Display Bilingual:

00:00
Why do people love "The Sims"? 00:00
Could it have something to do with "Duck Dynasty"? 00:02
00:04
Even if you somehow missed Will Wright's 00:08
"The Sims," the best-selling PC game of all time, 00:10
it still needs little introduction. 00:13
That's because you basically live it every day. 00:15
You wake up. 00:17
You go to work. 00:18
You hit the gym. 00:19
And then you find your virtual girlfriend 00:19
in an embrace with Carlos from down the street. 00:21
Mi amigo Carlos, por que? 00:23
Then you find a glitch and end up in a suit 00:25
made of your own skin. 00:27
Oh, wow. 00:28
So maybe your life isn't quite so dramatic. 00:29
So why then, is a game about the humdrum 00:31
existence of everyday life so freaking popular? 00:33
So there's a couple reasons just right off the bat. 00:35
One reason is that you can be, well, you. 00:37
You can make a Sim that looks like you, acts like you, 00:40
and accessorizes like you. 00:42
As Will Wright once cynically said, 00:44
"No game designer can go wrong overestimating the narcissism 00:46
of their players." 00:49
And just like in life, your ambitions 00:50
are lofty and goal-driven. 00:52
Owning a lakeside mansion, or hooking up 00:53
with the perfect guy, girl, or centaur 00:55
can be better motivation than high scores. 00:57
Which is ironic, as the game is meant 01:00
to be a critique of consumerist culture. 01:02
But the similarities to your everyday life 01:03
go even further than that. "Sims 2" 01:05
included life stages which allowed 01:07
your Sim to age from a baby to your uncle Eddie. 01:09
In perhaps one of the strangest nods ever to philosopher 01:11
David Hume, "Sims 3" added Moodlets. 01:13
My current Moodlet is Eureka. 01:16
Also, Very Hungry. "Sims 4" will add 01:18
even more complicated emotions, such as anger, vulnerability, 01:20
and titillation. 01:24
But lots of games have complex characters 01:25
with a range of emotions. 01:27
So why do people get so deeply drawn into this one? 01:28
Well, I may have found a clue during one of my weekend "Sims" 01:31
binges in the form of Lena, a 20-year-old Finnish Simmer, who 01:35
published this on her Tumblr. 01:38
A dramatic reading. 01:39
"Darren goes every now and then to remember his wife 01:40
and tell her how things are. 01:42
Apart from still mourning her, his life is looking better." 01:44
There's another clue in the form of "My Darling 01:47
2," a 28-chapter soap opera about a family named Darling. 01:50
It even has dialogue. 01:53
The Sims don't speak English. 01:55
[GIBBERISH] 01:56
[LAUGHTER] 01:57
OK, here's what's really weird. 01:59
Although these people are in the driver's seat of the game, 02:00
they talk about their Sims as if they have no control over them. 02:03
And yes, the Sims do have some semblance of logic. 02:06
But ultimately, you're in control of their life goals. 02:09
You know, like taking a shower. 02:12
So here's what I'm thinking. 02:13
Maybe "The Sims" is so incredibly popular 02:14
because it's the ultimate reality television 02:16
show, where you're both the director and the audience. 02:18
All right, let me explain. 02:21
This isn't a criticism. 02:22
The things that we love about reality television 02:23
aren't so different from the things 02:26
that we love about "The Sims." 02:27
Oh, my girlfriend happened to walk in. 02:28
She's pissed. 02:30
Is there really that much difference 02:30
between Kandi's wedding planning on "The Real Housewives 02:32
of Atlanta" and your average Sims dinner party? 02:34
Eh, not really. 02:37
Both are crammed with over-the-top drama, which is 02:38
why it's so much fun to watch. 02:40
Go and [BLEEP]. 02:42
And what we get from "The Sims" and the "Shahs of Sunset" 02:43
is a reality that's manufactured to generate a lot of conflict. 02:46
It's like going on an insane person safari. 02:49
[BLEEP]. 02:51
Get the [BLEEP] out of here. 02:51
But here's the crazy part. 02:53
The fact that it kind of is and kind of isn't real 02:54
is exactly what we love about it. 02:57
A 2005 study of TV audiences found 02:59
that people who love reality television 03:01
revel in its contradictory nature. 03:03
They know it's not 100% real. 03:05
But people enjoy the tension of figuring out how real 03:07
or manufactured it actually is. 03:10
Was that explosion at the shop generated by the director? 03:12
Or is that spat between Kourtney and Kim genuine? 03:15
No. 03:20
All right. 03:21
Are the cast of "Duck Dynasty" actually 03:22
that dumb in real life? 03:24
It don't take a physician to understand those physics. 03:25
In the case of Phil Robertson, yes. 03:28
With "The Sims," you're constantly 03:29
engaged with the question-- how much 03:31
am I doing this vs. how much is the computer running things? 03:32
Is it my fault when Susan kisses Mike and Tony gets devastated? 03:35
Or when Amy fails out of school and turns into a vampire? 03:39
To fans, it seems like the Sims are actually 03:42
living out their lives. 03:45
You feel like you know them, the way that you know Evelyn 03:46
from "Basketball Wives," even though you don't really 03:48
want to. 03:50
If you don't like me, too bad. [BLEEP]. 03:51
Because of this, it feeds our craving 03:53
for what academics call confessional culture, which 03:54
is just a fancy way of saying that we like 03:56
to eavesdrop on the lives of others, 03:58
as #rooftopbreakup proves. 04:00
Research shows that reality television 04:02
appeals to people's desire to observe 04:04
real people rather than actors. 04:06
"The Sims" is so convincing that it kind of has the same effect. 04:09
We can be a fly on the wall without ever really feeling 04:12
guilty. 04:14
And we can do this because "Sims" and reality TV 04:15
never end. 04:18
[MUSIC PLAYING] 04:18
04:21
NARRATOR: Next time, on "The Real--" 04:23
