Alternate Timelines

What If The Sims Was Never Created?

Exploring the alternate timeline where the groundbreaking life simulation game The Sims never came to exist, and how the absence of this cultural phenomenon would have altered the landscape of gaming, interactive entertainment, and digital social expression.

The Actual History

In February 2000, game developer Maxis (by then a subsidiary of Electronic Arts) released The Sims, a revolutionary life simulation game designed by Will Wright. The concept had its genesis in 1991 when Wright lost his home during the Oakland-Berkeley firestorm, inspiring him to think about the process of rebuilding one's life and possessions. This experience, combined with his interest in urban planning and architecture that had previously led to the creation of SimCity (1989), formed the foundation for a game focused on simulating everyday human life.

The development of The Sims was not straightforward. EA was initially skeptical about the game's commercial potential—a game without clear objectives where players would guide virtual people through mundane activities like using the bathroom and preparing meals seemed unmarketable. The concept was a significant departure from the action-oriented, goal-focused games dominating the market. According to industry lore, the project survived internal reviews at EA largely due to Wright's established reputation from SimCity and the passionate advocacy of a few executives who saw the unique potential.

Despite these concerns, when The Sims launched in February 2000, it became an immediate success, selling more than 6.3 million copies by 2002—unprecedented numbers for a PC game at that time. The game's open-ended nature, which allowed players to create their own stories and goals, resonated with a diverse audience that extended well beyond typical gaming demographics. Women, in particular, embraced the game, making up approximately 60% of the player base—a rarity in the male-dominated gaming industry of the early 2000s.

The success of The Sims launched a franchise that has become one of the most lucrative in gaming history. The original game spawned seven expansion packs, while The Sims 2 (2004), The Sims 3 (2009), and The Sims 4 (2014) each expanded the formula with new features, improved graphics, and more complex simulation mechanics. Collectively, the franchise has sold over 200 million copies worldwide as of 2025, generating billions in revenue.

Beyond commercial success, The Sims profoundly influenced gaming culture. It pioneered user-generated content, with players creating and sharing custom items, houses, and characters (known as "Sims"). The game's "modding" community became one of the earliest and most prolific examples of player-driven content creation, establishing practices that would later become industry standards.

The Sims also demonstrated the commercial viability of games targeting non-traditional gaming audiences, paving the way for the casual gaming boom of the 2000s. Its focus on social relationships and everyday life helped legitimize games as a medium for exploring human experiences beyond combat and competition. The franchise's inclusive approach to relationships—allowing same-sex partnerships from the original game and marriage in later iterations—positioned it as socially progressive within the gaming industry.

Will Wright went on to develop Spore (2008) before leaving EA to pursue other projects, while The Sims continues as one of EA's flagship franchises. The series' influence extends beyond gaming into popular culture, academic studies of virtual communities, and discussions about representation in media. It stands as a watershed moment in interactive entertainment—proof that games could successfully simulate the everyday aspects of human life and appeal to players seeking creative expression rather than competitive challenges.

The Point of Divergence

What if The Sims was never created? In this alternate timeline, we explore a scenario where Will Wright's vision for a virtual dollhouse where players could explore the everyday lives of simulated people never materialized as a commercial product.

Several plausible divergences could have prevented The Sims from becoming reality:

First, EA might have definitively killed the project during its troubled development phase. Contemporary accounts suggest that The Sims faced significant internal resistance at Electronic Arts, with many executives questioning whether a game about everyday activities could attract an audience. In our timeline, Wright's reputation from SimCity and some key advocates within EA kept the project alive. But had a few critical meetings gone differently—perhaps if EA had been under more financial pressure in the late 1990s, or if key supporters had left the company—the project could have been canceled outright.

Alternatively, Will Wright himself might have taken a different creative direction. Had the 1991 Oakland-Berkeley firestorm not destroyed his home, Wright might never have developed his interest in the processes of choosing and acquiring material possessions. Without this personal experience, his focus might have remained on city-building and management simulations rather than shifting to individual lives and interpersonal relationships.

A third possibility involves technological limitations. The Sims pushed the boundaries of what was possible in character AI and behavioral simulation for its time. Had the development team encountered insurmountable technical obstacles—perhaps in creating the game's complex needs-based behavior systems or in optimizing the demanding graphical requirements for late 1990s home computers—the project might have been abandoned as unfeasible.

