Which Sims Game Has the Toughest Economy?

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
Hello! In this video, I'll be examining all four  generations of the Sims to try and figure out   which game has the most challenging economy for  Sims to survive in and how income and cost of   living in The Sims compares to real life. Then, on  a more subjective note, I'll be discussing how the   relative ease or struggle of economic survival in  The Sims impacts gameplay and what I might want to   see in a future generation of the game. Alright,  let's get into it. In the later generations of the   Sims, there are a lot more more ways to generate  income outside of a traditional job than there   are in the original game but I want to have a  meaningful metric to compare across all four   generations, so I'm going to be focusing only on  jobs found through the phone or computer that are   done outside of the home. I also want something  that can be used as a point of comparison to   real life a little later in this video, so I'm  going to be creating a proxy for the median wage   of each game by taking the average of the pay at  the third level of three different careers that   are present within every generation of the game:  Medicine, Culinary Arts, and Business. Obviously,   this is not a true median and you could get a  lot fancier with methodology here. For example,   you could assign probabilities to each type  of career and each level within careers and   generate random samples of a hypothetical Sims  population and take the actual median from that.   But I don't want to completely turn this into a  math video, so I'm not going to do anything more   complicated than a little selective average.  So why use level three for the median wage   proxy and not level five which would be the  middle of the career track? Like I said, I do   eventually want to compare this to reality and,  in real life, most businesses or public agencies   are structured in an organizational hierarchy  where you have a director or CEO at the top,   some deputies or VPs below, division directors,  upper management, middle and lower management,   and then everyone doing the work. There isn't  a route to the top levels for many people and,   at any given time, the bulk of the population will  be closer to the base of this structure. So if we   want a median salary we wouldn't take it from the  middle of this structure vertically, we would take   it from the middle of the actual population. And  obviously we're talking medians and not averages   because income inequality is so extreme that  the pay at the top levels received by a tiny   amount of the population is astronomical, so it  inflates the average making it meaningless as a   representation of the overall population. Which is  demonstrated here in this comparison of the median   pay for Ford and GM workers versus the pay for the  CEOs of those companies which is about 280 to 360   times higher. And that's on capitalism. But I'm  not Robert Reich and that's not what this video is   about, so let's get back to the game. In The Sims  1, pay is based on a daily rate. At level three of   the medicine career, you would be a nurse making  340 simoleons per day. In business, you'd be a   field sales representative making 250 and in the  culinary arts, you'd be a fast food shift manager   making 130. Big shout out to the Sims wiki for  making all of this information readily available,   saved me a lot of work. So 240 simoons is what  we'll call our median daily wage for The Sims 1.   Unlike the other generations, The Sims 1 does not  have weekends. There's no distinction between the   days at all, you just get up and go to work or  school every single day forever or until you die   from unnatural causes such as burning, drowning,  or starvation because there's also no aging. So   weekly earnings for The Sims 1 would be based on a  seven day work week. At level three of the jobs in   our sample, you either work a 6 or 7 hour day with  the average being 6.3 hours, making the median   hourly wage 38 Simoleons. And if we go off the  Sims 4 calendar which breaks seasons into weeks,   making 4 weeks a year, the annual salary would  be 6,720 simoleons. So now let's take a look   at the Sims 2. Weekends were one of the many  features added in The Sims 2 along with aging,   new life stages, aspirations, and wants and fears.  So Sims no longer have a seven day work week but   one thing that's interesting about the Sims  2, is that it maintains the same weekly pay   for each job position as in The Sims 1, at least  for the jobs in our sample. So you earn in five   days what you would have earned in seven in The  Sims 1. The number of hours worked per day is   consistent as well, so the hourly rate is the  only thing adjusted up from 38 to 51 simoleons   at our median level. As a side note, this could  be taken as a lesson for the modern workplace.   If innovations in technology have allowed us  to, say, produce in 32 hours what would have   previously required 40 or more, why not make 32  hours the standard work week while maintaining the   same annual pay? Back to the game, even the job  titles are all mostly the the same in The Sims 2,   so although it offers much more than the Sims 1 it  really feels like it's in the same universe which   is less true for the other sequels. The Sims 3  maintains most of the innovations added by The   Sims 2 in some form or another and adds an open  world to the game. At level three of the careers   in our sample, Sims continue to work a five day  week with similar hours, so six or seven per day,   but the titles and descriptions of the jobs have  all changed, so you get the sense that the Sims   3 is aware of its predecessors but it's a very  different beast. The median hourly wage in The   Sims 3 is pretty much the same as the Sims 1,  so that adjustment upward made in The Sims 2 to   account for weekends has essentially been reversed  meaning that your Sims will earn fewer simoleons   on a weekly or annual basis than they would in  1 or 2 at the third level of these traditional   jobs. It is a little different the farther you  get up the career tracks, but I'll speak to that   in a minute. First, let's take a look at the Sims  4. Like I mentioned at the top of this section,   there are plenty of ways to earn income outside of  traditional employment in later generations of the   Sims, though with the Sims 4 in particular you may  have to purchase quite a few packs to get access   to those features. That being said, when it comes  to traditional employment outside of the home,   Sims 4 Sims have it pretty bad. In a departure  from all three previous generations, the standard   work day at level three is 8 hours and that extra  time doesn't translate to increased earnings   because the hourly rate is low as well with the  average being 28 simoleons for the jobs in our   sample resulting in the lowest earnings across  the board on a daily, weekly, and annual basis.   