referred to the movie, but I don't think I ever saw that movie, and we just felt that Pleasantville kind of captured the feeling of the game, and the relaxing, simple, idyllic world of the Sims.
Pleasantview started as a place to capture the aging feature, which was all new to The Sims 2. We knew we had toddlers, teens, and elders to play with, so we started making families that reflected the various stages of family life: the single mom with 3 young kids, the parents with two teens, the old rich guy with two young gold-diggers, etc. We also had a much greater variety of ethnicity to play with than Sims 1, and we had all new variables like sexual orientation and memories. All these things made for rich fodder for a great diversity of families. Then, once we had family trees, and tombstones that carried the actual data for the dead Sims, the doors really blew open. We started asking ourselves, "What if Bella and Mortimer Goth could be characters in Sims 2, but aged 25 years? And what if Cassandra is grown up? And what if Bella is actually missing, and that could be a fun mystery hanging over the whole game?" And then finally the "Big Life Moments" went into the game -- like weddings and birthdays -- and we could sort of tee these up in the Save Game, so that they would happen within the first few minutes of playing the families. This served both as a tutorial for the features, but also a great story-telling device.
Anyway, it all just flowed from there, as we started creating connections between families, relationships, histories, family trees, and stories that we could weave into the game, using only the simulation features that were available to us. It was a really fun and creative time, and we wrote all of the lore of Sims 2 within a couple of months, and then just brought it to life in the game.
Strangetown:
Strangetown was kind of a no-brainer. We needed an alternate neighborhood for all the paranormal stuff the Sims was known for: alien abduction, male pregnancy, science experiments, ghosts, etc. We had the desert terrain, which created a nice contrast to the lush Pleasantville, and gave it an obvious Area 51 vibe.
The fact that Veronaville is the oldest file probably reflects the fact that it was finished first, not that it was started first. That's my guess anyway. It was the simplest neighborhood, in many ways, and didn't have as much complexity in terms of features like staged big life moments, getting the abduction timing right, the alien DNA thing (which I think was somewhat buggy up until the end), etc.  So it's possible that we simply had Veronaville "in the can", while we put the last polish on Pleasantville (which was the first and most important neighborhood, in terms of making a good impression) and Strangeville (which was tricky technically).
Veronaville:
But my personal favorite was Veronaville. We had this cool Tudor style collection in the Build mode catalog, and I wanted to ship some houses that showed off those assets. We also had the teen thing going on in the aging game, plus a lot of romance features, as well as enemies. I have always been a Shakespeare buff since graduate school, so putting all that together, I got the idea that our third neighborhood should be a modern-day telling of the Romeo and Juliet story. It was Montys and Capps (instead of Montagues and Capulets), and it just kind of wrote itself. We had fun creating the past family trees, where everyone had died young because they kept killing each other off in the ongoing vendetta.
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[JK] You know, I have never seen The Lone Gunmen, and I don't remember making any kind of direct references with the Strangetown Sims, other than the general Area 51 theme, as you point out. Charles London helped out a lot with naming Sims, and I'm pretty sure we owe "Vidcund" and "Lazlo" to him ... though many team members pitched in creatively. He may have had something in mind, but for me, I largely went off of very generic and stereotypical ideas when crafting these neighborhoods. I kind of wanted them to be almost "groaners" ... they were meant to be tropes in every sense of the word. And then we snuck in some easter eggs. But largely, we were trying to create a completely original lore.
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[JK] Well, I think we kind of pushed it with The Sims 2, to be honest, and I remember getting a little blow-back about Bunny Broke, for example. Bunny Broke was the original name for Brandi Broke. Not everyone found that funny, as I recall, and I can understand that. It must have been changed before we shipped.
We also almost shipped the first outwardly gay Sims in those neighborhoods, which was bold for EA back in 2004. My recollection was that we had set up the Dreamers to be gay (Dirk and Darren), but I'm looking back now and see that's not the case. So I'm either remembering incorrectly (probably) or something changed during development.
In general we just did things that we found funny and clever, and we just pulled from all the tropes of American life.
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[JK] The alien abduction started in Sims 1, with a telescope object that was introduced in the "Livin' Large" expansion pack. That's when some of the wackier ideas got introduced into the Sims lore. That pack shipped just before I joined Maxis in 2001; when I got there, the team had shipped "House Party" and was underway on "Hot Date". So I couldn't tell you how the original idea came about, but The Sims had this 50's Americana vibe from the beginning, and UFOs kind of played right into that. So the alien abduction telescope was a no-brainer to bring back in Sims 2. The male pregnancy was a new twist on the Sims 1 telescope thing. It must have been that the new version (Sims 2) gave us the tech and flexibility to have male Sims become pregnant, so while this was turned "off" for the core game, we decided to take advantage of this and make a storyline out of it. I think this really grew out of the fact that we had aliens, and alien DNA, and so it was not complicated to pre-bake a baby that would come out as an alien when born. The idea of a bunch of guys living together, and then one gets abducted, impregnated, and then gives birth to an alien baby ... I mean, I think we just all thought that was hilarious, in a sit-com kind of way. Not sure there was much more to it than that. Everything usually came from the designers discovering ways to tweak and play with the tech, to get to funny outcomes.
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[JK] Possibly we were just testing the functionality of the Wants/Fears and Memories systems throughout development, and some stuff got left over.
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[JK] I can't remember, but that sounds like something we would have done! I'm pretty sure we laid the groundwork for more stories that we ended up delivering :) But The Sims 2 was a great foundation for a lot of continued lore that followed.
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I once again want to thank Jonathan Knight for granting me this opportunity and taking the time from his busy schedule to answer my questions.