Finally, market conditions could have played a role. The late 1990s saw significant upheaval in the gaming industry as it transitioned to 3D graphics and CD-ROM distribution. In our timeline, EA took a chance on The Sims' unconventional concept. In an alternate timeline with a more conservative market approach following high-profile failures of experimental games, EA might have directed Maxis to focus exclusively on safer iterations of the established SimCity franchise.

In this alternate history, we'll assume that in mid-1998, during a period of financial turbulence at Electronic Arts following some underperforming titles, the executive team made the difficult decision to cancel several in-development projects, including Will Wright's experimental life simulator. Instead, they redirected Maxis to focus on developing SimCity 3000, which was closer to completion and represented a safer investment in a proven franchise.

Immediate Aftermath

Impact on Maxis and Will Wright (2000-2003)

Without The Sims as its flagship product, Maxis would have followed a markedly different trajectory in the early 2000s. The studio would likely have continued its focus on the SimCity franchise and similar simulation games. SimCity 3000 (released in 1999) performed respectably in our timeline, but without the extraordinary revenue generated by The Sims, Maxis would have operated with substantially reduced resources.

Will Wright, deprived of what became his most successful creation, might have left Maxis earlier than he did in our timeline. His creative interests were increasingly diverging from traditional gaming paradigms, and without the success of The Sims bolstering his position within EA, tensions might have accelerated. Alternatively, he might have remained but been forced to work on more conventional simulation games with clearer objectives and traditional gameplay mechanics.

"The cancellation of the project that would have become The Sims was a significant blow," Wright might have said in a hypothetical 2002 interview. "I still believe there's an untapped market for games about everyday life and social interactions, but the industry isn't ready to take that risk yet."

Electronic Arts' Business Direction (2000-2005)

Without the unexpected windfall from The Sims, EA would have likely doubled down on its core strengths in sports titles and licensed products. The company's financial performance would have been significantly different—in our timeline, The Sims and its expansion packs became reliable revenue generators, giving EA stability and capital for acquisitions and new initiatives.

In this alternate timeline, EA might have pursued a more aggressive acquisition strategy to compensate for the missing revenue stream, potentially acquiring different studios than it did in our timeline. The company might have focused more intently on console development rather than maintaining as strong a presence in PC gaming, given that one of their most successful PC franchises never materialized.

The absence of The Sims would have particularly affected EA's penetration among female gamers. In our timeline, the game dramatically expanded EA's demographic reach; without it, the company might have remained more focused on traditionally male-dominated gaming segments, missing the opportunity to establish itself as a publisher with cross-gender appeal.

The Casualization of Gaming (2000-2005)

The Sims played a crucial role in expanding the definition of what constituted a "game" and who could be considered a "gamer." Its absence would have significantly slowed the casualization of gaming that occurred in the early 2000s.

Other games would eventually have filled some of this space—titles like Animal Crossing (2001) and Harvest Moon continued to explore non-violent, life-simulation gameplay. However, without The Sims demonstrating the massive market potential for such games on PC, publishers would have been more hesitant to invest in similar concepts, particularly for computer platforms.

The expansion of gaming demographics would likely have been delayed by several years. In our timeline, The Sims created inroads for non-traditional gamers, particularly women, to enter gaming culture. Without this bridge, the industry might have remained more insular for longer, continuing to cater primarily to established gaming audiences with conventional game designs.

User-Generated Content and Modding Communities (2000-2005)

One of The Sims' most significant impacts was popularizing user-generated content in mainstream gaming. The game's robust community of creators who designed custom skins, objects, and houses represented one of the earliest large-scale examples of player-created content ecosystems.

Without The Sims, this revolution might have been delayed or taken a different form. Other games with modding capabilities existed, but they typically appealed to more technically inclined players. The Sims made content creation accessible to a broader audience, including many with no prior programming experience.

The absence of this influential modding community would have affected how game developers approached user-generated content in subsequent years. The proven economic model of selling a base game followed by multiple expansion packs—refined by The Sims franchise—might not have become as prevalent without its demonstrable success.

Alternative Creative Directions in Gaming (2000-2005)

The resources that went into The Sims would have been directed elsewhere. Maxis might have explored different simulation concepts, perhaps developing business simulations like SimGolf or SimCoaster earlier or more extensively. Will Wright might have begun work on the concepts that would eventually lead to Spore sooner, potentially resulting in an earlier release with different features.

