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The Sims Medieval (2011) The Sims Medieval embraces the middle ages in more ways than one: it brought the series from suburban colonials to towering castles, but it also introduced the Quest system, allowing players to send Sims on missions to improve their manors, keeps, and land.
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The Wishes system opened up a plethora of new career paths - the list goes on. Players can create their own worlds from scratch.
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There are more character customization options. The Sims 3 (2009) The Sims 3 is bigger, deeper, and more diverse than any earlier games in the franchise, significantly expanding the scope for later games. The Sims Carnival (2008) Although not as robust as many of the other entries, The Sims Carnival placed enough faith in players to allow them to create their own games and scenarios –– it began as an online community, but garnered enough popularity to justify two subsequent games rooted in the same aesthetic. It stands as one of the more eccentric spinoffs from Maxis' approach, even seven years after its release. It initially released for Nintendo Wii and DS, so the characters are more akin to Nintendo Miis, with stylized angles and childlike facial features. MySims (2007) As far as visuals go, MySims is one of the more drastic departures from the franchise's aesthetic. From an isolated tropical island to a dog show competition, The Sims Stories succeeds in telling focused, succinct plots. Maxis designed the Stories series to be more accessible, placing narrative over addictive gameplay. The Sims Stories (2007) Episodic games may be a staple in today's industry, but it was a new twist on The Sims formula seven years ago. More focus is placed on the human characteristics of the inhabitants, as players can guide Sims through the seven stages of life, forging a deeper connection that became a franchise mainstay. The Sims 2 (2004) The second numbered series entry was the first to have a fully-realized 3D world, and Maxis used that to its advantage. Although the servers only ran for six years before EA shut the doors, the first multiplayer Sims title set the stage for social innovation farther down the road. The Sims Online (2002) The Sims Online was Maxis' first attempt at bringing the series into the MMO space. The fixed 2D backgrounds don't hold up as well now, but the isometric perspective allowed enough detail to paint a living, breathing world –– it also set a precedent for later franchise installments. The Sims (2000) The inaugural game brought players from the urban setting of SimCity to a suburban neighborhood. It's gone from the suburbs, to college, and into the middle ages, inspiring sequels and spinoffs alike. Careers unfolded, relationships blossomed, and children matured (or didn't) under players' omnipotent control.Īnd although the core tenants of the series remain today, The Sims has undergone its fair share of iterations. The Sims is an addictive practice in voyeurism, allowing players to control businesses, households, and most importantly, the people therein. Maxis released The Sims, a daring small-scale spin-off of its massive SimCity franchise.