I spend, therefore I am: An analysis on the importance of consuming in The Sims 4
Summary
Kline et al. (2003) explained more than fourteen years ago how the first version of The
Sims simulates a digital world in which consuming is priority number one. Although The
Sims is supposed to be a digital sandbox where every story seems possible, I argue that
this notion is perhaps not entirely true because elements in the game could evoke
players to play in specific ways. In this thesis I investigated how the newest version of
The Sims structures the idea of consuming. In addition to Kline et al. (2003), I proposed
to analyse The Sims 4 by a game specific approach, focussing on two concepts:
procedural rhetoric and indexical storytelling. In relation to the concept of procedural
rhetoric, as explained by Ian Bogost (2010), I analysed how underlying procedures
convey an argument to the game its players. The most intriguing finding is that money in
the game is even so important, that it is preliminary to all other human needs, such as
safety, food and water. However, Teresa de la Hera (2014) argues that guiding players'
behaviour through rules is not as simple as Bogost tries to convince us. Therefore I
studied The Sims 4 also in relation to the concept of indexical storytelling, as explained
by Fernandez-Vara (2011). I found that many game elements trigger players to play in a
specific way, structuring the overall narrative of the game, in which consuming is very
important. Although The Sims 4 seems to be a sandbox, game elements forcefully pushes
the player towards a particular type of narrative that focuses on earning money to buy
the best consumer goods.