Since they're not tied to some narrative goal 04:25
about a starship that's the last hope for humanity, 04:27
there's no need for it to stop. 04:29
Even if you die of starvation while doing lunges at the gym, 04:31
your Sims can still come back from the dead. 04:34
Just like Vanilla Ice, who reality TV revived. 04:36
NARRATOR: Word to your contractor. 04:39
Sunday at 8:00. 04:40
Both reality TV and "The Sims" play 04:41
with the idea of a media-constructed narrative. 04:43
What we love about both of them are the blurry lines, 04:46
the contradictory nature of something 04:48
that feels kind of organic, but also kind of designed. 04:49
We like to set the wheels in motion 04:53
and just see what happens. 04:54
In the '60s, historian Daniel Bornstein 04:55
worried that we were moving towards a world 04:58
where fantasy would be more real than reality. 04:59
He was right. 05:02
But "The Sims" demonstrates that all people really 05:03
want is a little bit of romance, betrayal, and backstabbing, 05:05
and to not have to personally deal 05:08
with any of the consequences. 05:09
Woohoo! 05:11
Also, to have to go to the bathroom. 05:11
Oh. 05:13
Uh-uh. 05:13
Perhaps this reality isn't quite so bad. 05:14
What do you think? 05:16
Why are "The Sims" so popular? 05:16
Hash it out in the comments. 05:18
And if you like what you saw, please subscribe. 05:19
And I will see you next week. 05:21
Oh, and before I forget, if you haven't ever 05:23
read "The Sims" patch notes, you really should. 05:25
It's the funniest thing ever. 05:27
Seriously. 05:28
We'll put a link in the description. 05:29
So we didn't plan this, but Mike over at "Idea Channel" 05:30
also did a video on reality television. 05:33
In his case, he's looking at its relationship to surveillance. 05:35
You should check it out. 05:38
Last week, we asked why there hasn't 05:40
been another "Minecraft." 05:41
Let's see what you had to say. 05:43
To John Lambie and tons of the rest of you, 05:44
this was by far the most popular comment, 05:46
yes, there have been lots of other clones of "Minecraft." 05:49
We mentioned that in the video. 05:51
But what I'm trying to say is this larger question 05:53
of why hasn't there been another "Minecraft," 05:55
I'm not talking literally. 05:57
There have been games like "Terraria," 05:58
games like "FortressCraft," that pay direct homage 05:59
to a game like "Minecraft." 06:02
I'm speaking more metaphorically, 06:03
that if "Minecraft" is as revolutionary as we think 06:04
it is to be, we would see these wider 06:08
effects in the outside world, similar to other types 06:09
of invention. 06:12
Also, it's worth noting on the whole clones thing, 06:12
if you look at other mediums, you can see some good examples. 06:14
So for example, the film "Bonnie and Clyde," 06:17
which was released in the '60s, was a big inspiration 06:19
for what was called the American New Wave. 06:21
Sure, I'm sure there are other people who made other crime 06:23
movies with a guy and a girl, and they get in a car, 06:26
and they go shoot people. 06:28
I'm sure other people cloned that movie exactly. 06:29
But there are other movies that were inspired 06:31
by "Bonnie and Clyde" that were part of that movement that 06:33
didn't follow those rules exactly to a T. It 06:36
was part of a broader movement. 06:37
I think what we're asking here with "Minecraft" 06:39
is why we're not seeing, not just clones, 06:41
but a larger movement towards these procedurally 06:42
generated worlds, outside of the ones 06:45
that I had already mentioned. 06:47
There are two games that you all did point out-- "Rust" 06:48
and "No Man's Sky"-- which I do think are emblematic of this 06:50
post "Minecraft" existence. 06:53
Maybe there will be more games like this in the future. 06:54
I sure hope so. 06:57
To CaptainAlliance and the others of you 06:57
that point out that "Minecraft" is not, in fact, endless. 06:59
There is an actual limit to the edge of the world. 07:01
That's a really good point. 07:04
I guess I could go back and say, yes, I 07:05
was speaking, like, endless in a metaphorical sense. 07:06
But I won't do that. 07:09
That was a mistake. 07:10
And thanks for pointing that out. 07:11
I'm curious if anyone has actually 07:12
seen the end of "Minecraft." 07:14
If you have, leave a note in the comments. 07:15
drawnman1 astutely points out that part of the reason 07:16
that we haven't seen a "Minecraft 07:19
2" is that there are so many aspects of "Minecraft" that 07:21
allow you to build things for yourself 07:23
through skins, mods, et cetera, et cetera. 07:24
And certainly, "Minecraft's" very generous terms 07:26
of service, as I pointed out, allow people 07:29
to create new things without the fear of lawyers stepping in 07:31
and whatnot. 07:34
So yes, no need for a "Minecraft 2" 07:34
if you can sort of make a "Minecraft 2" for yourself. 07:36
Cuong Doan argues that everything in "Minecraft" 07:39
has already been created, so there's no need for updates 07:41
because people in the community have already 07:43
created all the things that need to be created. 07:45
This reminds me of a statement that the Postmaster General 07:47
made around the turn of the century 07:49
where he argued that he wouldn't issue any new patents 07:50
because everything that could be created 07:52
had already been created. 07:54
That's what's so exciting, right? 07:56
The idea of the adjacent possible 07:57
that I alluded to in the video. 07:59
That there are these amazing things out there 08:00
that are just waiting to be built, like that 3D 08:02
printer that someone built in "Minecraft" just 08:04
a couple weeks ago. 08:06
Yes, that's what's so, so exciting 08:07
is that there are other creators waiting out there 08:08
to make amazing, amazing things. 08:10
I look forward to seeing what those are. 08:12
08:15

