Software:The Sims: Superstar
| The Sims: Superstar | |
|---|---|
| Developer(s) | Maxis[lower-alpha 1] |
| Publisher(s) | Electronic Arts (PC) Aspyr Media (Mac) |
| Platform(s) | Windows Mac OS X |
| Release | WindowsMac OS X |
| Genre(s) | Social simulation |
| Mode(s) | Single-player, multiplayer |
The Sims: Superstar is a 2003 expansion pack for The Sims developed by Maxis and published by Electronic Arts. The expansion allows Sims to become entertainment figures in a new area, "Studio Town", featuring additional work and leisure items. Upon release, Superstar was a commercial success, leading sales charts and becoming the highest selling computer game in the United States in 2003. Critical reception of the expansion was generally favorable, with critics praising the addition of a new and challenging game mechanic through the star power system, and others critiquing the repetition and tedium of the system in balance with other gameplay mechanics. The addition of celebrity gameplay mechanics in Superstar would be re-introduced in future Sims expansions including Software:The Sims 3: Late Night and Software:The Sims 4: Get Famous.
Gameplay

A new destination called Studio Town, which functions as a workplace for celebrity Sims where regular visits may be required to maintain their fame and career, marking the first time where players can follow their Sims to work. Going to Studio Town freezes the clock for the household. Becoming a Superstar requires near high levels of the Charisma, Creativity, and Body skills. Other personal attributes are also required, as well as maintaining a network of famous friends, and luck in producing good records, films, and runway shows. Sims that have developed their personal attributes enough can easily move between the different categories of superstar, allowing the player to change career as they choose. If a Sim performs exceedingly well, they may be visited at their home by a "fading star" to receive an Oscar-like statue called a "Simmy" for all-around success. They may also receive awards in Studio Town for success in individual categories to bring home and put on display. Non-celebrity Sims are allowed to visit Studio Town for leisure. Celebrities may make cameo appearances in Studio Town but cannot be controlled by the player. The list of celebrities includes Avril Lavigne, Andy Warhol, Marilyn Monroe, Jon Bon Jovi, Christina Aguilera, Freddie Prinze Jr., Sarah McLachlan, Jennifer Lopez and Richie Sambora.
Reception
Sales
Superstar was a commercial success, being identified by the Entertainment Software Association as the highest-selling computer game in the United States in 2003.[5] Upon release, the game topped NPD monthly sales charts the United States in June 2003,[6] and the ELSPA sales charts for computer games in the United Kingdom in August and September 2003.[7][8]
Reviews
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Superstar received "generally favorable" reviews, according to review aggregator Metacritic, with an average score of 79%.[9] Positive reviews praised the expansion's theme and more complex relationship system. IGN praised the expansion as "easily the best in terms of new gameplay", describing the star system as "well integrated in to the overall experience" and "manages to move the entire concept of The Sims forward rather than just tacking on more window dressing".[16] Also describing the expansion as a "worthwhile addition", Computer Gaming World wrote that the celebrity star power system added "a new level of intensity" to the game, and praised the addition of minigames as "entertaining" and executed with "typical Maxis flair."[11] Computer Games similarly noted that the system added "another dimension to the game" and created a "new level of entertainment and challenge".[10] GameSpot also noted the expansion "has the distinction of being the first truly challenging expansion packs for The Sims" due to its star system.[14] GameSpy additionally praised the inclusion of new objects such as baths and massage tables to manage the demands of visits to Studio Town on Sim needs, although found the lack of options to replenish energy a "disappointment as the needs bars seem to fall faster while there than at home."[15]
Negative reviews of Superstar critiqued the superficial and tedious implementation of the game mechanics. PC Zone wrote that the expansion's mechanics were "incredibly repetitive", citing the reliance on the game's "tedious" social interaction and omission of more "daring" and "adult" representations of fame to keep things interesting.[17] GMR similarly noted that "there's too much tedium and repetition involved to inject freshness into a tired franchise", describing the minigames as "unchallenging".[18] Eurogamer similarly cited the repetition of social tasks, on top of the management of Sim needs, as a "frustrating experience", making it "difficult to enjoy the delights that Studio Town offers (if) you're not on top form when you make your entrance."[12] Several critics expressed that Superstar demonstrated a growing fatigue with the number of expansions released for The Sims,[18] with Hyper describing the release as "more of the same" and "exhausting consumers' patience with...a rapidly tiresome concept".[13] Eurogamer wrote that their "patience was wearing thin" following the release of Superstar, finding the game to implement "little to no change to the fundamental Sims formula".[12]
Accolades
Superstar received the award for "Computer Simulation Game of the Year" during the 7th Annual Interactive Achievement Awards.[19]
Notes
References
- ↑ Cohen, Peter (August 28, 2003). "Aspyr adds The Sims Superstar expansion pack" (in en). https://www.macworld.com/article/167759/superstar.html.
