For 2 days now I haven't been able to connect to the Sims 4 online services, not sure if this is a server issue or not, but Ive already restarted my computer and that didn't help. Ive manually gone into the game to check/uncheck the online/offline option and none of this is working.


Any clues as to whats going on? Thanks in advance.

Ok I tried what you suggested, but it didn't work.


I don't understand how the game was working fine for weeks and now suddenly out of the blue I can't connect to the game's online gallery. I haven't done or changed anything in terms of the game's data or folders, so why is this happening?


Im going to try using a different connection, but this seems rather bizarre to me.


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The Sims Online was a 2002 massively multiplayer online game (MMO) developed by Maxis and published by Electronic Arts (EA) for Microsoft Windows. The game was a subscription-based online multiplayer version of the 2000 Maxis game The Sims, in which players could interact with others on virtual user-made lots, buy and customise properties, and make money by taking on jobs the game's virtual economy. The Sims Online was the project of Maxis founder and Sims creator Will Wright, who sought to create an open-ended online game based on social interaction, with ambitions for the game to be a platform for emergent gameplay and the creation of virtual societies and politics. In line with these ambitions and the prior commercial success of The Sims, The Sims Online received considerable pre-release coverage, with expectations that it would be successful and break new ground for online multiplayer games.

Players setup the game by select a city and creating a sim. Cities represent persistent servers with different players; each player may have one sim per city with a total of three sims. Creating a sim is similar to The Sims, with control over name, gender, and appearance.[3] Once the sim is created, a player enters the city view of the selected city, divided into neighborhoods which feature a grid of properties. Players can use a search, browser and map filters to locate existing properties, including by attributes including their popularity and category. As in The Sims, players are required to manage their sim's needs whilst on a lot by keeping their eight individual motive levels high, which include hunger, comfort, hygiene, bladder, energy, fun, social, and room.[4] The Sims Online features a similar skill progression system to The Sims, with some modifications. Skills improve players' ability to generate an income using skill objects. Skill progression is accelerated by the number of people progressing the same skill at the same time in a lot. Skills also degrade over time based on the total number of skill points earned.[5]

The Sims Online integrates social features that allow players to interact with others. Players can search, bookmark, and locate other players in their neighborhood by name in the city view. This view also provides a top 100 list of the most successful sims and properties in the neighborhood by various categories. The relationships between players are visually depicted in a friendship web, which depicts the player's network of friends, enemies and acquaintances. These statuses are manually set by players.[6]

Relationships are indirectly measured by a relationship score that increases and decreases along with the daily and lifetime interactions a player has with another. Players have also several modes of social interaction inside and outside of properties. Messages can be sent through the user interface to specific players, which turns into a real-time chat if both players are online. If both players are on the same property, they can interact using an open text chat creating speech bubbles to nearby players. Players can also select animated gestures and interactions, with more earned by progressing skills above a certain level or having a higher relationship score. Some gestures and interactions are mutual and require both players to accept before proceeding. Players can manage unwanted behaviour by ignoring the player, removing their text in chat, or banning them from the lot if owned by the player.[5]

The Sims Online was conceived by Maxis lead designer and creator of The Sims, Will Wright, who envisioned future games would be online as the "norm rather than the exception",[9] and proposed the concept of an online Sims game to Maxis in 2000.[10] Delivering a keynote speech at the 2001 Game Developers Conference, Wright revealed initial concepts and screenshots for The Sims Online,[11] outlining an aim for the game to imitate and represent real-life social networks as "an interactive exploration of the emerging social web" and based upon the "social topography" created and explored by players.[12][13][14] Wright also attributed conversations with author Neal Stephenson and his 1992 novel Snow Crash as inspiration for the game, with its notion of a metaverse also emerging as a comparison point for publishers and reviewers.[10][15][16] To reinforce the idea of an open-ended virtual environment, Wright concieved the game would be "thematically empty" upon release, with its settings and social dynamics to be created by players with minimal guidance from the game.[17]

