The Lost Gems of The Sims 1 and 2: Forgotten Features We Want Back
Will Wright's early *Sims* games, brimming with charm, immersive gameplay, and delightful surprises, set a standard that later iterations haven't quite matched. From intricate memory systems to uniquely quirky NPC interactions, these now-lost features defined the original games' magic. This article explores those forgotten gems from *The Sims 1* and *The Sims 2*, highlighting features fans still fondly remember and yearn to see return.
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Table of Contents
The Sims 1
Authentic Plant Care
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Indoor plants in The Sims 1 demanded attention; neglect led to wilting, impacting both aesthetics and your Sim's "Room" need, subtly encouraging players to maintain their homes.
Can’t Pay, Can’t Eat!
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Freddy, the pizza guy, wasn't shy about reclaiming his unpaid order, adding a touch of realism (and frustration!) to the gameplay.
A Genie’s Unexpected Gift
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The genie lamp offered unpredictable wishes. Wishing for "water" could surprisingly grant you a luxurious hot tub—a delightful, unexpected boon, especially in challenges like rags-to-riches.
The School of Hard Knocks

Academic performance had real consequences. Excellent grades brought rewards from grandparents; poor grades resulted in a one-way trip to military school.
Realistic WooHoo
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The Sims 1's "WooHoo" interaction included undressing and a range of realistic post-interaction emotions—from tears to laughter—adding depth to the experience.
Fine Dining
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Sims elegantly used knives and forks, a detail lost in later iterations, showcasing a level of sophistication appreciated by players.
Thrills and Spills
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Makin' Magic introduced roller coasters in Clowntastic Land and Vernon's Vault, with the added freedom to build your own on any community lot.
The Price of Fame
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Superstar offered a realistic portrayal of fame, with a five-star system influenced by performance and the ever-present threat of being dropped by the agency.
Spellcasting in Makin’ Magic
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Makin' Magic's spellcasting system, detailed in The Start Here Spellbook, allowed both adults and children (uniquely to The Sims 1) to craft spells and charms.
Singing Under the Stars
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Campfire singalongs, with three different melodies, added a charming social element to the game.
The Sims 2
Running a Business
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The Sims 2 allowed Sims to become entrepreneurs, opening and managing various businesses, from boutiques to restaurants, complete with hiring and managing employees.
Higher Education, Higher Rewards
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University offered a rich college experience, with dorm life, academics, and the opportunity to pursue various majors, leading to better career prospects.
Nightlife
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Nightlife introduced inventories, new social interactions, memorable characters (Mrs. Crumplebottom!), and a more dynamic dating system.
The Excitement of Apartment Life
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Apartment Life brought the vibrancy of city living, with apartment buildings, bustling social scenes, and diverse housing options.
Memories That Last, Love That Doesn’t
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The Sims 2's memory system impacted Sim personalities and interactions, while the inclusion of unrequited love added a layer of realism.
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Functional Clocks
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Clocks accurately displayed in-game time, a simple yet effective detail.
Shop ‘Til You Drop
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Sims needed to actively shop for food and clothing, adding a layer of realism to daily life.
Unique NPCs
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The Social Bunny and Therapist added quirky, memorable interactions.
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Unlocking Hobbies
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FreeTime introduced hobbies with skill-building, social benefits, and unique career opportunities.
A Helping Hand
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Close neighbor relationships allowed for childcare assistance, offering a personal alternative to hiring a nanny.
The depth and creativity of *The Sims 1* and *The Sims 2* are undeniable. While the return of all these features might be unlikely, their legacy serves as a reminder of what made the early *Sims* games so special.
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