Make-Pretend For the Masses

An E-Mail to Doctor FrankenSim
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I recently received an e-mail from an individual who visited my site. After reading this portion of his e-mail, I was compelled to offer a detailed response.

WARNING! I am not shy about presenting either my thoughts or the depth of my dealings with those who have contacted me. If you are easily upset about sensitive subject matter, please do not read this. Click on the "Return To The Lab" link (above) to disregard the rest of this.

From the e-mail I received...

I know why did you liked the sims game, because maybe you are just like me. I like to be in kontrol of everything. In kontrol of the game and in control of my character.

My response...

To your comments on The Sims:

While my site holds numerous offerings for The Sims, that doesn't mean that I hold this game sacred, above others. There is some truth to your analogy. The Sims offers it's players the opportunity to "hold the reins". A chance to become an ethereal puppet-master. An ability to shape and define the actions, interactions, and destiny of synthetic life. Whether you wield this power with beneficence or malice is dependant on your moods and musings. Whether you execute this power with balances or extremes is again, dependant on your character (not the Sim character). The fulfillment that one gets from the game is analogous various roles from "real" life; parent, politician, preacher, teacher, and observational psychiatrics.

Let's focus on that last point; observational psychiatrics. Specifically, let's approach this from two separate angles:

First angle - the angle of the game player. To the player, the game offers the chance to act out various scenarios that would be "virtually" impossible (or improbable) to conduct in real life. Exercises in socialism, sexuality, and capitalism. Without the fear of repercussions from judicial or religious powers or our own consciences. After all... ...it's only a game. Imagine the possibilities. Happiness is a TV, a plate of food, gibberish discourse, an aesthetic painting, a nap, and a toilet. What could be simpler? Children that can be produced at the whim of a yes/no answer. Feed them, wake them, make them study, send them to school, buy them toys, find them friends. No need to delve into their inner workings. No sex education, no anti-drug speeches, no skinned knees, no broken spirits, no peer-pressure, no teen pregnancies, no teen suicides, no victims from parental abuse. All you need to do is follow the simple directions, and all is well. Fail to do this, and "poof" they are gone. Having another is simply another yes/no answer. For adults, poverty is solved with a cheat code. companionship is solved with a carefully executed sequence of conversational multiple choice options, death is reduced to the concerns of "how are the survivors going to pay the bills?" and "what do we do with the urn?" There are no other issues that plague humanity. No wars, no pro life/pro choice forums, no multi-denominational soul searching, no cuts on the roofs of our mouths that would heal if we would just stop tonguing them. I'm not trying to dwell on the negative, but let's face it; playing The Sims is rewarding because it's life, without the strife!

Second angle - the angle of the third party observer. I think The Sims would make an excellent tool for psychiatric medicine. Think about it. Most observational studies involve placing the subject in various role-playing scenarios. The subject is then monitored for behavioral actions, interactions, and reactions. Children are given two dolls, then told to play "family". Adults are given hypothetical scenarios, then asked how they would resolve them. The Sims is the ultimate Rorschach test. Place the subject in the middle of the labyrinth, then watch them find their way through it. The information that could be gathered from this would be invaluable to the watcher. I think a near-complete psychological fingerprint could be produced on the subject. Is The Sims a perfect tool? Not really. The lack of "real" social blight does not allow for an "all encompassing" evaluation. The random "curve balls" that the game throws you are served up as "comic relief". Alien abductions, Don Knotts-like genies, melancholic clowns, and 50-50 career wildcards are not as detrimental to individuals as having to cope from unrequited love, career lay-offs, being randomly targeted victims of crime, and rationalizing mental stress, etc..

As a provider of materials for use with The Sims, I am petitioned all the time by people who want to bring The Sims one step closer to reality. Of these, here are some of the more noteworthy (with my observations added):

  • Skin requests for individuals that others either idolize or identify with. This can be innocent enough. Who wouldn't want to indulge the occasional fantasy of being paired with a celebrity. These requests begin to take on more bizarre connotations when the requests begin involving individuals with infamous legacies. I have received requests for characterizations of Judas, the Marquis de Sade, Albert Fish, Adolf Hitler, Jeffrey Dalhmer, and the Columbine Trenchcoat Mafia; to mention a few.
  • Sim actions and interactions. A lot of people are not satisfied with "G-Rated" Sims. I've received numerous requests for adding the following Sim actions: Various sexual acts (both voluntary and involuntary), allowing adults to mate with children, allowing Sims to commit crimes against other Sims (thieving, mugging, fighting, killing). While the majority of people reading this are probably thinking to themselves, "That's sick!" I believe there are many that, while not capable of committing these actions in real life, would be curious to explore them in the privacy of their game play. These actions could then be easily dismissed with the comforting notion, "it's all just make-believe".
  • Various objects for use in the game. There is nothing wrong with wanting to bring the Sim experience closer to home. The game can't have everything. No surf boards, bread makers, or sand boxes to be found in the "Buy Mode?" No problem! Just make your own. If you can't make your own, then find someone who can. Most people wouldn't have a problem asking for the previously mentioned props. What about things that appeal to a more select audience? Well... ...maybe Doctor FrankenSim could cook these up. After all, "He's strange". "Hey Doc, can you make torture devices like the rack or a whipping post?" "How about guns, whips, marital aids, restraining devices, or anatomically correct male Sims?" You'd be surprised. Then again, maybe you wouldn't be.

So what does this diatribe all mean? Why the rant? The Sims is just a game! Isn't it? Maybe. Is it a harmless foray into "playing house" or an outlet for "exercising hidden tendencies?" I think the power and success of The Sims is it's ability to bestow interpersonal control to the player. Whether this control is taken trivially or serves a deeper personal goal is dependant on the mindset of the player. I've been in the Sims scene for almost a year. You'd be amazed at what I've observed. What started out as an attempt to bring a few creations to the masses, has developed into an interesting discovery of the hidden ghosts in society. And these are just the players who have contacted me! How many more are fearful of disclosing their desires? How many wouldn't dream of making these bizarre requests, but would utilize them if the game came with them.

Copies of this speech can be obtained by writing Farkle Press, Inc.