#sims pleasantview
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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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f1shart · 7 months ago
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I 💚 THE SIMS 2
hi gays my exams weren't that bad!! dare i say they were kinda easy! thank god cuz even tho i went on hiatus for 2 weeks my ass did NOT study ☠️ anyway i drew more sides horay hoorayy shart ^_^
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(the first 2 are from january so they look a bit different.. u guys already saw those tho)
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microscotch · 4 months ago
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ts4 cover feat ts2 characters, refresh edition 🎵
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just-ornstein · 6 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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lodgersims · 2 months ago
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As a Sims 2 player one of the most eerie things about playing the original game isn't necessarily the creepy/more liminal aesthetic or the repetitively endless gameplay, but the fact that almost all the pre-made Sims from the original game are inexorably doomed by the narrative.
There's something odd about Pleasantview specifically, where the majority of the returning Sim families live (save for Tara Kat, who seems... relatively fine). Like, the concept of the game is that twenty-five years have passed, and all of the returning characters are pre-baked into character arcs that communicate an unavoidable truth: You, the player, failed.
Bella Goth will disappear. Her brother (though in the original Sims we aren't aware that Michael Bachelor is her brother) will die, possibly murdered. Mortimer will be lost and alone. Cassandra will be stuck in an unloving engagement. The Newbie's daughter will be impoverished, a single mother whose husband died young, with two boys and another on the way. Daniel Pleasant will grow up to be a cheater. Jennifer Pleasant will never be an athlete like she wanted (her brother will). And though poor Johnny Burb never mentions Tucker anymore, you know that old dog died years ago. The Roomies, the Mashugas, the Hicks, the Charmings - all leave town... or worse, die out.
I think about Jeff Pleasant's bio in the first game: "Jeff and his family are new to the neighborhood. Can you help Jeff provide for his family and fulfill his lifelong goal of being the first man to walk on Mars?" And how it contrasts to Daniel's in the second: "Since his father Jeff died without achieving his dream of going to Mars, Daniel has felt an overwhelming guilt."
And sure, you can save the families of Pleasantview. You can choose for Mary-Sue to not go to work that day, or maybe Daniel never pursues Kaylynn Langerak again. You can give Cassandra a happy marriage, tame Don Lothario's womanizer ways. You can financially save Brandi Broke. You can get John Burb another dog. You can get Jennifer the career she always wanted. You can defy the scripted in-game prompts and say "No. I don't want to play like this." You can break the cycle, every time you play.
And yet, at the end of the day, no matter what you do... uninstalling the game and reinstalling it, maybe just deleting that Neighborhood folder, they are reset back to exactly where they were again. They're doomed to repeat it forever.
The game makes it clear that there are some things you aren't meant to change. A genie lamp or a Resurrect-O-Nomitron can bring back sims like Michael Bachelor, but you will pay for it in your neighborhood deteriorating to corruption. And no matter what you do, no force in the universe can bring Bella Goth back. The one in Strangetown isn't even really her, after all. And maybe she isn't. They say they deleted her in development, replaced her with a clone. Maybe that's what Bella Goth in Strangetown is. A clone. Maybe we were wrong, after all. Maybe she was never abducted by aliens. Maybe Don Lothario killed her. Maybe Dina Caliente killed her. Maybe Mortimer did. But you can't bring her back, no matter what you do. Recreate the original Bella, pixel by pixel, extract her data, make your zombie Bella. Build your own monster. Create a sim. But she will never recognize her family. Never see them as her own.
And she was never meant to.
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chumsims · 4 months ago
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A normal wedding in Pleasantview...
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emperorofthedark · 4 months ago
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The Dreamers used to go hard for Halloween.
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budgieflitter · 11 months ago
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WELCOME TO STRANGEVIEW
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oh hey its budgieflitter and her swap aus obsession again descriptions are under the cut 🔽
CALIENTE + LOTHARIO = BEAKER When Don got a date with the Caliente sisters, he thought he won a jackpot. What he did not expect, though, was to wake up next morning on an operation table in their basement. Will this test subject last or the sisters will have to look for a replacement soon?
