‘The Sims’ Manual Featured a Reading List — And It’s Actually Pretty Brilliant

When players first booted up The Sims 25 years ago, they were met with a game unlike anything they had played before. A life simulation where they could create and control virtual people; The Sims was a revolution in gaming. But beyond its engaging mechanics and quirky humour, there was an often-overlooked gem hidden in the game’s packaging.

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Long before digital guides and in-game tutorials became the norm, game manuals were an essential companion to players. Some were purely instructional, while others, offered an extra dose of charm, humour, and personality. Buried within the pages of this delightfully written guide was something quite unexpected: a recommended reading list.

Page 89 of The Sims Game Manual. “Maxis disavows any responsibility for encouraging deep thought.” This tongue-in-cheek disclaimer accurately captured the spirit of the game’s humour.

The books recommended in The Sims manual weren’t just random selections. They reflected the inspirations behind the game’s design and its creator, (and co-founder of Maxis) Will Wright’s, intellectual curiosity. Wright has long been known for his wide-ranging interests, and his game designs have often been influenced by academic and scientific literature.

Wright mentions in his ‘Masterclass’ course that SimCity, for example, was inspired by the urban planning theories of Jay Forrester. And that SimAnt took cues from Pulitzer Prize-winning biologist Edward O. Wilson’s work on ants and emergent intelligence.

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Will Wright’s Approach to Game Design

Wright’s design philosophy is deeply rooted in exploration and learning. He has frequently spoken about how his creative process is driven not by an initial game concept but by an intellectual journey. 

“I don’t actually start by concepting a new game. I read a lot, I like learning new things, and at some point I’ll just trip over a subject or some material that I find particularly fascinating,” Wright told MasterClass.

“So it’s not like I sit down and say, okay, I’m going to come up with a new game idea. It’s more like I’m kind of just exploring, browsing the world, then it’s like oh, maybe I can make a game out of this.”

This approach is what made The Sims so much more than just a digital dollhouse. It was built upon real-world theories of human behaviour, architecture, and psychology, which Wright absorbed through extensive reading.

“When I went to college I studied all these different things, and I don’t want to become an architect or an engineer or an artist. And by being a game designer, I found that I could study whatever I want. And my excuse is, I’m making a game about it. So for me, being a game designer turned into a lifelong learning process where I can go off in any subject I want to and it’s tax deductible,” he said.

Despite Wright having five years of college under his belt, studying architecture, mechanical engineering, and aviation, he never attained a degree. The Rolling Stones.

Wright’s fascination with how humans interact with their environments played a significant role in shaping The Sims. One of the books included in the manual’s reading list is ‘Home: A Short History of an Idea’. It explores the values people associate with their living spaces, such as privacy, comfort, and intimacy. While the book may be somewhat dated today, its exploration of how homes have evolved aligns perfectly with the mechanics of The Sims, where players design homes to suit their characters’ needs.

Maxis Mastered the Art of Easter Eggs, and it Started with the Llama

Though the reading list itself is an easter egg, there is another little easter egg hidden inside. ‘Making Most of Your Llama by Linda C.’ is a fun nod to an internal vote that Maxis employees held to determine their informal company mascot. According to Wright in a 2000s CNN interview, the vote was between a beef tapeworm, a Boston fern, and a llama. Since the decision, llamas have been a common reference in the Sims series.

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If you’re curious, there’s actually a Goodreads list available for these titles, and many of them can be easily found online. I might even make it a challenge to attempt to thrift them all for the ultimate Sims nerd collection!

Interestingly, SimCity 2000 also had a bibliography in its manual, showcasing Maxis’ long-standing commitment to educational elements in their games. However, this practice faded over time.

The manual remains a nostalgic piece of gaming history. A reminder that even the smallest details can hold delightful surprises. So next time we’re managing our Sim’s chaotic life, let’s take a moment to appreciate the layers of thought that went into the game.