Sims - language and representation Flashcards
What genre is the Sims
Strategic life simulation, where the player acts as a god-like force
What’s the overall plot of Sims
Focused on simulating the life and experiences of virtual people (Sims) which were impacted on by the choices made by the player. Players can control their lives by scheduling exercise, reading, eating and work. The intervention of players will determine the way the Sims life develops
How is the narrative of the game unconventional?
It doesn’t use a quest narrative, the player does not play a hero role and there’s no specific conflict or resolution. Players roam freely and rather than having a pre-determined narrative, players engage in the environment as they wish: this makes it a sandbox narrative
In what way does the game offer the player control over the media language which represents the environment?
Make choices about the way characters and locations look. There’s a large range of architectural styles and inside homes players can choose the decor.
Which aspect of appearance cannot be customised by the player? What’s the effect of this?
only one body shape available for each gender. This could cause naturalisation of body size and follows hegemonic views about beauty standards
What’s the colour and animation of the media language like? Why?
Bright primary colours helps to create a fun, upbeat tone. The cartoon like style however is more cartoonish and simplistic in visual design, which again reflects the more light-hearted tone of the game.
How would Baudrillard be applied to the game?
The Sims is a simulation and creates a hyper reality or implosion given it may be a more appealing reality than reality itself and the lines between media and reality become blurred.
As players play, they develop a strong sense of identification with the Sims, allowing the player to ‘feel’ as they engage. The player for example is likely to feel satisfaction when finishing a task - this is generated by nothing more than a representation (or a simulacra)
What ideologies are conveyed through the Sims?
-Materialism
-Consumerism
In both these, a person’s status is related to what they purchase
What makes the game progressive in terms of representation?
You can make the player any race or gender (although no option yet to identify as non-binary), meaning the game is not dominated by white males and is instead more progressive with a wider range of representation. Players are able to choose or reject traditional gender roles as they play.
However, how progressive the game is still depends on the player; the game in itself is not progressive
What would Gauntlet argue about the game?
Because you can choose to be any race, sexuality or gender, there are much greater opportunities to ‘pick and mix’ and base your own identity from characters in the game. This allows for the ongoing project of the reflexive self
However, the choosing of personality type such as sporty or bookworm can lead to the narrowing of identities. Although this could still be used to create countertypes as a bookworm could be made outgoing and attractive while sporty sims could be made timid
What would Van Zoonen argue about the target audience and gameplay?
Much of the gameplay is based on domestic roles and so it can be assumed by some that the game targets a predominantly female audience. Van Zoonen would see this assumption as reflecting hegemonic attitudes, although the game itself doesn’t impose these attitudes to gender: whether or not females are portrayed as active or passive will depend on the players choice. However, the game doesn’t award passivity so females are likely to be encouraged to engage in social, professional and domestic activities. Characters are valued by achievements rather than gender or appearance.
How does the game represent LGBTQ+?
The game includes various relationships, allowing players to reflect different sexualities, defying heteronormativity. Sexual identity is not fixed, making it progressive
What helps to give the game a cartoonish, somewhat unrealistic and light-hearted atmosphere?
The game is isometric - there’s no horizon, no foreshortening and no parallax of objects. This means every object looks the same size, even if far away
The Sims also use Simlish rather than human language. The delivery and tone of gibberish conveys emotional meaning without the need for dialogue
How can Todorov be applied to the Sims?
There is no clear equilibrium or other stages due to the open nature of game play. The Sims is challenging traditional narrative structures
However, Todorov may be able to be applied to micro-narratives:
equilibrium - the sim lives in a small house with limited furnishing
disruption - a new task appears
recognition - the player clicks on the task (i.e. buy a tv)
attempt to repair - the player opens the item tab and buys a TV
Ne equilibrium - the sim can now watch TV
Why can the game be said to not reflect true reality as it keeps the game light hearted? What’s an example of a negative element of life still included?
EA avoids including dark and distressing real-world societal problems such as racism, poverty, climate change, murder and miscarriage
However, elements such as morning sickness have been included to add verisimilitude