However, if you do manage to make it to the top of  your career track, your earnings would likely be   the highest in The Sims 4. These are the averages  for the top of the culinary medicine and business   tracks across all generations and, as you can see,  Sims 4 Sims would earn the most overall. Although,   hourly wage at the top is highest in Sims 3 which  has an average work week of only 13.3 hours,   less than half as many hours as you'd be working  in The Sims 4. So with the lowest median wages,   highest top wages, and longest workday for the  average employee, The Sims 4 seems to be the   biggest outlier in the group which likely comes  as no surprise to anyone who is familiar with the   development of the series and the early intentions  for the fourth generation. That being said, median   wage on its own doesn't really tell us anything.  It can't be compared directly from one game to   another because cost of living is not static  across all four generations. So a Simoleon is   not necessarily worth the same in The Sims 1 as it  is in The Sims 4. Much like how what you could buy   with $7.25 back in 2009, the last time the U.S.  federal minimum wage was raised, would now cost   $9.93. Meaning that, ignoring taxes, something  with a cost equivalent to 40 hours of labor at   that $7.25 rate back in 2009, would now require  about 55 hours of labor. Neat. So in the next   section, we'll take a look at the cost of living  to determine what Sims' labor can buy them in each   game. For this section, I've broken cost into two  main categories: one-time costs such as housing   and furniture, and ongoing costs like bills,  food, childcare, and entertainment. For all of the   games, I'll be looking at costs through the lens  of the same four-person family with two adults,   one child, and one toddler. Or in the case of the  Sims 1, one baby that will have to be born during   gameplay since the Sims 1 does not have a toddler  life stage. So let's start with our one-time   costs, housing and furniture. Apartments are  not an option in The Sims 1, so, for continuity,   I placed all versions of the family in a single  family home and built basically the exact same   home in all four games. In all generations, I  went with the cheapest available lot and used the   same square footage, same number and placement of  doors and windows, and as close to the same items,   floors, and walls as possible. There are three  exceptions, one in every game except the Sims 3,   so I'll speak to those as I go over the housing  costs in each game. So starting off with the Sims   1, the exception in this build is that it does not  contain a potty chair and has a second single bed   instead of a crib or toddler bed because the  youngest child, Josie, will be going straight   from the baby stage to the child stage. Here are  the housing and furniture costs for The Sims 1.   I won't show this display for every game, but I  broke them out this way so I could separate out   the portion that would typically be included in  the house price in real life - which I'll get into   later - and so I could identify any potential  outliers for specific items. And guess what,   they're mostly in The Sims 4. But our Sims 1  total cost is 19,202 simoleons and without the   furniture and electronics, it is 14,218. Moving  on to the Sims 2. The one unique difference for   this build is that you have to pay to level  the land in The Sims 2 in order to build on   it. So that added 91 simoleons to the lot cost but  there was a cheaper lot available in this game,   so land costs overall are lower than in The Sims  1. Build mode items were mostly the same as Sims   1 costs except the exterior door and windows  which were more expensive. And then in buy mode,   a lot of the objects were the exact same price,  but the tub/shower combo was quite a bit more   expensive as were the chairs, couch, and lamps.  So even though the lot cost is lower, both the   overall cost and the house cost are a bit higher  in The Sims 2 at 20,516 and 14,826 simoleons,   respectively. Now for The Sims 3. The lot cost  is the lowest in this game - there just happens   to be a greater variety of lot sizes available  in the base neighborhoods in The Sims 3, so the   cheapest option was a 19x29 tile lot that was only  1,200 simoleons. Build and buy mode items were all   pretty similar, if not the same as, the Sims 1  and 2 prices. Just a few things were cheaper,   like the computer and the chairs, and a few  things were more expensive, like the couch and   the wardrobes. So since the lot cost is so low and  there aren't too many differences otherwise, we   have our lowest total and house cost thus far at  18,239 and 12,379 simoleons, respectively. Okay,   so the Sims 4. The one exception for this build is  that I did not place a phone in this house because   there are no landline phones available in The  Sims 4 but they're only 50 simoleons or less in   the other games, so it won't have a significant  impact on our results. In The Sims 1, 2, and 3,   the cost of the walls and the landscaping, which  is just seven plots of flowers, are exactly the   same. Four is the only game in which walls are not  70 simoleons per unit, they're 60. And overall,   it had much lower cost for windows, doors,  wall coverings, and flooring. So when it comes   to build mode, there is less continuity with the  previous generations in this game. Aesthetically,   buy mode objects are pretty different than the  previous games as well but pricing was similar   to The Sims 3. At 2,000 simoleons, the lot in The  Sims 4 was more expensive than the Sims 3 option,   but since the build mode objects were so much  cheaper, the total cost and the house cost are the   lowest for The Sims 4 house at 16,734 and 11,239  simoleons, respectively. So if we just look at   simoleons, it looks like the Sims 4 house cost  the least and The Sims 2 house costs the most,   but to actually compare across the games, we need  to incorporate the income data. So here we have   the median annual income for each game from the  previous section, the total cost of the lot, and   what I'm calling the house cost which includes the  land, the build mode items, and the buy mode items   that would be part of an actual home price like  plumbing fixtures, counters, and appliances, but   does not include the furniture and electronics.  