Home News The Lost Gems of The Sims 1 and 2: Forgotten Features We Want Back

The Lost Gems of The Sims 1 and 2: Forgotten Features We Want Back

Author : Scarlett Mar 16,2025

Will Wright's early *Sims* games were brimming with charming details, immersive mechanics, and delightful surprises—elements often absent in later iterations. From deeply personal memory systems to uniquely quirky NPC interactions, these features truly captured the magic of the originals. But as the series evolved, many beloved elements faded. This article fondly revisits those forgotten gems from the first two *Sims* games—features fans still cherish and long to see return.

The Sims 1Image: ensigame.com

Table of Contents

The Sims 1

Authentic Plant Care

Authentic Plant CareImage: ensigame.com

The original Sims demanded diligent plant care. Neglecting indoor plants led to wilting, impacting both aesthetics and your Sim's "Room" need, subtly encouraging players to maintain tidy homes.

Can’t Pay, Can’t Eat!

Cant Pay Cant EatImage: ensigame.com

Freddy, the pizza guy, wasn't shy about his frustration if your Sim couldn't pay. He'd unceremoniously reclaim the pizza and leave, adding a touch of realism to the experience.

A Genie’s Unexpected Gift

A Genies Unexpected GiftImage: ensigame.com

The genie lamp offered daily wishes, with lasting effects. A surprising twist: wishing for "water" could rarely grant a luxurious hot tub—a delightful unexpected bonus, especially during self-imposed challenges.

The School of Hard Knocks

The School of Hard Knocks

Education had serious consequences. Excellent grades brought a gift from grandparents; poor grades meant military school—a one-way trip away from home.

Realistic WooHoo

Realistic WooHooImage: ensigame.com

WooHoo included undressing before and diverse post-WooHoo reactions: crying, laughing, cheering, or even disgust—a surprisingly realistic portrayal for its time.

Fine Dining

Fine DiningImage: ensigame.com

Sims used knives and forks properly—a level of detail absent in later games.

Thrills and Spills

Thrills and SpillsImage: ensigame.com

Makin’ Magic introduced roller coasters in Clowntastic Land and Vernon's Vault, with the ability to build custom coasters anywhere.

The Price of Fame

The Price of FameImage: ensigame.com

Superstar offered a five-star fame system. Success boosted your ranking; failure, neglect, or breakdowns could lead to being dropped by the agency.

Spellcasting in Makin’ Magic

Spellcasting in Makin MagicImage: ensigame.com

Makin’ Magic's spellcasting system involved combining ingredients, documented in The Start Here Spellbook, with spells for both adults and children (a unique feature).

Singing Under the Stars

Singing Under the StarsImage: ensigame.com

Sims could enjoy campfire singalongs with three different folk songs, adding a charming social element.

The Sims 2

Running a Business

The Sims 2Image: ensigame.com

The Sims 2 allowed Sims to open and manage businesses, from boutiques to restaurants, hiring and managing employees.

Higher Education, Higher Rewards

Higher Education Higher RewardsImage: ensigame.com

University let teens attend college, live in dorms or houses, choose majors, and unlock better careers upon graduation.

Nightlife

NightlifeImage: ensigame.com

This expansion introduced inventories, new social interactions, memorable NPCs (Mrs. Crumplebottom!), and more dynamic romantic interactions.

The Excitement of Apartment Life

The Excitement of Apartment LifeImage: ensigame.com

Apartment Life added apartment living, with close proximity leading to new relationships and opportunities.

Memories That Last, Love That Doesn’t

Memories That Last Love That DoesntImage: ensigame.com

The Sims 2's memory system tracked major life events, shaping personalities. Unrequited love added depth and realism.

The Lost Gems of The Sims 1 and 2 Forgotten Features We Want BackImage: ensigame.com

Memories That Last Love That DoesntImage: ensigame.com

Functional Clocks

Functional ClocksImage: ensigame.com

Clocks displayed in-game time.

Shop ‘Til You Drop

Shop Til You DropImage: ensigame.com

Sims had to buy food and clothes—no magical restocking.

Unique NPCs

Unique NPCsImage: ensigame.com

The Social Bunny appeared when social needs were low; the Therapist intervened during breakdowns.

Unique NPCsImage: ensigame.com

Unlocking Hobbies

Unlocking HobbiesImage: ensigame.com

FreeTime introduced hobbies with skill-building, friendships, and career opportunities.

A Helping Hand

A Helping HandImage: ensigame.com

Close neighbors could help with childcare.

The original Sims games were remarkably deep and creative. While a complete return of these features may be unlikely, their legacy reminds us of the unique charm that defined the series' early days.