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Seventeen years on, The Sims 3’s open neighbourhood is still the series’ high-water mark

The Sims 3 removed loading screens with one open world, added Create-a-Style and wishes, and sold 1.4 million copies in week one. Our review scores it 7.5/10.

By mitch·5 min read
A small suburban street with neat houses and Sims walking their pets.

The Sims 3 shipped on June 2, 2009, for Microsoft Windows and MacOS, and it did something the first two games in the series never managed: it took the walls down. The neighborhood became a single continuous space, and the loading screen — the small dead pause that had always sat between a Sim’s house and everywhere else — was gone.

Trailer, via The Sims.

Sunset Valley Has No Loading Screens

That change is the whole game. In The Sims and The Sims 2, a lot was a stage and the rest of the town was a menu. In The Sims 3, the world is one map. Sims walk to the bistro, the nightclub, the gym, the park, the market, the movie theater, the town hall, the hospital. They do not wait in line. The camera pulls back to a bird’s-eye isometric view and the town keeps running whether you are watching it or not.

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Maxis built this at its Redwood Shores studio, and Electronic Arts published it. The base game arrives with one world, Sunset Valley, which the game states is the same town as the default neighborhood in the original The Sims. A second world, Riverview, was offered free through The Sims 3 Store.

Create-a-Style Is the Best Tool in the Box

The Create-a-Style tool lets you recolor clothing, hair, walls, floors and most objects, with several textures and materials to work from, and it lets you save a design for reuse. It sounds like a small thing. It is not. It turns every object in the catalog into a decision rather than a purchase, and it is the reason a house in The Sims 3 can look like it belongs to the person living in it.

Character creation runs alongside it. You shape the face and the body, pick from a growing range of clothing, and choose personality traits. The pitch is that you can make over a million unique Sims, or make yourself. The pitch holds up.

Whether or not you believe in destiny, you can help your Sims achieve their dreams.

Wishes, Karma, and the Story Progression Problem

Wishes give the open world a spine. Sims want things based on their individual personality traits, and fulfilling those desires earns points you spend on new items. It is a clean loop, and it gives the sandbox a direction without ever imposing a goal — the game is open-ended and has none.

Karma Powers are the stranger addition. You can bless a Sim with “age defiler” or “instant beauty,” help them get lucky with the “love connector,” or curse them with an “instant enemy.” The game warns that these may have unexpected results. It is a fun toy and a thin system, and it sits oddly beside the wishes, which are doing the real work.

Then there is Story Progression. Every Sim in the neighborhood keeps living when you are not controlling them — marrying, working, aging, moving. It advances the whole town instead of just your household. It is also the mechanic most likely to make you feel like a spectator in your own save.

Life Stages, Death, and What the Base Game Gives You

Sims move through baby, toddler, child, teen, young adult, adult and elder. The length of a life is adjustable. They can die of old age, or of fire, starvation, drowning or electrocution. The base game includes Sunset Valley and the free Riverview; expansion packs added more worlds, and more can be bought at The Sims 3 Store with SimPoints.

The building tools deserve their own note. They are precise, and they are the reason the open world does not feel like a backdrop. You are not decorating a set. You are placing a house inside a town that other Sims are already walking through.

The Sims 3 Sold 1.4 Million Copies in Week One

The Sims 3 sold 1.4 million copies in its first week. It has sold over ten million worldwide, more than seven million of them on PC, which puts it among the best-selling PC games ever made. It is now regarded as one of the greatest video games ever made.

Here is what actually matters, ranked:

  1. The open world. It removed the loading screen and rebuilt the series around a continuous town. Everything else follows from this.
  2. Create-a-Style. It made the catalog infinitely reusable and turned decoration into authorship.
  3. Wishes and traits. They gave an open-ended game a reason to keep playing past the first house.
  4. Story Progression. Ambitious, and the most divisive thing in the box.
  5. Karma Powers. A novelty that never earns its place beside the systems above it.

Where the Cracks Show

The open world is the reason to play The Sims 3, and Create-a-Style is the reason it still looks like nothing else. The rest of the list is where the cracks show. Story Progression is a genuinely interesting idea that hands your town to an algorithm, and the algorithm is not a storyteller — it is a maintenance routine. Karma Powers feel imported from a different, sillier game, and the “unexpected results” the game promises are rarely interesting enough to justify the menu space.

None of that sinks it. The Sims 3 is a sandbox that respects the player’s time and the player’s taste, and the two tools at the top of that list are still better than what most life sims offer. But the version of this game that people remember fondly is the one where they built a house and walked a Sim across town to a nightclub. The version where the town runs itself is the one they argue about.

The Sims 3 is a critical and commercial success by any measure the industry uses, and it earned that. It is also the entry where the series started trusting its own systems more than its players. That trade is the whole story of the game, and it is why this is a strong sandbox rather than a flawless one.

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