The ratio of the total lot cost to the median   income is actually highest in The Sims 3 at 3.9  to 1, meaning the cost of the lot is equivalent   to almost 4 years of work. That's because Sims  3 wages are quite low compared to Sims 1 and 2   and even though the land was much cheaper, the  price of build mode items was consistent with   the previous generations. Whereas in The Sims 4,  which actually has the lowest wages, the price of   build mode items is also quite low in comparison  to the other games, so it ends up being the second   most expensive at 3.7 to 1. And since there were  no major differences in furniture costs, the   trends pretty much stay the same when you exclude  those, with Sims 3 and 4 being more expensive than   the Sims 1 and 2. Alright, now that we've looked  at our one-time costs of housing and furniture,   let's take a look at the ongoing cost of daily  life. Comparison from game to game does become   more challenging here, especially when it comes to  things like food and entertainment costs, because   you have so many options in the later games that  aren't present in The Sims 1. But I've tried to   create as close to the same scenarios as possible  for our four points of comparison: bills, food,   childcare, and entertainment, and I'm going to  run through them by category rather than by game,   starting with bills. So I played with our sample  family, the Small family, for two sim weeks in all   four games. But I'm going to base their bill costs  off of the first bills received during gameplay,   as this is when their homes would have been the  closest to the starting value, because the rate of   depreciation seems to be different in every game  and I did add things to the houses over the two   weeks. In The Sims 1, bills come every three days  so 2.3 times per week and, according to the Sims   wiki, they are based on the value of the objects  on your lot and discounted by 10% for each child   in your family. The cost of my first bills was 166  simoleons, for a weekly total of 387. In The Sims   2, we now have different days of the week and  bills come on Tuesdays and Thursdays, so twice   a week. They are based on the value of both the  build and buy objects on your lot. My first bills   for the Small family were only 68 simoleons,  for a weekly total of 136. In The Sims 3, bills   also come twice a week, this time on Mondays and  Thursdays, and are also based on the value of your   lot, though I couldn't find the exact formula.  My bills were 111 simoleons, for a weekly total   of 222. And lastly, in The Sims 4, bills only come  once a week on Mondays. They include a lot tax as   well as charges for your utility consumption for  the prior week, so you don't get them until your   second Monday of gameplay with a new family. It  seems like you might have some ability to impact   bills by adding things like solar panels to your  home, but overall, they are quite a bit higher   and in my case they were 701 simoleons. This does  not include the 100 simoleon fine per day that I   received for water consumption, but I'll address  that in the gameplay section of this video. Since   I'm just looking at weekly cost for these ongoing  items, I'm comparing them to the hourly wage in   each game to see how many hours you would have to  work per week to afford your weekly costs. And,   as you can see here, The Sims 4 Sims have it  pretty bad as with their low wages and high bill   costs they would have to work the most to cover  their bills at 25 hours per week, whereas The Sims   2 Sims are chilling at 2.6. Moving on to food.  This one is very different across the games, but   since these are costs for a four-person family,  I'll be basing all of them off of cooking a   family-sized meal at home, twice a day, seven days  a week. In The Sims 1, food is very simple. A meal   is just a meal, it's not any specific dish, it's  always brown and green, and it costs 20 simoleons   at the time of preparation. You don't have to  stock your fridge or anything. So weekly costs   come out to 280 Simoleons. In The Sims 2, you can  prepare different meals and add more recipes to   your repertoire the higher your cooking skill  is. Price is not assigned on a per meal basis,   you just have a certain level of supplies in your  fridge and you restock when you need to. For the   Small family, I went grocery shopping at the end  of the first week at which point my food levels   were down to 40 from a starting point of 200, so I  had used 160 units of food. At the grocery store,   one unit costs two simoleons, so that would be  a weekly cost of 320 simoleons. In The Sims 3,   you can also prepare different meals but now they  are ingredient-based, so the cost of a meal varies   significantly depending on its ingredients. And  obviously, if you have your own garden you can   basically get food for free. Again, you learn more  recipes the higher your cooking skill, so I'll   base cost off of one of the lower skill recipes  that you can make early on in the game - Goopy   Carbonara. The ingredients for this are a single  onion. Just one onion for the whole dish which   was 10 simoleons at the grocery store, making  our weekly cost to prepare this twice a day 140   simoleons. The Sims 4 is very similar to The Sims  3, dishes are ingredient-based and you learn more   recipes with higher cooking skills. So, again,  I'll base the costs off one of the lower skill   recipes which also only requires a single onion -  Franks and Beans. It's just an onion. In The Sims   4, an onion cost me 15 simoleons, bringing our  weekly total to 210 simoleons. When we compare all   these costs to the median hourly wage, they're all  in a pretty close range. You would have to work   between 6 and 7 and 1/2 hours per week to feed a  family, with Sims 4 at the top of the range and   Sims 3 at the bottom. Now for childcare. In The  Sims 1, there is no option for hired childcare,   so one of your Sims will have to forego work while  the child is a baby. Luckily, that only lasts 3   days, so I'm basing weekly child care costs off of  3 days of the median daily wage of 240 simoleons,   which comes out to 720. In The Sims 2, you can  hire a nanny to track your work schedule, so no   one has to stay home from work. The nanny costs  a flat fee of 10 simoleons, plus 15 simoleons per   hour, so for five days of work, which are  6.3 hours long on average at level three,   that comes out to 525 simoleons. In The Sims  3, you can hire a babysitter who charges a flat   fee of 75 simoleons per visit regardless of how  long they're there. For the five-day work week,   that comes out to a total of 375 Simoleons.  