If we take the sim, it has antecedence. Its about manipulating little entities that technically what we would call artificial life agents it's the same thing that drives your rumba by the way it's the same programming code. It's a set of extremely simple rules that lead to emergent behavior. The Sims, each of them is one of those. They are bossily little rumbas but rather than eating only dirt they eat eight things, that's all the Sims is. That said the Sims had an antecedence in something called creatures, which is also an artificial life simulation. If you go back to the 80's there was a game called little computer people, which was a side view of a house with little artificial life agents. If you back further than that, artificial life as a field is pretty new mathematically speaking and you can date some of its basic premises back to Conway's game of life, which seems like a free download on every computer under the sun. It's the one with the little dots with the gliders flying and it makes pretty patters. Each of those dots are also artificial life agents. So in a since the Sims is just an elaborated version of the same design. It nailed the dressing and presented it in a particular way that made that model much more appealing and interesting. Suddenly you realize, oh things like that the dot in life the game was called life. You never felt like that was alive. By the time we got to the Sims you went wait a minute that actually acts like something living. Kind of like what we do with the roomba.