The gaming landscape would have had a significant gap. Games exploring social relationships, domestic life, and personal expression would have remained niche rather than becoming a mainstream genre. The emotional range explored in popular games would have remained narrower for longer, with fewer titles dealing with interpersonal relationships and everyday scenarios.

Long-term Impact

Evolution of Life Simulation Games (2005-2025)

Without The Sims establishing life simulation as a commercially viable mainstream genre, the development of such games would have followed a different trajectory. Japanese series like Animal Crossing and Harvest Moon (later known as Story of Seasons) would still have explored aspects of simulated daily life, but likely would have remained relatively niche products internationally rather than forerunners of a broader movement.

The absence of The Sims would have created a market gap eventually filled by different approaches to life simulation:

  • Social Media Integration: Without The Sims demonstrating the appeal of virtual self-expression, social media platforms might have developed more game-like features earlier. Facebook games like FarmVille emerged in our timeline around 2009, but in this alternate timeline, they might have incorporated more elements of life simulation to fill the void left by The Sims.

  • Mobile Life Simulators: The mobile gaming boom of the 2010s would still have happened, but the types of casual simulation games developed would differ. Without The Sims as a template, mobile developers might have created more fragmented experiences focusing on specific aspects of life simulation rather than comprehensive systems.

  • Virtual World Platforms: Services like Second Life (launched 2003) might have gained more mainstream traction without competition from The Sims franchise. These platforms, which emphasized social interaction in virtual spaces, could have evolved to incorporate more game-like elements to capture the audience that would have been drawn to The Sims.

By 2025 in this alternate timeline, life simulation would likely exist as a genre, but with a more distributed, less cohesive identity—defined by a collection of specialized experiences rather than following the comprehensive template established by The Sims.

Impact on Gaming Demographics and Industry Diversity (2005-2025)

The absence of The Sims would have significantly affected the demographic evolution of gaming. In our timeline, the game served as an entry point that brought many women and older players into PC gaming. Without this gateway:

  • Delayed Demographic Expansion: The diversification of gaming demographics would likely have been delayed by 5-10 years. Eventually, mobile gaming and platforms like the Nintendo Wii would still have expanded gaming's reach, but the process would have begun later and proceeded more slowly.

  • Different Industry Perspectives: Game development teams might have remained more homogeneous for longer. The Sims teams notably included more women in development and leadership roles than was typical for the era, influencing hiring practices. Without this example, the industry's movement toward greater diversity might have been slower.

  • Alternative Female-Focused Genres: Without The Sims demonstrating women's interest in gaming, publishers seeking to attract female players might have focused more exclusively on casual puzzle games and hidden object games, potentially reinforcing rather than breaking down gendered gaming stereotypes.

By 2025, the gaming audience would still have diversified due to the proliferation of mobile devices and the general mainstreaming of gaming culture, but the paths to this diversification would have been different, potentially resulting in more segregated gaming communities.

Electronic Arts' Business Evolution (2005-2025)

Without the reliable revenue stream provided by The Sims franchise, EA's business strategy would have evolved differently:

  • Different Acquisition Targets: In our timeline, EA's strong financial position, bolstered by The Sims, enabled major acquisitions. Without this success, EA might have been more conservative in its expansion or focused on different types of studios.

  • Alternative Franchise Development: Resources that went into The Sims sequels and expansion packs would have been allocated elsewhere. EA might have more aggressively developed other simulation franchises or doubled down on sports titles and licensed properties.

  • Changed Relationship with Mobile Gaming: EA's transition into mobile gaming might have followed a different pattern. In our timeline, The Sims FreePlay and The Sims Mobile were important parts of EA's mobile strategy. Without these titles, different properties would have led EA's push into mobile markets.

By 2025, EA would still be a major publisher, but its portfolio would be weighted differently—likely with greater emphasis on sports, action, and licensed titles, and potentially a smaller footprint in simulation games and casual markets.

User-Generated Content and Community Creation (2005-2025)

The evolution of user-generated content in gaming would have followed a different path without The Sims as an early mainstream example:

  • Delayed Mainstream Adoption: The concept of players creating and sharing content would have taken longer to become a central feature of major games. While titles like LittleBigPlanet (2008) would still have explored these ideas, the groundwork laid by The Sims community would have been absent.

  • Different Monetization Models: The expansion pack model perfected by The Sims might not have become as dominant. Alternative approaches to long-term monetization, like subscription services or early versions of battle passes, might have gained prominence sooner.