And finally, in The Sims 4, the nanny charges   a flat fee of 60 simoleons plus 10 simoleons  per hour. If all adults are leaving the house,   there is an option to send the child to daycare  which basically disappears them while you're gone   and they come back in a less than great mood. And  that's free, but it's not really comparable to   the other options in which the child stays at home  and you can either care for them or control them,   so I'm going to use the nanny for comparison. And  since the Sims 4 has an eight-hour work day, that   comes out to 700 simoleons for the five-day work  week. And again, The Sims 4 comes out as the most   expensive option when you compare childcare costs  to the median hourly wage. You would have to work   25 hours per week to cover childcare costs in 4,  whereas The Sims 2 and 3 are around 10 hours, and   The Sims 1 is about 19. And now, entertainment.  If you want a night out in The Sims 1, you can   take a cab downtown to visit parks, play arcade  games. go shopping. or eat at a restaurant. At   the diner style restaurant, the mid-tier option is  a two course meal of a salad and entree that costs   65 simoleons per Sim. The cab ride also costs 50  simoleons. So for two sims to go out to dinner,   the cost would be 180. In The Sims 2, the cab  to go downtown is free. If you go to an upscale   restaurant and skip the salad course to go for  the most expensive entree, the Lobster Thermidor,   that will cost you 35 simoleons per sim,  for a total of 70. In The Sims 3, it's an   open world so you don't need to call a cab or go  through a loading screen to visit a restaurant,   although that restaurant will be a rabbit hole  unless you want to shell out for some DLC from The   Sims 3 store. At the more upscale bistro option,  dinner is 75 simoleons per sim for a total of 150.   With the Sims 4, I'll just address the elephant  in the room right now. EA being the ill-reputed,   unrefuted, king of the shameless cash grab that it  is, put sit down restaurants in a dedicated game   pack rather than releasing them in a much larger  nightlife or business ownership type of expansion   pack, as would have been customary for 1 or 2. And  I'm not about to pay 20 bucks just so my Sims can   eat a restaurant, so I just sent the Smalls to the  pub where a burger and a cocktail came out to 23   simoleons per person, so 46 in total. This time  the Sims 1 comes out as the most costly. While   the dining experience was more expensive in The  Sims 3, which has the same median hourly wage,   the 50 simoleon cab ride in The Sims 1 put  it over the top. Though, like I mentioned,   I don't know what it costs to eat a restaurant  in The Sims 4 because the price is too high for   me personally. If we add up all of the weekly  costs, The Sims 4 has the highest cost just in   terms of simoleons, but it also has the lowest  median hourly wage, meaning it far outpaces the   other games in terms of how many hours you would  have to work to meet the weekly costs of a family   of four with two children. So the longer work  days in The Sims 4 - which if you recall from   the wages section are all 8 hours rather than the  6.3 hour average of all the previous games - are   essentially necessary for Sims 4 Sims to make ends  meet. So to answer the question of which Sims game   has the toughest economy, it depends on the cost  pressure. For housing, in comparison to wages,   The Sims 3 has the highest costs. But Sims 4  Sims will by far have the hardest time covering   their bills. Food costs will also be toughest to  meet in The Sims 4, but the Sims 1 is very close   behind. Childcare costs would be most challenging  in The Sims 4, assuming you use a nanny. And The   Sims 1 has the highest entertainment cost, given  the cost of transportation. So, on most counts,   the Sims 4 has the toughest economy. But how do  these games compare to real life? For comparison   to reality in this section, I'm going to be  focusing on United States data because that's   where I am so that's what I know. But I would  love to see someone else do this comparison for   their own country. Also, the real data points I'll  be referencing obviously change over time so the   numbers and ratios may be different by the time  you're watching this video, but I've linked all   sources in the description for reference. Although  the Sims is a life simulation game, it is a game,   so it's obviously quite different from reality.  I've tried to choose data points and ways of   looking at them that can translate from The Sims  to real life, but there are a lot of different   directions you could take this in and I'm not an  economist by any means, so I'm sure someone else   could produce a much more thorough and accurate  analysis. That being said, I have come up with   a few points of comparison starting with income  inequality. For this one, we have our proxy median   salary for each game compared to the average  top, level 10 salary for the three careers in   the median sample. For Sims 1 through 3, the top  to median ratio is between 4 and 5 to 1. So top   earners make four to five times as much as most  Sims. Sims 4 is the outlier at about 9 to 1, with   both the lowest median and highest top salaries.  That's still a far cry from the 362 to1 ratio of   GM CEO Mary Barra's pay to that of the median GM  worker, but that particular level of egregious,   atrocious, absolutely unconscionable hoarding  of wealth is not actually the norm for the top   percentage of earners. That's more .01% of the  1% territory. So for comparison to real life,   I'm using the threshold hold for the top 1% in the  U.S. So the lowest amount you would need to make   to be considered in the 1%. This value varies  significantly from state to state - it's over   $950,000 in Connecticut and under $370,000 in  West Virginia - but the nationwide threshold is   about $653,000. This is a household level figure,  so for comparison, I'm using the household median   income rather than the individual income which  I used on the Sim side of things. That median is   $74,580 in 2022, giving us a ratio of 8.8 to 1 -  very very close to the Sims 4. So congrats to the   Sims 4 on your realistic income inequality. Next  up, housing. For this one, we'll have the ratio of   the house price of the same two-bed, one-bath home  which was built across all four games compared to   our median annual income. These were all pretty  close, but