14. MY SIMS CLEAN UP SO I DON'T HAVE TO

       I find myself gaming to relieve stress, to entertain myself, and to ignore responsibilities. Moments of harsh self-critique lead me to realize that my life is a mess, and certainly the physical space I inhabit is. A friend visited me the other day while I was playing The Sims: Bustin' Out on my XBox. Upon walking into my room and assessing the situation, he laughed hysterically at the event before him. There I was, sitting on a beanbag chair in the midst of mountains of dirty laundry, a week's worth of empty food and drink containers, and the heavy stench of university squalor. Fixed to my television screen, my eyes watched as I managed a miniature man made to look like me as he went about his daily routine of mopping the floor in his pristine abode and taking out the trash.

       The gaming mode quickly finds players sinking into a static existence, where the enthralling simulation via thumb twiddling overtakes the effort needed to get up from a near-fetal position. The overbearing, all-encompassing nature of certain games on certain peoples' lives is well-documented in reference to the several cases of suicide related to Everquest that have been attributed to a gamer's amputation from reality. Quest games such as that are structured on the growth of a character on a fantastical level. Certain events lead one to learning new magical skills or conquering set goals in the game world. Through the simulation of overcoming impediments in a mythical land, it can be rationalized that a gamer is left to reflect on her own inability to triumph over anything, including her inability to stop playing. Klien et al suggest that

in inviting gamers to involve themselves with the details of Sims careers, leisure, and domesticity, [The Sims] interpellates or addresses players who are already engaged in a multitude of social discourses identified as precisely the subjects of such career choices, lifestyle decisions, design, purchasing, and domestic decisions. In doing so it not only reflects but also reinforces and reproduces these identities, preoccupations, and roles12.

He goes on to criticize Henry Jenkins' assertion that "by simplifying a complex world into a 'microworld' the game leads players to examine their own lives"13, as a reading which reinforces an approach to marketing under the security blanket of irony. I find myself though, examining my being in relation to the roles it sets up for me, and come to the conclusion that The Sims, by being highly replayable, in fact imposes upon me an inability to reproduce the identities it presents. In my oafish state, I am unable to involve myself in the social discourses that I am assumed to be a part of. In playing out this addictive Simple reality, the supposed preoccupations of the gamer are forced to cease. The most interesting thing about The Sims is its crude artificial intelligence. As a slap in the face to the player, involvement of any kind is not even necessary in the game's design. If I put down my joystick, and take a moment to consider what I am supposed to do with my life, my Sim follows his instincts and does exactly what he must to get by, without instruction from me.

 



| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

1. Invasion of the bedroom

2. "I like to watch, Eve."

3. The safest sex of all

4. This ain't your parents'
    interface

5. Invasion of the subway

6. Programming the city

7. Linguistic determinism for
    dummies

8. They'll be selling popcorn in
    my living room

9. I really didn't want to
      mention "The Matrix", but...

10. Narratology. Narratoday.
      Narratomorrow.

11. Add and abstract

12. Invasion of the mind

13. The procession of simulacra

14. My Sims clean up so I don't
      have to

15. Games make me murder
      people

16. Pause and reboot

17. Party like it's 1999

18. Real-world military
      simulation

19. Manufacturing consent
      in MMORPGs

20. I want to be just like me
      (only better)

21. The soundtrack of a
      generation

22. Invasion of the body

23. My mom went to cyberspace
      and all I got was this lousy
      t-shirt

24. When I get lost I stop for
      directions

25. Invasion of the soul

| CONCLUSION |

 

| INTRODUCTION |
| ABOUT THE AUTHOR |
| LINKS | CONTACT | FORUM |
| WORKS CITED |

Paul T. Hanlon's 2005 undergraduate thesis project, supervised by Prof. Susan Lord.
Queen's University Film Studies Dept.