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April 16, 2008 9:34 AM PDT

'The Sims' franchise hits 100 million units sold

by Daniel Terdiman

The Sims 3, which is expected to come out in 2009, is the third full iteration of the best-selling PC franchise in history. On Wednesday, EA announced The Sims has sold 100 million units since it first launched in 2000.

(Credit: Electronic Arts)

If you lined up the boxes of the 100 million units of The Sims products that have sold since Electronic Arts' monster-hit franchise first launched in 2000, they would stretch from New York to Moscow.

Forgetting for the moment that many of those boxes would become awfully soggy if lined up like that, it's worth giving a curtsy of respect and admiration to EA and The Sims franchise for reaching the 100 million units sold mark, which EA announced Wednesday.

(Credit: Electronic Arts)

Originally, The Sims was a not-well-loved stepchild of Will Wright's hit games, Sim City and its brethren. But legend has it that the EA brass wasn't too excited about an extension of that series that tasked players with running whole families as the goal rather than building cities or buildings or helicopters.

But Will Wright isn't the reigning numero uno superstar of the video game world for nothing, and when the original The Sims hit the market back in 2000 it almost immediately became a phenomenon of unparalleled success, eventually spawning a franchise with two (so far) major iterations and seemingly dozens of expansions that allowed players to be rock stars, students, have special pets, and so much more.

Wright, in fact, became such a rock star himself that he was able to spin off Maxis, the company he founded and then sold to EA, as a separate studio that for the last few years has been focusing exclusively on Spore, an evolution game that some have jokingly called "Sim Everything."

Spore, in fact, is likely to be the king of all god games, the genre that The Sims popularized. In a god game, players control the world around them, building things and destroying others. The progress of the environment is entirely up to them, as are the fates of all the characters in the game.

Of course, not every iteration of The Sims has been a hit. After watching the original The Sims vault to the top of the charts, EA decided to release a multiplayer, online version. The resulting The Sims Online became the poster child for how not to build a social virtual world, and after sputtering and coughing for a year or two, it more or less disappeared from radar as other virtual worlds took its place in the public eye. Recently, EA has relaunched it as EA Land, promising to fix some of the major problems that plagued The Sims Online, like not being able to create true user-generated content.

But that was all just a sideline, as the regular, single-player The Sims games marched on to total dominance in the industry. Only a few games are even in its league, titles like the Halo and Grand Theft Auto franchises, and maybe one or two others.

These days, The Sims is available in 60 countries and in 22 languages. Its community Web site attracts 4.3 million unique visitors a month, EA says, who, in total, have made more than 70 million original creations. The more than 100,000 videos The Sims players have made have generated 200 million views.

For me, while I've never been a big-time player of The Sims, I hold the game in a special place in my heart, because pretty much the first tech culture story I ever wrote, the one that I attribute to really getting my career started, was about the emergent behavior of players using the wedding album feature in the original The Sims. Almost everything I've done professionally since has emerged, in one way or another, from that article I wrote in the summer of 2003.

So, while celebrating 100 million units sold is really nothing more than a marketing milestone, it is nonetheless noteworthy and a visceral sign of something really, really big and which has made a real mark on society. The game, in all its iterations, is the leader in what is now a growing field, and at EA, has been recognized by being made into one of the video game giant's four distinct divisions.

Think about that for a moment. A game the company wasn't really all that hot about making in the first place ended up becoming one of its four major divisions.

A tip of the hat to The Sims.

Daniel Terdiman is a staff writer at CNET News covering games, Net culture, and everything in between. E-mail Daniel.
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Add a Comment (Log in or register)
EA Land
by ALLENSIM1 April 16, 2008 11:49 AM PDT
EA Land is Joke...custom content that consists mostly of skinning current objects with bitmaps. And the few things you can "make" that are "custom content"....Second Life and There Do a better job of custom content...EA needs to just close the doors on EA Land and stick with the sims. Kudos to the developers and players that have tried to bring The sims online(Ea Land ) back to life, but some things are better off to die a graceful death then suffer along.
Reply to this comment
What was wrong with The Sims Online
by William002 April 16, 2008 9:23 PM PDT
The problem with The Sims Online was that they was trying to do too much. All they had to do was make it an Online (offline Sims game)

Start players off with a lot, a nice size house and allowed them to take jobs at player Run Businesses and allow people to vist other people's lot and then maybe adding some of the points stuff.

Focusing the online version so much on players gaining skills I think is what killed the game.

HEY EA!

want to make another killer franchise or want to do a online MLM that will actually make you money!?

Find the owner of the Capitalism video game (business game. Very good) buy the rights produce one that makes it a little more realistic and then build an Online MLM version of it. I've been playing Capitalism II for about 3 years now its a really great game and would be a perfect fit for Maxis
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About Geek Gestalt

Daniel Terdiman, uniquely positioned to take you into the middle of another side of technology, chronicles his explorations of the "fun beat," from cultural phenomena such as Burning Man to cutting-edge aircraft to game conventions.

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