highest here is the Sims 3 at a ratio   of 2.6 to 1. That ratio is based on individual  income, not household. So for comparison, in the   U.S., the median individual income is $40,480 and  the median home price from recent sales data is   about $410,000, so essentially equivalent to 10  years of work at a median income level. Though,   I would note that that 40K figure is gross income  inclusive of things that don't exist in The Sims   like health insurance, pensions, and federal and  state taxes, so your take home would be quite   a bit less than that. And then, obviously, one  big difference between the Sims and real life is   there's no debt or credit or mortgage in The Sims,  so you have to have the cash on hand if you want   to buy something. In real life, you would likely  be taking on a mortgage which means you will end   up paying a lot more than the actual price of  your home, because you'll be paying interest   every month throughout the life of the loan. So  really, none of the Sims games are realistic on   this front, nor would I want them to be. But we'll  give it to the Sims 3 since it is the highest   ratio. Let's move on to the daily costs of life,  starting with bills. For all of the ongoing costs,   on the U.S. side I'm going to be comparing annual  expenses to median household income, so we need a   median household income on the sim side as well.  In the U.S., about 50 to 60% of households are   dual income. So for our Sims median household  income, we'll assume 55% of families have two   earners. So this is what weekly household income  would look like, here's our weekly bill costs,   and this is the percent that would be dedicated  to bills in each game. Obviously ,the Sims 4   is the big outlier here with a whopping 40% of  weekly income going to bills. For our comparison,   we have U.S. median household income and  the amount spent on utilities annually based   on Bureau of Labor Statistics (BLS) data. So  in reality, only about 6.1% of gross income is   dedicated to utilities. So this one goes to the  Sims 2 which got the closest at 5.2%. Next up,   food. Based on our weekly household income and  weekly food cost, here are the percentages of   weekly income dedicated to food in The Sims.  And on the U.S. side, with annual food costs   around $9,343, about 12.5% of gross income is  dedicated to food. Though I would note that   percent might be a little bit higher than usual  given recent inflation. So this one also goes to   the Sims 2. And now on to childcare. In the U.S.,  childcare costs vary significantly depending on   your location, the age of your child, and whether  you utilize a home-based or center-based daycare.   Based on a report published by the Department of  Labor back in January, the annual price in 2022   for full-time care for one child can range from  about $5,400 for a school-age child in home-based   care in a very small county, to a little over  $17,000 for an infant in center-based care in   a large county. While this is the market-based  price, absent any public subsidies, most children   in the U.S. do not receive public subsidies  for childcare. The U.S. ranks 35th out of 37   OECD countries on expenditures for early care and  education for 0 to 5-year-olds. For the subsidies   that do exist, federal eligibility is limited to  those with the lowest income and states may adopt   stricter guidelines, meaning fewer than one out of  five children under 13 are even eligible, and even   fewer of those actually receive subsidies as funds  provided through the Child Care and Development   Fund (CCDF) are capped. So many families are on  waitlists to receive support. All that to say,   I think it's okay for us to use the market price  data here, and based on those numbers, childcare   costs are about 8 to 19.3% of median income.  And so this one once again goes to - say it with   me - the Sims 2! Though I would note that those  costs are for a single child and, because they are   so high, many families do go The Sims 1 route and  have one adult forego employment to stay home with   the bébé. Now moving on to our final category:  entertainment. Based on one night out per week   in The Sims, here are the percentages of weekly  income dedicated to entertainment in the U.S.   Again, based on BLS data, households spend about  $3,458 on entertainment annually, so approximately   4.6% of income. So it's a close race, but this one  also goes to the Sims 2. So to answer the question   of which Sims game has the most realistic economy,  again, it depends. The income inequality in The   Sims 4 is very close to reality, none of the games  are realistic when it comes to housing costs but   Sims 3 is the most expensive in comparison  to wages, and then the Sims 2 absolutely   dominates when it comes to cost pressures in  daily life such as bills, food, childcare,   and entertainment. I do feel the need to note that  healthcare was not a component of this comparison   although it is a significant portion of individual  spending in the U.S. It's also a big portion of   U.S. spending overall, largely driven by the fact  that private health insurance is so prominent   here. But although your Sim can be a doctor, Sims  don't really have healthcare costs. And much like   housing, this is an area where I really would not  want realism in the game because the reality is a   nightmare. So overall, toughest economy goes  to the Sims 4 and most realistic goes to the   Sims 2. I did find these results surprising,  especially on the difficulty side. I haven't   played The Sims 4 much and I recall when the Sims  3 came out, that it felt pretty easy to get by,   so I thought that that trend would have continued  and I would have found the Sims 4 to be lacking in   difficulty. But in playing the same family  in the same house across all four games,   that was not the case for me. So in the next  section, I'm going to share just my own little   thoughts on how the relative difficulty or realism  of financial survival in each of the four games   impacts how enjoyable the gameplay is, and also  a bit about what I'd like to see in the future. [Music] So in this section, I'm switching modes from  objective analysis to my subjective opinions   and experiences as a fan of the games. I'll  try to stay as focused on economics as I can,   though that is hard to do since financial survival  interacts with other aspects of gameplay. I'll   touch on 1 through 3 first, but I'll probably  take the most time on 4 since I do want to talk   about what I'd like to see in the future sims  games and with 4 being the most recent version,   for better or worse, it will likely be a  big point of reference in the development   of a future generation. I'm not going to  engage in any speculation on what might   actually be in store for The Sims 5 or Project  Rene, there are plenty of channels that have   that covered. I just want to talk about my own  hopes and dreams. So as far as gameplay goes,   none of the games were too hard at the very  beginning because of the starting funds. For   a family of four, you start with anywhere between  20 and 28,000 simoleons, depending on the game.   