It’s Getting Spooky in Here: Ghosts Are Now Haunting The Sims 4
We’re super excited to announce the release of ghosts in The Sims 4. Check out our guide below!
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In this July 27, 2009 patch note, the official The Sims 3 update introduces major performance enhancements, including faster non-player Sim autonomy, improved Story Progression protections for player-controlled households, fixes for game speeds 2 and 3, and support for new NVIDIA graphics hardware.
In this July 20, 2009 article, producer Lyndsay McGaw (Pearson) explains the inner workings of The Sims 3 story progression system, breaking down how it balances open-neighborhood town stability with simulated autonomous life events
Check out this terrifying trailer from The Sims 3.
In this June 25, 2009 patch note, the official The Sims 3 update addresses performance improvements for game speeds 2 and 3, fixing story progression toggles, and resolving various audio, Mac AFP server, and routine gameplay crashes
In this June 9, 2009 press release, Electronic Arts announces that The Sims 3 sold over 1.4 million units in its first week to become the best-selling PC launch in company history, alongside the mobile version hitting the number one spot on the App Store within hours of release.
In this June 2, 2009 press release, Electronic Arts announces the nationwide retail and digital release of The Sims 3 for PC and Mac, alongside its mobile debut on the App Store, highlighting new features like seamless open neighborhoods, deep Create-a-Sim personality traits, and the Create-a-Style design tool.
In this May 18, 2009 patch note, the official update that brings parity to The Sims 3 Mac launcher, enabling full custom content export, store purchasing preferences, and media uploading capabilities previously limited to the PC version.
In this April 30, 2009 press release, Electronic Arts details the robust online features for The Sims 3, announcing the downloadable town Riverview, the in-game Create a Movie tool, the $10 SimPoints starting store bundle, and the integrated Game Launcher hub connecting players to The Exchange.
Associate Producer Lyndsay Pearson introduces the new mini-pack, discussing concept art, underwater themes, matching family outfits, and behind-the-scenes creation.
In this September 4, 2004 email, Executive Producer Lucy Bradshaw introduces producer Scot Amos, who details the transition from suburban life to the gritty, high-fashion urban environment of The Urbz, highlighting the game's unique focus on city reputation, social networking, and fast-paced micro-game careers.
In this August 2004 email, Executive Producer Lucy Bradshaw highlights the selection of composer Mark Mothersbaugh—known for his work with Devo and various film scores—to create the quirky, upbeat soundtrack for The Sims 2, reflecting the development team's sense of accomplishment and the game's eccentric charm.
In this August 2004 archive, Executive Producer Lucy Bradshaw takes a humorous look at the development of The Sims 2, showcasing a collection of bizarre glitches and "bloopers" encountered by the team while building the game's complex engine.
In this August 2014 archive, Executive Producer Lucy Bradshaw discusses the superstitions of Friday the 13th, suggesting that players deflect the day's misfortunes onto their Sims—specifically by subjecting the unlucky Nervous Subject to a terrible day.
In this August 2004 email, Executive Producer Lucy Bradshaw offers tips on throwing successful parties in The Sims 2, emphasizing the importance of guest list management, social interaction, and providing the right party amenities.
In this July 2004 email, Executive Producer Lucy Bradshaw addresses community concerns regarding custom content, detailing upcoming features for The Exchange designed to protect creator identity, improve attribution, and enhance the usability of The Sims 2 Body Shop
In this July 2004 email, Executive Producer Lucy Bradshaw invites Game Designer Claire Curtin and Audio Lead Robi Kauker to explain the creative process behind The Sims 2 language, Simlish, detailing its improvised origins and the extensive recording sessions required for the game’s diverse voice cast.
In this July 2004 email, Maxis producers recount the "Hot Summer Nights" event, where they showcased The Sims 2 to the press and challenged the community to recreate the team in Body Shop.
In this July 2004 email, Executive Producer Lucy Bradshaw explores the spectral side of The Sims 2, explaining how players can intentionally summon ghosts and the dangers those entities pose to their Sims.
In this July 2004 archive, Lucy Bradshaw and producer Darren Futa discuss the new The Sims 2 interface, highlighting features like the in-game download browser and a new collections system.
In this June 2004 archive, Lucy Bradshaw introduces developer Dave Gregory to discuss engineering improvements for The Sims 2, focusing on seamless in-game content management and automated conflict resolution.