To realise Wright's concept, the development team aimed to create an online game with The Sims engine that encouraged interaction between players,[18] and provide a broader business and economic simulation built from this premise.[19] Initially pitched as a smaller matchmaking client where players could visit each other's houses, suggestions by EA and Maxis to focus the game on a subscription model led to development of a larger online game.[10] The team, which initially had little to no experience creating massively multiplayer online games, encountered challenges and delays in creating and scaling tools and processes from a game originally intended as a single-player experience.[10][20][21] Ultima Online developer Gordon Walton joined Maxis to provide experience on designing online games.[10] The team also featured a larger representation of women for the time reflecting the majority female audience of The Sims franchise,[22] commended by the ELSPA as a "success story" for the female games industry workforce.[23] The undisclosed development budget for The Sims Online was estimated by industry insiders to be $25 million.[24] EA announced the release of a public beta in October 2002.[25]

Prior to release, The Sims Online received significant pre-release coverage and high expectations as a potential commercial and cultural phenomenon,[26] following the showcase of the game at E3 in May 2002.[10][27] Featured as a cover article on Newsweek, the game was hailed as a "step forward for online games" and an emerging "forum for social interaction".[15] Lev Grossman of Time described the upcoming title as a "daring collective social experiment" to simulate a "vast virtual society" and "sandbox where we can play out our fantasies and confront our fears about what America might become".[28] Some noted the novelty of an MMO that did not feature a fantasy theme in contrast to popular MMO games of the time, including EverQuest and Ultima Online,[29][30] with speculation that its general appeal could "bring multiplayer online gaming to the masses".[31] Others expressed caution about the game's high expectations, with Chris Morris of CNN noting the commercial risk due to the poor performance of previous EA online games Motor City Online and Majestic, and the "looming question of whether casual gamers will be willing to pay a monthly fee".[32] The Sims Online was launched on 17 December 2002 to coincide with the Christmas period.[33] The release was accompanied by a kitsch-themed launch party organized by EA and held in New York at the Altman Building.[34]

Public attention was further brought to these issues by Peter Ludlow, a University of Michigan philosophy professor, who operated an online blog titled the Alphaville Herald that frequently canvassed the activities of the inhabitants on the server of the same name.[44] Under the pseudonym Urizenus, Ludlow observed, wrote about, and interviewed users engaging in practices including scams,[45] sadomasochism,[46][47] prostitution,[48] and organised crime.[49] Of particular concern was a reported griefer, Evangeline, who claimed to be a seventeen-year-old male who operated a brothel offering virtual sex services in the game.[50][51] Ludlow, among other academics, noted the ethical grey area of these activities, although the potential of "real money" being exchanged for simoleons opened up issues around the "exploitation" of users.[50] Ludlow's account on The Sims Online was banned by EA on the basis that he had included a link to his website in his player profile, raising mainstream commentary on the merits of Ludlow's reporting, the potential harms of virtual crime, and the adequacy of moderation in the game.[50][51][52]

The Sims Online received "mixed to average" review scores according to review aggregator Metacritic.[72] Reviewers generally praised the social networking features of the game, with several comparing it to the functionality of a chat room.[73][76][80] Describing the game as a "chat room come to life', Michael Lafferty of GameZone considered the interactive social gameplay to be a highlight of The Sims Online due to the diversity of the player base.[80] A. A. White of Game Revolution commended the "realized" and "excellent" integration of in-game instant messaging and email.[77] Jessica Theon of Computer Games praised the game's design and social features in encouraging player co-operation, although she found the map and search function making it difficult to navigate to find others.[74] Game Informer enjoyed the communal aspect of the game, but wished there were more gameplay options than "mindless genial interaction".[76] Scott Steinberg of PC Zone highlighted the game's "unique approach to massive online play" and focus of the game mechanics to "bring people together", but found the lack of a chat log made it difficult to monitor and continue conversations.[39] Several critics also discussed the negative aspects of player interaction. Steve Butts of IGN noted the gameplay was open to "confusion" and "abuse", observing easy ways to exploit the property manager system.[38] Dana Jongewaard of Computer Gaming World found players were generally unwilling to interact in gameplay and were primarily focused on making money.[75] In contrast, Jessica Theon of Computer Games found players to be "incredibly friendly and helpful".[74] 0852c4b9a8

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