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This is an accepted version of this page This is the latest accepted revision, reviewed on 21 January 2025. 2014 video game 2014 video game The Sims 4 Cover art since 2019 Developer(s) Maxis [a] Publisher(s) Electronic Arts Director(s) Michael Duke Berjes Enriquez Jim Rogers Robert Vernick Producer(s) Kevin Gibson Grant Rodiek Ryan Vaughan Designer(s) Eric Holmberg-Weidler Matt Yang Artist(s ...
The Sims is a franchise of life simulation games developed by Maxis and published by Electronic Arts.It has sold over 200 million copies amongst all platforms and installments, making it one of the best-selling video game franchises of all time. [1]
The Sims FreePlay is a strategic life simulation game developed by EA Mobile and later with Firemonkeys Studios.It is a freemium version of The Sims for mobile devices; it was released for iOS on December 15, 2011, [1] released for Android on February 15, 2012, [2] released for BlackBerry 10 on July 31, 2013, and released for Windows Phone 8 on September 12, 2013.
MySims is a video game developed by EA Redwood Shores and published by Electronic Arts as a spin-off to Maxis's The Sims franchise for the Wii and Nintendo DS in September 2007, re-released for Microsoft Windows and mobile phones in 2008, [1] and for BlackBerry in 2009. The game sold over 4 million units as of 2008.
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The Sims Medieval is a life-simulation game with action-adventure elements, having a more role-playing video game tone than past Sims games. [2] The storyline of the game is to build a successful kingdom by fulfilling the player's "Kingdom Ambition", which the player chooses at the start of the game.
The Sims Pet Stories is the second game released in The Sims Stories series, released for Microsoft Windows in June 2007, and for Mac OS X by Aspyr Media on September 9, 2007. [26] Aspyr released another port of The Sims Pet Stories for macOS on December 17, 2015, to the Mac App Store . [ 27 ]
Simlish is a constructed language devised by game designer Will Wright for the Sims game series developed by Electronic Arts.During the development of SimCopter (1996), Wright sought to avoid real-world languages, believing that players would grow to show disdain for repetitive dialogue.
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