  • Technical vs. Creative Modding: Without The Sims demonstrating the appeal of accessible creative tools, modding might have remained more technically focused for longer. The emphasis might have stayed on gameplay modifications rather than aesthetic customization and storytelling.

By 2025, robust content creation systems would still exist in games, driven by platforms like Minecraft and Roblox, but the demographic makeup of content creators might be different, with potentially less diversity in the types of content being created.

Cultural Impact and Media Representation (2005-2025)

The Sims influenced how games were perceived in broader culture, particularly regarding representation and social issues:

  • Delayed LGBTQ+ Representation: The Sims was notably progressive in allowing same-sex relationships from its initial release in 2000. Without this precedent, mainstream games might have been slower to incorporate LGBTQ+ representation, potentially delaying such inclusion by several years.

  • Different Approaches to Virtual Photography: The practice of creating and sharing stories through screenshots—popularized by The Sims community—might have evolved differently, perhaps emerging later through social media platforms or other games.

  • Academic Study of Virtual Lives: The Sims became an important subject for academic research on virtual identity and digital sociology. Without it, academic interest in gaming might have remained more focused on violence and addiction concerns rather than expanding into studies of self-expression and virtual society.

By 2025, games would still have evolved to address social issues and representation, driven by changing societal expectations, but the process might have been more contentious and less organic without The Sims having normalized certain types of inclusion early on.

Will Wright and Maxis's Alternative Legacy (2005-2025)

Without The Sims as the culmination of Maxis's evolution, the studio and its famous designer would have left a different mark on gaming history:

  • Wright's Career Trajectory: Will Wright might have left EA earlier to pursue independent projects, or focused on different concepts entirely. Spore might have taken a different form, perhaps incorporating elements of the canceled life simulation project.

  • Maxis's Fate: Without the success of The Sims securing its position, Maxis might not have survived as a distinct studio within EA for as long as it did in our timeline (until 2015). The Maxis brand might have been absorbed earlier or redirected to focus exclusively on SimCity.

  • Different Simulation Pioneers: In the absence of Wright and Maxis dominating the life simulation space, other developers might have risen to prominence with alternative approaches to simulating aspects of human existence.

By 2025, the landscape of simulation gaming would acknowledge different pioneers and watershed moments, with Wright perhaps remembered primarily for SimCity rather than for revolutionizing how games could represent everyday human experience.

Expert Opinions

Dr. Jennifer Morales, Professor of Digital Media Studies at UCLA, offers this perspective: "The absence of The Sims would have created a significant void in gaming's demographic evolution. What made The Sims revolutionary wasn't just its gameplay mechanics, but how it legitimized different motivations for playing games. Before The Sims, mainstream games primarily rewarded mastery, competition, and completion. The Sims validated play centered around creativity, social experimentation, and personal expression. Without this counterexample to traditional gaming paradigms, I believe the industry's expansion beyond traditional gaming demographics would have been delayed by at least a decade. Mobile gaming would have eventually created inroads for new players, but without The Sims demonstrating the massive market potential for non-competitive, creation-focused games, publishers would have been much slower to diversify their offerings."

Marcus Chen, Game Designer and Industry Historian, provides a different analysis: "If The Sims had never been created, the vacuum would inevitably have been filled, but likely with multiple smaller innovations rather than a single revolutionary title. Japanese developers were already exploring aspects of life simulation through Animal Crossing and various social simulation games. These might have gained more prominence internationally without The Sims dominating the genre. What's most fascinating to consider is how user-generated content would have evolved. The Sims created a model where players without programming knowledge could still participate in content creation. Without this precedent, modding might have remained a more technically demanding activity for years longer, potentially limiting who participated in game content creation. The democratization of game creation that we've seen culminate in platforms like Roblox might have taken a very different form or timeline."

Sara Williams, Chief Strategy Officer at Horizon Games and former EA executive, contemplates the business implications: "Electronic Arts without The Sims would be a fundamentally different company. The franchise didn't just generate billions in revenue; it provided stability that allowed EA to weather industry transitions and take creative risks elsewhere. Without this reliable income stream, EA might have become more risk-averse, doubling down on annual sports releases and licensed properties rather than exploring new IP. The expansion pack business model that The Sims perfected also influenced how games approached post-launch monetization before microtransactions became ubiquitous. From a purely business perspective, the absence of The Sims would have likely resulted in more studio consolidation within the industry, as EA might have pursued more acquisitions to fill the revenue gap, potentially changing which independent studios survived the tumultuous 2000s gaming landscape."

Further Reading