GOTH = SPECTER Turns out not only relatives are buried in local oligarch's graveyard. Ever since Mortimer's wife Bella mysteriously disappeared, he became more reclusive than he already was. She was not the only victim - all of his daughter Cassandra's fiancés seemed to disappear one by one. Will Alexander get used to living with ghosts? Can Cassandra ever find love again?
BROKE + DREAMER = GRUNT Brandi and Darren found comfort in each other after a terrible tragedy struck their families, however it seems this comfort is about to crumble. Darren is determined to reach the stars someday, and Brandi would rather stay close to the ground. Will Dustin and Dirk ever get along? Will little Beau follow his stepfather's footsteps?
PLEASANT = SMITH
Daniel has been fascinated with space ever since his father's Mars expedition hit the news. Good thing he found a woman whose eyes reflect the beauty of the universe itself. Will Mary-Sue get her long-awaited promotion, and can Angela and Lilith make the right choices when it comes to love?
BURB = CURIOUS Jennifer is interested in the vastness of universe, but for a different reason her brother is. Where is she from? What really happened on her father's Mars expedition? Was it anything like the experience her husband went through during his abduction? Maybe the answer is much closer than she thinks.
OLDIE
Oldies have been a long-time residents of Strangeview. Unable to fulfill her role as a Birth Queen, Coral escaped with her beloved with a tiny alien aboard. Will Herb realize that the result of his last mission as a Pollination Technician is somewhere nearby? okayyyy i had so much fun making this. the idea hit me literally yesteday and i was on the rideee hope u enjoy ^_^
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akatsukink · 6 months ago
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ive been wanting to draw but ive been so busy... so um caliente sisters!
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fierce-stream1 · 9 months ago
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Save me tutorial Joe and Jane… save me…
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hyacinth-sims · 8 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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its-cassney-simtch · 1 year ago
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What If… The Sims 2 was an early 2000s drama movie? Pt. 2
DISCLAIMER: I DON’T support the usage of AI professionally, however it’s really fun to use it to create concepts like these 😭 some of y’all loved pt. 1 so feel free to drop some suggestions if you want more!
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specter-dollhouse · 25 days ago
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Cassandra as Sally from The Nightmare Before Christmas ⋆⭒˚.⋆
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microscotch · 10 months ago
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base game cover recreation but with characters that actually appear
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oceansmotion · 17 days ago
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Welcome to Gaudy Shore!
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Power, fame, wealth— for decades, Sims have come to Gaudy Shore seeking fortune. On the outside, the glitz and glamour are dazzling, but the dark, seedy underbelly of the city casts a long shadow. Will these families shine bright, or will the shadow swallow them up?
Featuring 12 households, Gaudy Shore sees the return of some much beloved and missed families from Sims 1! Set 25 years in the future, this hood can be played as a companion hood to Pleasantview, or on its own.
Every family has their own storytelling album so make sure to check them out!
Keeping reading to learn about the families in Gaudy Shore!
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Returning families:
The Mashuga Family
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Content to dance the night away, - every night, for decades, - Frankie and Sylvia Marie have taken a hands-off approach to raising their children. Now that they're in their twilight years, what are their kids willing to do to get what they believe is owed to them?
The Hick-Charming Family
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Elden only ever wanted what was best for his family, but somehow got himself involved in shady dealings. Charleigh is young and full of life, but will that get her into trouble with the boys? And will Clarke ever leave her bedroom?
The Jones-Smith Family
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The Jones-Smith family has been a pillar of the community for decades, and the death of Chris has sent everyone reeling. Nick has vowed to honor his mother by setting his career aside to focus on his family, but that's easier said than done.
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Michelle loves to dance, sing, and drink the night away, especially after the death of Mama Chris. Is her new interest in the town magnate genuine, or just another way to extend the party?
New Families:
The Banks Family
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Rich, powerful, beautiful— the Banks family is known throughout town for everything beauty-related. Obsessed with only herself, will Arie uncover her husband's secrets? Lux thinks of himself as a good man, but is he really? Will Benjamin choose to follow his heart or his mind?
