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The Sims 4: Vampires is the fourth game pack for The Sims 4, released on January 24, 2017. It includes a new life state, Vampires , many Gothic -themed objects, new outfits, new interactions, new aspirations, new foods to make and new skills: Pipe Organ skill and Vampire Lore Skill.
This is an accepted version of this page This is the latest accepted revision, reviewed on 9 February 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 expansion also adds jewellery, allowing sims to have accessories separate from their clothing, such as necklaces or body piercings. [23] A number of new interactions are added; sims can learn culturally specific greetings from locals, [ 24 ] discuss their previous trips with other sims, [ 25 ] and talk about souvenirs they collected.
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This game content was redeemable at the official site using a code supplied by the retailer from which the player purchased, each retailer was often associated with an exclusive download. The Sims 2 Store was an online store where players of The Sims 2 for PC could purchase and download content for their game online for additional fees. It ...
The Sims 3: Ambitions is the second expansion pack for The Sims 3, released in North America on June 1, 2010. Ambitions introduces new professions that can be actively controlled by the player, unlike the careers in the base game. [34] A variety of new skills are also added alongside the ability to register as self employed for skills. [34]
Various foods. This is a categorically organized list of foods. Food is any substance consumed to provide nutritional support for the body. [1] It is produced either by plants, animals, or fungi, and contains essential nutrients, such as carbohydrates, fats, proteins, vitamins, and minerals.
It detailed various interaction styles present in these genres and extrapolated to future user interface and gameplay possibilities for these and other genres. Some of these have since been adopted by persistent worlds. For example, Second Life uses some of the gameplay investment and interface elements described in section 4 of the paper. [84]
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