If I had done more of a rag to riches kind of  challenge where you start with no resources,   this would be a totally different story and  I think the differences between the games,   and the difficulty within each, would be way  more extreme. Maybe something to try later,   but not the assignment for this video. So I didn't  feel a sense of failure or struggle right off   the bat in any of the games. Where that did show  up, it would be after the first couple days. So,   starting with my experience in The Sims 1.  While the Sims 1 was not technically the most   difficult economically (and consistent with the  data, I did truly have the hardest time in 4),   financial survival is more central to the game in  1 because the motive decay is so extreme. So more   money means better objects means better mood.  Which is a basic formula present in all of the   games, but it's most prominent here. Not only do  the little motive bars seem to go down faster in   relation to the other games, but you also have a  "Room" and "Comfort" bar which are not present in   3 and 4. So the quality of the objects you buy and  place in your home is incredibly important, which   makes sense given the initial inspiration for the  game. According to Wikipedia - so take it with   a grain of salt - after losing his home in the  Oakland Firestorm of 1991 and having to replace   all his possessions, Will Wright was inspired to  adapt that experience into a game centered around,   essentially, a virtual dollhouse. And at least  in the base game, that is very much what the Sims   is. There are also other features that lean into  that sense of playing house such as the budget   display and the house score. So building a nice,  comfortable home to keep your Sims happy is kind   of the central struggle. The game seems aware  of the level of challenge it creates though,   because it does try to help you along a  little bit with windfalls. Essentially,   you'll get phone calls and receive a sum of money  for some random reason. And that happened to my   family I think three times over the two weeks.  So some of the things that were really important   for them to not be absolutely miserable all  the time, particularly the ability to afford   a second bathroom, would not have been possible  without the windfalls because, at the beginning,   my Sims weren't progressing in their careers very  quickly because they had to take care of the baby.   So someone would have to miss work and both were  always in bad moods. So overall, I would say the   Sims 1 is pretty balanced in terms of creating  enough challenge to keep things interesting but   still allowing you to feel some sense of agency  and ability to progress. My biggest critique would   just be the lack of weekends. It doesn't matter  so much with just the base game because, frankly,   there's not all that much to do and the workday  isn't too long. But as expansion packs are added,   you kind of need a day off to take advantage  of all the added elements of gameplay. But as   anyone who played these games as expansion packs  were still being released can probably relate to,   you're likely not going to wait for your Sims to  have enough money to take advantage of all the   new stuff. You're just going to cheat for money  and go have fun. Now for The Sims 2, weekends are   obviously a welcome change. Motive Decay was still  a big challenge. It was really hard for my Sims   to get their fun bar up initially, so one of the  first things I bought was a better TV. But nothing   ever felt too hard financially and I also didn't  get bored - I didn't use three-speed like at all.   By raising the hourly wage to match the earnings  of the seven-day Sims 1 work week while adding in   the weekends, you have enough earnings and time  to take advantage of activities outside of the   home. So it seems like, in development, they were  kind of backwards planning with the understanding   that expansion packs would be coming to provide  more diversity to the gameplay. I did have some   setbacks that kept things interesting as well.  For example, my sim got demoted from her hostess   position at work for kicking an elderly couple  out of their seats, so that was kind of fun. I   love the little pieces of realism that were added  like buying groceries at an actual grocery store   that's not even a rabbit hole and having to go out  and buy clothes. I didn't really take advantage of   it much with this family because they are based on  cartoon characters and cartoon characters have one   outfit. But the fact that you have to pay for  clothes and you can't just use your wardrobe   to access the entire catalog of clothing is one  of my favorite features in this game. Not only   is it more realistic, it's useful for curating  and building characters and stories. And it's   also just convenient functionally to not have to  scroll through hundreds of options you would never   use. Though I would say, pretty much all of the  clothing in The Sims 2 is great anyway. The really   questionable taste levels and cartoony aesthetics  don't kick in until 3 and 4. But yeah, I just   don't really have any complaints and since this  one was the most realistic on quite a few counts,   it makes me wonder if it just weren't for housing  costs, healthcare costs, and the 40-hour work   week, life might be kind of fun. On to the Sims 3.  I love this game, but like I alluded to earlier,   there are things about the Sims 3 that feel a  little too easy. There are a lot of collectible   items in the world that you can sell for large  sums of money. I did not take advantage of the   most overpriced ones, like the flowers, because  those do just feel like straight up cheating.   