The Ramoz Family
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Nora has always dreamt of being a famous movie star but has found mild success in the writing and voice acting world. Can that be enough for her, or will she strive for bigger and better things? Julien had his heart broken by his two best friends in the world. Can he ever forgive them? And will Carlos find himself involved in the shady underbelly of Gaudy Shore?
The Ermírio de Moraes Family
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Wealthy, powerful, lonely, José has it all… except love. Is he blind to reality, or is this new relationship the real deal?
The Jenkins Family
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Naive, sheltered Alyssa has lived her life under the strict thumb of her mother, Miriam. Will she be willing to ruin someone else's life to get the love and affection she's always desperately craved?
The Nelle Family
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Quiet and reclusive, only a few Sims in town really know the Nelle family, but it doesn't take a genius to notice that something isn't quite right with them.
The Waltzman Family
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Ever the partier, Wesley finally grew up and changed his outlook on life, but this has left him a little over protective of his sister, Wilma. Will he ruin her chances at happiness? And will he find love despite his ties to another?
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Heartbroken for years, Wilma has finally gotten over her first love… or has she? She just met Donovan, but will her wandering eye lead her to her family's demise?
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Four strangers living under one roof and a fresh divorce. Can Walda and Walter Waltzman get along after their divorce, or will they disrupt the perfect harmony Ines and Fernando Ermírio de Moraes have enjoyed for decades?
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Gaudy Shore features 12 playable households, 20 community lots, 3 apartment buildings, and 10 empty houses all built by me , except for Cafe Petit, a lot bin cafe (I like to think of it as a chain). Terrain also made by me. The hood comes with its own unique townies and strays; a few townies even own and work at some of the business around town!
This hood is not CC free but it isn't a lot
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CC that I didn't use a lot of and the hood is fine without:
Wire Fencing by Cyclonesue on TSR
Stair Wall Fix by JRW on MTS
Photos & Plaques Hide with Walls Down by Numenor on MTS I used A LOT OF PICTURES taken with the career reward camera and the walls are very cluttered with photos, so I do recommend this mod.
Diagonal 3t2 Bungalow Windows by Nysha on MTS
Natural De Fences by Rosebine on MTS
CEP by Numenor on MTS
CC that will alter the hood significantly:
Bespoke Build Set by Bespoke on MTS
Shiftable Everything by Lamare on MTS
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I've been working on this hood on and off for a long time now, and I'm so happy that it's finally finished. It is definitely a labor of love and I hope you enjoy it <3 While Gaudy Shore was originally intended to be a subhood to complement Pleasantview, there are no ties to PV at all and can be played on its own. Please make sure to check out all the story images I included, I had a lot of fun taking them! For those adding the hood as a subhood, José, Michelle, and the Waltzman kids have which apartments they are supposed to be in at the end of their bios. And for the retirement home, I left it as a normal residential lot, but can also be converted into an apartment lot, or you can maybe use dorm doors, or mods to set each apartment to the correct Sim.
I have also gone through every Sim to set their intended names across all languages, so if your game is not in English, the Sims should still have the names I gave them!
Thank you to everyone that helped me along the way and play tested the hood for me, I really appreciate you <3
Download Mainhood || Mediafire Box
Download Subhood || Mediafire Box
If the names got scrambled, you can use this program from MTS to fix them, it's really easy! Can also be used to fix any other neighborhoods that get messed up :)
Please let me know if the subhood version works as intended and does not yeet itself out of the game, test on a testhood!
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simnostalgia · 6 months ago
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SO many questions for the LA Chargers decision to use The Sims 2 as a marketing platform in 2024.
why?
2. where did you source your CC??? Who on your team was like "Well yes, I AM familiar with MTS."
3. did you make those outfits yourselves? Because if so, you need to change your graphics file settings because the quality is so low and I KNOW it's not because of your in-game graphics settings. Someone get the LA Chargers PR team on the phone, I need to show them how to fix the texture issue with bodyshop on modern PCs.
4. Why did you include Pleasantview townies??? At first I thought they were just there to fill out shots on public lots but you actually gave some of them makeovers?? Where the fuck are you getting 4t2 converted hairs???
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