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anotherplumbob · 9 months ago
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Uberhood 2024 Update By AnotherPlumbob (CC free)
The Uberhood is an ongoing PROJECT where I’m creating a Cc-free savefile, with all the worlds and lore from The Sims 2 ported to The Sims 4. 
NOTE: In this update I've revamped PLEASANTVIEW only - if you were interested in the other worlds or premades, please note they remain exactly as they were in the previous versions.
It currently includes
1.- Remade Worlds
Pleasantview (Newcrest+Willow Creek)
Strangetown (Strangerville+Oasis Springs)
Veronaville (Windenburg)
Bluewater Promenade (Magnolia Promenade)
Three Lakes (Granite Falls)
Bluewater Bay [only partially built] (Brindleton Bay)
All the career lots (detective, hospital and science lab).
BEWARE: the rest of the worlds are either empty, half built or a mess in general.
2.- Families
The save includes all the premade families as well as the iconic townies that lived in those worlds in The Sims 2 times. They all have jobs, relationships, sentiments, lifestyles, reputations, etc. For Pleasantview sims only I've also included more lore in the form of milestones, added traits, midlife crisis, etc.
3. Required packs and How to Install (PLEASE READ)
THE SAVE IS CC-FREE BUT ALL EXPANSION, GAME PACKS,STUFF PACKS AND KITS RELEASED UP UNTIL MARCH 2024. 
If you don’t have all packs, sims may be half naked, and/or bald and stuff may be missing. Install at your own risk. 
In order to install:
BACK UP YOUR SAVES.
Download the the SAVE file.
Put the save in your SAVES folder.  Documents > Electronic Arts > Sims 4 > Saves. I changed the name of the file so that it will hopefully not overwrite any of your saves (including the previous v1). If your system prompts you to overwrite a save, do not click yes. Just change the name of the save (keep it 8 numbers but change the numbers) and try again.
Optional: Put the .package file (StrangetownTexts.package) in your mods folder. This file is used to change the Strangerville mystery a bit, and turn it into the Strangetown mystery (with custom texts, references to the Bella mystery, etc.). Please install it if you want to have some clues on what happened to Bella!! 
4. Play Order
There’s really no set play order but note that:
1.- Brandi Broke is pregnant and will give birth in 3 days regardless of who you play and regardless of whether aging is on or off, so play with her first if you want to be there for the birth.
2.- Same thing applies to Pascal Curious, who’s also pregnant at the start of the save.
5. Disclaimer and TOU
I’m just one person and there may be some bugs here or there, or naked sims or whatever. Feel free to report any bugs you find but I will only fix them if I consider them super relevant or game breaking, otherwise the save is provided as is and you install it at your own risk.
Also please don't waste your breath asking me to do X world, or add lore to Veronaville or Strangetown or whatever, because I will only do it if and when I'm inspired to do it - and the requests quite honestly stress me out.
THE TERMS OF USE ARE: Be nice and don’s steal others creations! 
Download: Sim File Share - Filehosting for Simmers
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hyacinth-sims · 9 months ago
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sims 2 premades as memes/texts/posts/etc. (-slides u a note during class- do u still think i'm funny y/n edition)
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malababatoja · 4 months ago
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Is somebody there? A few months ago me and @peanuttysims shared that we're starting to work on brand new Sims 2 Neighborhood based on crazy @budgieflitter Strangeview idea! If You didn't see it yet, then You definitely should! We're back with the HOT NEWS. Neighborhood is very close to be finished!!! I'll leave You with finished family pictures 👀 I hope You're as excited as I am!!! See Ya in the next Strangeview post 🥹 Credit for some of the icons on the pictures goes to @eddysims who did HQ Sims 2 icon pack 💚
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strangextown · 3 months ago
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Strangetober day 5 - “female rage”
Finally a sims 2 piece!!!! Kaylynn has had enough.
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evignonita · 1 year ago
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hello the queers two fandom i made this
sorry for the inactivity hhe7ejeo
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thesims2comics · 6 months ago
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(if a ship is on this chart that is actually (un)popular please know that this is based on the stuff i just happen to see on tumblr over the past few years.)
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harmonyckrs · 5 months ago
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"Every show has one" but it's the three base game neighborhoods from the Sims 2
Posted another version on the sims 2 subreddit and adjusted it accordingly according to some feedback I got on there so if you see a similar one there it's probably also from me
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vidcuntcurious · 1 year ago
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the caliente family dina got the inheritance after mortimers death and invested in a house for her and her girl! btw dina is the Mother that stepped up for and i think thats beautiful
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meliesims · 2 months ago
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Fiesta Swim Center 2/2.
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microscotch · 11 months ago
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base game cover recreation but with characters that actually appear
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jacethegaymer · 3 months ago
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I know it’s been over a week since The Sims 2 20th anniversary, but me and several simmer artist have been working on the art collab and it’s finished!
@simstraffikcone - Cassandra, Angela, Titania
@fierce-sims - Romeo and Mercutio Monty
@evignonita - Pascal Curious and Nervous Subject
@sirensskai - Tank and Ripp Grunt
@iliketarotcards - Loki and Erin Beaker
Me/JaceTheGaymer - Lilith Pleasant and Jill Smith
@eilyca - Circe Beaker
@chuubachelor - Lola Curious and Chloe Curious
@simmerprincess17 Brandi Broke
Avatar Arkmage - General Buzz Grunt
@push-tet Puck Summerdream
@twoleafsimmer Vidcund Curious
If your wondering what took me so long with this post after it was finish, well Helene hit where I was and I was out of power for a day along with internet for a few days but things are back to the way it is!
Anyways enjoy!
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push-tet · 11 months ago
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a u vas mems proshlogodnie
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it's time to clean my laptop to download minecraft + meme from last year with Helena and Paris
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