But Brendon did get the little opportunity task  to collect gems and metals and I think he found   both a Sun and Moonstone which are worth quite a  lot. Then, even if you can't afford fun objects   like playground equipment or a computer, given  the open world, you can easily go to a lot that   has that stuff. Which, to be clear, I would not  change. I love that aspect of this game and,   in reviewing the gameplay footage, I was all  over the map constantly. But when you combine   that with the slower motive decay and the lack  of a comfort or environment bar (which disappear   after the Sims 2), it means your Sims will  pretty much always be in a good mood. Which   was probably somewhat intentional so that players  could really take advantage of the open world,   but it does also mean that your Sims will advance  up their career tracks pretty quickly. And when   you combine that with the collectibles and the  relatively low bills, food, and childcare costs,   your Sims will most likely never experience  any serious financial struggle. So if I was a   Sim personally, I would want to be a Sims 3 Sim.  But as far as the economic playing experience,   I don't know if 3 is more interesting than 2.  Okay, moving on to 4. Now we know from all of the   data analysis in the earlier sections that this is  just a different game. And given what information   there is on the development of this game, it's  hard to speculate on to what extent, if at all,   a view of the progression of the series as a whole  was considered with regard to decisions about how   the economy would function. That being said, the  increased level of difficulty when it comes to   financial survival could have been intended  to make up for some of the lack of gameplay   elements from the previous generations. The open  world is gone, so were toddlers, ghosts, pools,   and cars. Some of those things have been added  since release, some have not. Obviously, the open   world thing you can't really do retroactively.  Also, because, unlike the other Sims games which   were more or less released as finished products,  with the Sims 4, major features are added through   updates, it's honestly hard to analyze this  game at all because it's always a moving target.   That being said, the difficulty is definitely  apparent. This is the only game in which I hit   zero simoleons and not just once. And even though  this wasn't a rags to riches challenge, this game   did have me engaging in rags to riches behavior -  running around the neighborhood in a thunderstorm,   picking up any collectible I could find just to  feed my family. Now, I'm sure some of you out   there who have more experience with this game than  I do, could tell me dozens of ways I could have   made simoleons faster. But that was not the point  of this exercise. I wanted to see what everyday   life was like without like creating a cult to  paint 24/7 or devoting all my time to simfluencing   and selling things on Depop. So, financially,  it was difficult. Which is something I said was   missing from the Sims 3. But did that make it fun?  Uh, no. And there are some big reasons for that.   Remember, I'm just trying to focus on economics  here. So first: proportionality. I mentioned   earlier that I got hit with a 100 simoleon fine  every single day for water consumption. Remember   our median daily wage was 224 simoleons and  my wages were actually lower because I wasn't   at level three in my career yet. So on top of  the bills that would be somewhere around 40% of   household income, I now had a daily fine that was  about half of one of my Sims income. It's starting   to feel like a trap. So here I think - like with  penalties, charges - some realism and attention to   detail with the proportion would have been nice.  And this charge did run me the wrong way for other   reasons. Now I know this is just a game, but video  games are an art form and I think it's generally   good to be intentional with your art, especially  if you have a lot of resources behind it and you   know it might reach a wide audience. Given that  we are facing a climate crisis which is already   taking lives and displacing communities, I would  say it is discouraging to see EA lazily give in to   the bad faith, and frankly inaccurate, zero-sum  framing that what's good for the environment   is bad for the economy, and then sell that in  an expansion pack called "Eco Lifestyle." But   honestly, all of the options in this neighborhood  voting thing were so deeply unserious. As with a   lot of things in this game, it seems like -  in conceptualizing this feature - they just   threw everything they could at the wall, scrubbed  anything that might be considered mature because   this is a family-friendly product, and upped  the goofiness level on anything left to ensure   they couldn't be perceived as taking a stance on  literally any topic- art, environment, politics,   etc. So I don't think they were trying to say  anything with this water fine because there's   no overarching logic to this universe at all. But  that's beyond our scope here. And I will just say,   like with many features in The Sims 4, I like the  idea of the neighborhood voting thing and I think   it could be a good addition to the game, just  like dessert can be a good addition to a meal,   but if the only option is a store-bought vanilla  cake that's 90% frosting, I'd rather have nothing.   So even though I paid for the pack, I'll probably  just turn that feature off in the future and I'm   glad they made that an option at least. Also, I  did get a 500 Simoleon fine for putting it in my   Sim's queue to call the fire department during  one of my kitchen fires because I thought the   smoke alarm wasn't working. So two firefighters  were called and that mistake is on me, but again,   the proportionality - 500 simoleons is over two  days of pay on top of everything else. I know that   fine is not unique to The Sims 4, but these things  do really start to add up when compared to the low   wages. So bills and fines are just one example of  the proportionality and logic I think is missing   from the economics of this game. The other issue  I had was the sense of a lack of control. A lot   of what I could say on this topic of control  specific to The Sims 4 is probably better   articulated with regard to video games in general  in the "Girl Games" episode of the podcast,   Sentimental Garbage. So if you haven't heard that,  I would highly recommend it and I will be echoing   some of the points made in that episode. But with  the Sims 4, I'm locked into these expensive bills,   I'm locked into this fine until I can get enough  free time to go out and rally the votes to repeal   it - and this kind of takes us outside of purely  the economics - but I'm also having to pay to   replace my stove multiple times a week because,  even though my sim has level five cooking skill   and we don't have the cheapest stove, she set a  fire once and that made