
The video game The Sims 2 released in 2004 is a very interactive game, therefore gamers are more likely to become immersed in the virtual environments the game provides. Further becoming involved by the fact that the gamer is playing god with the characters they have created. The interaction is created through the way the characters interact within the game and the relationships you form for them. As well as the infinite playability the game has, because the game remains open-ended. For example in his article "The Long Zoom" (2006) Steven Johnson writes: "As in most traditional games, once you have completed a level, you can always go back to it. A skilled gamer might be able to reach the highest level after 30 hours of play, but like all of Wright’s creations, the game has no definite ending."
The interactivity of The
Sims 2 is why the game is so immensely popular, the game is endless and the
gamer is creating their own stories and narratives. Having a character created
by you and adopting a lifestyle chosen by the gamer helps them to incorporate
there own lifestyles or beliefs into the virtual simulation. The immersion of
the gamer is developed by the stages the Sims can progress through, ranging
from birth to adult to elder. These give the gamer the idea that the
characters are evolving and the game changing forcing the gamer to become
invested, therefore raising the interactivity of the game. In the article "The
Gamer As Artiste" (2005) By John Leland he discusses the idea of gamer
repercussions in video games: "They are the one medium that allows users to
experience guilt, because they make the player responsible for the actions of
a character on screen, Professor Jenkins said. "If you do something
despicable, you have yourself to answer for." This addresses the nature of the
gamer and the level of involvement they have to commit to.