[English]
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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.
...