On August 9, 2011 something horrible happened. The Sims Social was released to the world. It was a dastardly thing for Playfish and EA to do. They effectively remediated The Sims 3 people-aquarium god game to the Facebook platform (yes, Facebook really is considered a gaming platform now).
They transferred a lot of the addictiveness of The Sims 3 to an audience that has proven to have addictive personalities. Facebook gamers beware! The Sims Social wants your soul!
This tyranny is so complete that as of the one month launch anniversary The Sims Social playing population is estimated to be over 30 million users. That is 30 million people mercilessly enslaved to their singular customized Sim. The inhumanity of it is astounding!
Overview
There are three types of currency. Simoleons, which are earned for doing various tasks. Social Points, which are earned through causing your Sim to interact with other players’ Sims. SimCash, which is purchased by the player. These currencies are used to purchase furnishings and clothing. Both Simoleons and Social Points can be purchased with SimCash (of course).

In order: Simoleons, SimCash, Social Points. You see those nefarious little pluses on the right side of each one? Yeah, those are the “udders” used for milking your credit card.
Social Sims can learn all of the four available skill sets: art, cooking, music, and writing. Each one of these skills levels independently. As a Sim’s skill level increases, they outgrow the tool they are using to level up a particular skill. You must then provide a more advanced tool for the Sim to continue increasing that skill level.
Like almost every activity in The Sims Social undertaking these skill activities generate Simoleons, experience points, and “drops”. Drops are items that are stored in your “back pack” to be used to unlock advancing tasks on each tool or as components for crafted items. The more advanced the task the more Simoleons your Sim will make. Particular tasks will produce particular drops.

Working on the ol’ guitar skills…
The experience points skill tasking generates do not increase the level of the skill. Each skill task has levels themselves. Once a task has been max leveled it then makes the next task available for unlock. The experience points actually increase the level of the Sim. Yes, these Sims have levels as you would find in many RPGs and MMORPGs.
Your Sim’s house also levels. Each item you can purchase for your Sim’s house has a purchase value (how many Simoleon, SimCash, or Social Points you spend on it) and a house value. The house value is somewhat like experience points for the house. The more stuff in the house the more accrued value the house has. Therefore, the higher the value of the house and the higher the level of the house. If you remove an item from the house the value of the house is decreased by the value that the removed item contributed.
All of this is governed by the availability of energy and sufficiently met needs. One point of energy is provided to your Sim every five minutes. Energy can also be purchased by the player. Each task that generates Simoleons costs one energy. Some tasks require multiple expenditures of energy. The rate at which skill tasks generate Simoleons can be increased temporarily by causing your Sim to become “inspired”. Inspiring a Sim requires completely fulfilling that Sim’s needs. The needs of a Sim are: social, fun, hunger, hygiene, bladder, and sleep. The action of fulfilling needs does not use energy but may require specialized items or tools.
The Social Part of The Sims Social
Being social in The Sims Social is fairly simple and has four aspects. First, your Sim becomes friends with the Sims of your Facebook friends. This can include those who already play or those you recruit to play with you. You increase the closeness [level] of friendship between your Sim and your friend’s Sim. To do this, your Sim visits their Sim to interact. At first, this social interaction costs energy. Once a certain level of friendship is achieved your Sim is provided five bonus energy points to interact with a friend’s Sim. Visiting once daily which is sufficient to maintain and gain levels of friendship.

My avatar socializing and getting ready to schmooze my wife’s avatar. Isn’t Sim love grand!
The second aspect is through a traditional social Facebook game notification system. This “broadcasts” achievements gained or benchmarks achieved on your wall as a status update. Attached to this notification or sharing are rewards your Facebook friends can redeem by clicking on the redemption link. These rewards can be Simoleons, energy, or items.
The third aspect is giving gifts directly to another Facebook friend. These gifts are either small amounts of Simoleons, an energy point, or items needed to complete crafting recipes, open a next level of skill tasking, or complete a building project.
The fourth aspect is sending out requests for items needed to complete crafting recipes, open a next level of skill tasking, or complete a building project.
The Verdict
I am not a big fan the Facebook “social” games. The games are never really social and lean more towards milking players for cash or advertising points. Even the previously reviewed and appreciated Dungeon Overlord is structured in that way.
Though it is obvious this is an element of The Sims Social (which includes product endorsements), it is entirely possible to have a rewarding experience with The Sims Social without spending real world money or delving into the dark world of earning Facebook advert points.
It is true that you will be somewhat limited in what you can put in your Sim’s house and the clothes you can put on them. However, that limitation is not actually all that huge. That is, unless you are a Jones or feel the need to keep up with them.

Jacuzzi time! Who’s your daddy?
The end of the game is clear. There is limited space in your Sim’s house for items. There are only so many clothing items you can buy. Once your Sim has everything, what are you going to do? And the depth of nefariousness rises again. As if Playfish and EA would ever let you run out of things to buy. Even knowing The Sims Social will inevitably hit that brick wall of “the social game/free to play I’m-going-to-nickel-and-dime-you-forever” business model, it is still fun in almost the exact same way as The Sims 3. It still manages to be a different game.
I certainly recommend The Sims Social but I offer a warning against both the addiction potential and the temptation to use your credit or debit card. As always, buyers beware. Virtual goods are, well, virtual. They are not worth the purchase price.
My one question about The Sims Social is: why can you woohoo in shower but not in a Jacuzzi?