her afraid of fire and now   she's prone to setting more? I guess until she can  successfully extinguish one - which okay, makes no   sense, but anyway, I'm spending a lot on stoves  and yes, I did attempt to turn wants and fears   off. It took them off of my traits but my Sims  kept getting the fears anyway. But I've got these   super low wages at the bottom of the career, but  super high wages if I can get to the top. After my   eight-hour workday, I have a take-home assignment  that's the same thing every single day but,   apparently, if I get it done daily, it can help me  climb the ladder which I desperately need to do at   this point. So basically, what I'm getting at is  this game is now more or less telling me what to   do with all of my time through economic means and  other mechanisms. And that's not why I play The   Sims. I will note that there are some attempts  at self-aware tongue in cheek humor about the   economic struggle in this game, like within the  job descriptions. But given the overall tone and   presentation of the game, to me, these feel like  your boss sharing "work sucks" memes with you,   which like - yeah it does, someone should do  something about that. But back to the point of   control, the Sims is and has always been a form of  escapism for a lot of people, partially because it   allows you to have control over things you can't  control in real life. So while you do want it to   resemble life in some ways, you don't want to  feel overly directed by the game. Just like how   in Breath of the Wild, you could just go from  Divine Beast to Divine Beast to Divine beast,   but you're not going to do that because that's  what the man wants you to do and the game gives   you other options. I want to run around all day  and night and gather food and climb mountains and   talk to strangers because I can't do that in my  own life without the very real threat of bodily   harm. And that sense of agency and freedom and  possibility that was almost too unaccompanied   in 3 has taken too much of a backseat in 4,  economically and otherwise. So for future Sims   games, how can we keep some economic difficulty  but get the agency back without putting it all   behind a pay wall? obviously you don't want  a perfectly blank slate with no challenge.   Some established context and limitations can be  conducive to creativity. The community of people   who play The Sims 4 and come up with challenges  and create mods and CC are a perfect example of   this. But they shouldn't have to do all the  work. So, in addition to just paying a little   more attention to the proportion of income  and costs than 4 does, here are a couple of   my little ideas about just the financial side of  gameplay. There's a lot more to be said about this   topic and about the game in general, but not here  because this video is way too long already. So,   first off, just incorporating some basic levels  of difficulty in the game options - Easy, Medium,   and Hard sliders for specific aspects of the  game like how many collectibles pop up in the   environment, your probability for windfalls,  your motive decay - things like that. Second,   more malleability in working conditions that  can be achieved through union representation. So   essentially, you could opt to pay a small fee from  your wages and devote some extra time to meetings   periodically to have some control in negotiations  for things like higher hourly wages, shorter work   days, more days off, and maybe quality of life  improvements that keep your motives high at   work - you get the idea. So you could still start  out with the terrible pay and long work days,   but there's a path to change that at any level of  your career, should you choose to take it, which   could hold true for anyone in that save file for  that neighborhood. So if you switch households,   what was negotiated for that job position would  be maintained creating more ability to build a   world and a story. Third, bring back the Sims 2  clothes purchasing structure. Simple. And fourth   and final, I really like the consignment stores  in The Sims 3 and the flea market in The Sims 4,   so keep those kinds of options, but in addition,  why not have a dedicated subsection of buy mode   that's essentially craigslist? So you could sort  by category within it and just access it when   you're making other changes to the home already,  but it would have used objects. So you can't   choose the swatch or the color - though I think  you should have some ability to recolor for a fee   after purchase just like in The Sims 2, though  I think that fee should vary by item. This buy   mode subsection could also have broken plumbing  and electronics items, so you could get a really   deep discount on stuff if you can put in the  work to fix it. That way if you're, for example,   playing on hard mode for motive decay, you could  still possibly afford high quality items if they   pop up in the secondhand section of buy mode  which could update every day with randomized   items or something. And as an added bonus, I think  this could help with the decision paralysis that   can happen when it comes to interior design. So  like, if there is one high quality bed available   at a cheap price, now you know how to direct the  design of your bedroom. So yeah, I think the idea   with all these little things is just put the  whole wide world of options out there, but give   people the agency to set their own limitations  and curate the experience that they want. Cheat   codes and mods will always be out there to break  down the walls completely, but it would be nice to   have the ability to build your own little walls  specifically where you want them. But those are   just some small, little ideas. I'm sure others  have stated similar things before - the internet   is so vast, it's rare to have a thought that you  can't find some record of someone else saying   before if you look hard enough. But I would  love to hear your ideas in the comments as   well because I'm sure some of you think about  this stuff and know a lot more about the Sims   4 than I do. I don't even have all the expansion  packs. But that's pretty much it for this video,   I'll probably have another up in a week or  two. Maybe different from this one, but still   within the universe of the Sims. Oh, and just one  last complaint about the Sims 4 - what is this? [Music]
Info
Channel: Ada
Views: 449,661
Rating: undefined out of 5
Keywords:
Id: ZD-lKOrUUaw
Channel Id: undefined
Length: 40min 4sec (2404 seconds)
Published: Fri Oct 13 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.