– English Lyrics

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Lyrics & Translation

[English]
...
Why do people love "The Sims"?
Could it have something to do with "Duck Dynasty"?
...
Even if you somehow missed Will Wright's
"The Sims," the best-selling PC game of all time,
it still needs little introduction.
That's because you basically live it every day.
You wake up.
You go to work.
You hit the gym.
And then you find your virtual girlfriend
in an embrace with Carlos from down the street.
Mi amigo Carlos, por que?
Then you find a glitch and end up in a suit
made of your own skin.
Oh, wow.
So maybe your life isn't quite so dramatic.
So why then, is a game about the humdrum
existence of everyday life so freaking popular?
So there's a couple reasons just right off the bat.
One reason is that you can be, well, you.
You can make a Sim that looks like you, acts like you,
and accessorizes like you.
As Will Wright once cynically said,
"No game designer can go wrong overestimating the narcissism
of their players."
And just like in life, your ambitions
are lofty and goal-driven.
Owning a lakeside mansion, or hooking up
with the perfect guy, girl, or centaur
can be better motivation than high scores.
Which is ironic, as the game is meant
to be a critique of consumerist culture.
But the similarities to your everyday life
go even further than that. "Sims 2"
included life stages which allowed
your Sim to age from a baby to your uncle Eddie.
In perhaps one of the strangest nods ever to philosopher
David Hume, "Sims 3" added Moodlets.
My current Moodlet is Eureka.
Also, Very Hungry. "Sims 4" will add
even more complicated emotions, such as anger, vulnerability,
and titillation.
But lots of games have complex characters
with a range of emotions.
So why do people get so deeply drawn into this one?
Well, I may have found a clue during one of my weekend "Sims"
binges in the form of Lena, a 20-year-old Finnish Simmer, who
published this on her Tumblr.
A dramatic reading.
"Darren goes every now and then to remember his wife
and tell her how things are.
Apart from still mourning her, his life is looking better."
There's another clue in the form of "My Darling
2," a 28-chapter soap opera about a family named Darling.
It even has dialogue.
The Sims don't speak English.
[GIBBERISH]
[LAUGHTER]
OK, here's what's really weird.
Although these people are in the driver's seat of the game,
they talk about their Sims as if they have no control over them.
And yes, the Sims do have some semblance of logic.
But ultimately, you're in control of their life goals.
You know, like taking a shower.
So here's what I'm thinking.
Maybe "The Sims" is so incredibly popular
because it's the ultimate reality television
show, where you're both the director and the audience.
All right, let me explain.
This isn't a criticism.
The things that we love about reality television
aren't so different from the things
that we love about "The Sims."
Oh, my girlfriend happened to walk in.
She's pissed.
Is there really that much difference
between Kandi's wedding planning on "The Real Housewives
of Atlanta" and your average Sims dinner party?
Eh, not really.
Both are crammed with over-the-top drama, which is
why it's so much fun to watch.
Go and [BLEEP].
And what we get from "The Sims" and the "Shahs of Sunset"
is a reality that's manufactured to generate a lot of conflict.
It's like going on an insane person safari.
[BLEEP].
Get the [BLEEP] out of here.
But here's the crazy part.
The fact that it kind of is and kind of isn't real
is exactly what we love about it.
A 2005 study of TV audiences found
that people who love reality television
revel in its contradictory nature.
They know it's not 100% real.
But people enjoy the tension of figuring out how real
or manufactured it actually is.
Was that explosion at the shop generated by the director?
Or is that spat between Kourtney and Kim genuine?
No.
All right.
Are the cast of "Duck Dynasty" actually
that dumb in real life?
It don't take a physician to understand those physics.
In the case of Phil Robertson, yes.
With "The Sims," you're constantly
engaged with the question-- how much
am I doing this vs. how much is the computer running things?
Is it my fault when Susan kisses Mike and Tony gets devastated?
Or when Amy fails out of school and turns into a vampire?
To fans, it seems like the Sims are actually
living out their lives.
You feel like you know them, the way that you know Evelyn
from "Basketball Wives," even though you don't really
want to.
If you don't like me, too bad. [BLEEP].
Because of this, it feeds our craving
for what academics call confessional culture, which
is just a fancy way of saying that we like
to eavesdrop on the lives of others,
as #rooftopbreakup proves.
Research shows that reality television
appeals to people's desire to observe
real people rather than actors.
"The Sims" is so convincing that it kind of has the same effect.
We can be a fly on the wall without ever really feeling
guilty.
And we can do this because "Sims" and reality TV
never end.
[MUSIC PLAYING]
...
NARRATOR: Next time, on "The Real--"
