Literally hundreds of household objects like couches, beds, refrigerators, telephones, and decorations are available to specialize the appearance and function of every room, and the residents interact with them in highly intuitive ways to satisfy their various needs.Characters in naturally age through six distinct life stages which total approximately one hundred in-game days from birth to death from old age.

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Jobs, which traditionally simply removed sims from play for a number of hours, have been spiced up with the addition of "chance cards" which describe a work-related dilemma and allow the player to choose how the character should react.

Picking correctly leads to bonus pay, instant skill points, and unexpected promotions, while poor choices can lead to demotions and even unemployment.

The homes in the game are fully customizable thanks to a robust design system that lets players adjust every aspect of the architectural layout and furnishings on the property.

is the first full-fledged sequel to the popular "life simulation" franchise in which players furnish the homes and supervise the lives of virtual inhabitants known as sims.

Each sim has a distinct personality and set of goals, and typical gameplay revolves around acquiring a job, developing relationships with other characters, and managing a spectrum of personal needs and desires to help them fulfill their dreams.

The game was first released for the PC in September of 2004, with ports to multiple consoles arriving in late 2005.

Despite the fact that every version bore the same title, these console versions were heavily modified to suit the limitations of their respective platforms.

The PC version of is not only the first version released, but also the only one which enjoys access to free downloadable content, fan-made mods, and the record-setting seventeen expansion packs that have followed.

It retains the same concept of open sandbox-style gameplay and emergent storytelling found in its predecessor, albeit with a major overhaul of virtually every aspect of the underlying mechanics.

has the player taking omniscient control over a household and directing the semi-autonomous inhabitants in coping with their daily routines.

In a broad sense, this means guiding them in keeping the house clean, meeting and befriending the neighbors, finding work, and addressing their eight basic Needs such as Hunger and Fun to remain healthy and happy.