Similar to skills, jobs would also receive bonuses when completed together in groups. Sims could perform one of several jobs to earn money for land and other customization items. If a group of Sims gathered to start reading cookbooks (one of the game's many skill objects), then everyone's skill in cooking would go up much faster than alone, and social needs were met this way. Without practice, skill levels would decline over time. Learning skills was free, although not permanent. Grouping was greatly encouraged through bonuses to skill learning. Houses owned by people online were open for visits. Each Sim could earn money and buy a lot for his or her own house or room with someone else. Putting your Sims to sleep, feeding them, and sending them to the shower were easy to take care of on your own, but social and fun skills involved other players. The familiar list of needs that had to be met included hunger, social, and hygiene. However, where players of the offline Sims series found that their Sims could take care of many of their own needs if the resources were available, The Sims Online placed these tasks into the hands of the player. The game featured the same basic concept as the offline version - create a Sim, build a house and learn skills. The Sims Online brought Maxis' popular The Sims series into an MMO virtual world space.
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