Since they're not tied to some narrative goal
about a starship that's the last hope for humanity,
there's no need for it to stop.
Even if you die of starvation while doing lunges at the gym,
your Sims can still come back from the dead.
Just like Vanilla Ice, who reality TV revived.
NARRATOR: Word to your contractor.
Sunday at 8:00.
Both reality TV and "The Sims" play
with the idea of a media-constructed narrative.
What we love about both of them are the blurry lines,
the contradictory nature of something
that feels kind of organic, but also kind of designed.
We like to set the wheels in motion
and just see what happens.
In the '60s, historian Daniel Bornstein
worried that we were moving towards a world
where fantasy would be more real than reality.
He was right.
But "The Sims" demonstrates that all people really
want is a little bit of romance, betrayal, and backstabbing,
and to not have to personally deal
with any of the consequences.
Woohoo!
Also, to have to go to the bathroom.
Oh.
Uh-uh.
Perhaps this reality isn't quite so bad.
What do you think?
Why are "The Sims" so popular?
Hash it out in the comments.
And if you like what you saw, please subscribe.
And I will see you next week.
Oh, and before I forget, if you haven't ever
read "The Sims" patch notes, you really should.
It's the funniest thing ever.
Seriously.
We'll put a link in the description.
So we didn't plan this, but Mike over at "Idea Channel"
also did a video on reality television.
In his case, he's looking at its relationship to surveillance.
You should check it out.
Last week, we asked why there hasn't
been another "Minecraft."
Let's see what you had to say.
To John Lambie and tons of the rest of you,
this was by far the most popular comment,
yes, there have been lots of other clones of "Minecraft."
We mentioned that in the video.
But what I'm trying to say is this larger question
of why hasn't there been another "Minecraft,"
I'm not talking literally.
There have been games like "Terraria,"
games like "FortressCraft," that pay direct homage
to a game like "Minecraft."
I'm speaking more metaphorically,
that if "Minecraft" is as revolutionary as we think
it is to be, we would see these wider
effects in the outside world, similar to other types
of invention.
Also, it's worth noting on the whole clones thing,
if you look at other mediums, you can see some good examples.
So for example, the film "Bonnie and Clyde,"
which was released in the '60s, was a big inspiration
for what was called the American New Wave.
Sure, I'm sure there are other people who made other crime
movies with a guy and a girl, and they get in a car,
and they go shoot people.
I'm sure other people cloned that movie exactly.
But there are other movies that were inspired
by "Bonnie and Clyde" that were part of that movement that
didn't follow those rules exactly to a T. It
was part of a broader movement.
I think what we're asking here with "Minecraft"
is why we're not seeing, not just clones,
but a larger movement towards these procedurally
generated worlds, outside of the ones
that I had already mentioned.
There are two games that you all did point out-- "Rust"
and "No Man's Sky"-- which I do think are emblematic of this
post "Minecraft" existence.
Maybe there will be more games like this in the future.
I sure hope so.
To CaptainAlliance and the others of you
that point out that "Minecraft" is not, in fact, endless.
There is an actual limit to the edge of the world.
That's a really good point.
I guess I could go back and say, yes, I
was speaking, like, endless in a metaphorical sense.
But I won't do that.
That was a mistake.
And thanks for pointing that out.
I'm curious if anyone has actually
seen the end of "Minecraft."
If you have, leave a note in the comments.
drawnman1 astutely points out that part of the reason
that we haven't seen a "Minecraft
2" is that there are so many aspects of "Minecraft" that
allow you to build things for yourself
through skins, mods, et cetera, et cetera.
And certainly, "Minecraft's" very generous terms
of service, as I pointed out, allow people
to create new things without the fear of lawyers stepping in
and whatnot.
So yes, no need for a "Minecraft 2"
if you can sort of make a "Minecraft 2" for yourself.
Cuong Doan argues that everything in "Minecraft"
has already been created, so there's no need for updates
because people in the community have already
created all the things that need to be created.
This reminds me of a statement that the Postmaster General
made around the turn of the century
where he argued that he wouldn't issue any new patents
because everything that could be created
had already been created.
That's what's so exciting, right?
The idea of the adjacent possible
that I alluded to in the video.
That there are these amazing things out there
that are just waiting to be built, like that 3D
printer that someone built in "Minecraft" just
a couple weeks ago.
Yes, that's what's so, so exciting
is that there are other creators waiting out there
to make amazing, amazing things.
I look forward to seeing what those are.
...