- ↑ Bramwell, Tom (May 1, 2003). "The Sims Superstar goes gold" (in en). Eurogamer. https://www.eurogamer.net/news010503simsuperstergold.
- ↑ Parker, Sam (April 30, 2003). "The Sims: Superstar goes gold" (in en-US). https://www.gamespot.com/articles/the-sims-superstar-goes-gold/1100-6026027/.
- ↑ "The Sims Superstar to ship next week" (in en-US). October 14, 2003. https://www.mactech.com/2003/10/14/the-sims-superstar-to-ship-next-week/.
- ↑ Essential Facts About the Computer and Video Game Industry: 2004 Sales, Demographics and Usage Data. Entertainment Software Association. 2004. https://archive.org/details/esa-essential-facts/ESA2004_Essential_facts.
- ↑ Parker, Sam (18 June 2003). "NPD PC game sales charts". https://www.gamespot.com/articles/npd-pc-game-sales-charts/1100-6030262/. Retrieved 27 July 2023.
- ↑ "ChartTrack Top 10". PC Zone (131): 26. August 2003. https://archive.org/details/PC_Zone_131_August_2003/page/n25. Retrieved 27 July 2023.
- ↑ "ChartTrack Top 10". PC Zone (132): 22. September 2003. https://archive.org/details/PC_Zone_132_September_2003/page/22. Retrieved 27 July 2023.
- ↑ 9.0 9.1 "The Sims: Superstar". https://www.metacritic.com/game/the-sims-superstar/critic-reviews/?platform=pc. Retrieved 27 July 2023.
- ↑ 10.0 10.1 Theon, Jessica (September 2002). "The Sims Superstar". Computer Games (154): 82. https://archive.org/details/computer-games-issue-154-september-2003/page/82. Retrieved 27 July 2023.
- ↑ 11.0 11.1 McAdams, Elizabeth (August 2003). "The Sims: Superstar". Computer Gaming World (229). https://archive.org/details/Computer_Gaming_World_Issue_229/page/n87. Retrieved 27 July 2023.
- ↑ 12.0 12.1 12.2 "The Sims Superstar". 12 June 2003. https://www.eurogamer.net/r-simssuperstar-pc. Retrieved 27 July 2023.
- ↑ 13.0 13.1 Dry, Frank (August 2003). "The Sims: Superstar". Hyper (118): 73. https://archive.org/details/hyper-118/page/72. Retrieved 27 July 2023.
- ↑ 14.0 14.1 Park, Andrew (27 May 2003). "The Sims: Superstar". Archived from the original on 13 August 2003. https://web.archive.org/web/20030813050458/http://www.gamespot.com/pc/strategy/simssuperstar/review.html. Retrieved 27 July 2023.
- ↑ 15.0 15.1 Harker, Carla (28 May 2003). "The Sims: Superstar". http://pc.gamespy.com/pc/the-sims-superstar/5864p1.html. Retrieved 27 July 2023.
- ↑ 16.0 16.1 Butts, Steve (7 June 2003). "The Sims Superstar Review". https://www.ign.com/articles/2003/06/06/the-sims-superstar-review. Retrieved 27 July 2023.
- ↑ 17.0 17.1 Pullin, Keith (July 2003). "The Sims: Superstar". PC Zone (130): 74. https://archive.org/details/PC_Zone_130_July_2003/page/n73. Retrieved 27 July 2023.
- ↑ 18.0 18.1 18.2 Luo, Di (September 2003). "The Sims: Superstar". GMR (8): 67. https://archive.org/details/GMRMagazine/GMR_08_Sep_2003/page/n65. Retrieved 17 July 2023.
- ↑ Casamassina, Matt (6 March 2004). "DICE 2004: The Awards". https://www.ign.com/articles/2004/03/05/dice-2004-the-awards. Retrieved 27 July 2023.
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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