Key Vocabulary

Start Practicing
Vocabulary Meanings

narcissism

/nɑːrˈsɪsɪzəm/

C1
  • noun
  • - excessive admiration of oneself

ambitions

/æmˈbɪʃənz/

B1
  • noun
  • - a strong desire and determination to achieve success

cynically

/ˈsɪnɪkli/

B2
  • adverb
  • - in a way that shows a lack of faith in the sincerity or goodness of people

ironic

/aɪˈrɒnɪk/

B2
  • adjective
  • - happening in a way that seems deliberately strange or funny

critique

/krɪˈtiːk/

B2
  • noun
  • - a detailed analysis and assessment of something

consumerist

/kənˈsjuːmərist/

C1
  • adjective
  • - relating to or based on the consumption of goods and services

emotions

/ɪˈmoʊʃənz/

B1
  • noun
  • - a strong feeling deriving from one's circumstances, mood, or relationships with others

complex

/ˈkɒmpleks/

B2
  • adjective
  • - consisting of many different and connected parts

drawn

/drɔːn/

B1
  • adjective
  • - attracted or interested

binges

/bɪndʒɪz/

B2
  • noun
  • - a period of excessive indulgence in something

contradictory

/ˌkɒntrəˈdɪktəri/

C1
  • adjective
  • - mutually opposed or inconsistent

tension

/ˈtenʃən/

B2
  • noun
  • - mental or emotional strain

craving

/ˈkreɪvɪŋ/

B2
  • noun
  • - a powerful desire for something

confessional

/kənˈfeʃənəl/

C1
  • adjective
  • - revealing personal secrets or feelings

adjacent

/əˈdʒeɪsənt/

B2
  • adjective
  • - next to or bordering on

revolutionary

/ˌrevəˈluːʃənəri/

C1
  • adjective
  • - involving or causing a complete or dramatic change

surveillance

/sərˈveɪləns/

C1
  • noun
  • - the action or process of watching or guarding someone or something

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