“Friendship is unnecessary,
like philosophy, like art, like the universe itself (for God did not need to
create). It has no survival value; rather it is one of those things which give
value to survival.”
C.
S. Lewis, The Four Loves (1960)
Wouldn’t it be convenient to
be a Sim sometimes?1
Imagine being able to change
outfits merely by twirling oneself around three hundred and sixty degrees; or
to buy or sell any household object within the space of an instant; or to come
away from a few minutes looking at oneself in the mirror sporting whichever
hairstyle one chose, regardless of the length, colour, or other characteristics
of one’s previous style.2 Imagine being able to enter into any
career path one desired merely by taking a look at a newspaper or browsing the
Internet. Imagine being able to buy a property of one’s own after only a small
chunk of one’s adult life spent earning and saving – oh wait, that one’s not
supposed to be unrealistic, is it? Sorry, fellow millennials…
But in any case, my point is
that when the creators of the Sims built this little virtual world, when they devised
and arranged its structures and functions and possibilities, they had to decide
how to render all these elements of the human experience in simplified,
gameplay-friendly ways. On the Sims 2, a full Sim lifetime lasts about seventy
days of Sim time; spending time playing a musical instrument builds a Sim’s
skill in painting at the same rate; only electrical or plumbed household
objects can break, and they are always repairable. There are only a certain
number of variables to be exploited. Dig down to the core of the Sim world and
it’s nothing but zeros and ones: everything ultimately has to be definitive and
quantifiable. And one of those things is interpersonal (inter-Sim-al?)
relationships.
The system on the Sims 2
works in terms of scales numbered from -100 on the left to 100 on the right.
When two Sims first meet, each considers the other as a neutral acquaintance,
sitting at zero in the middle of the scale. Friendly interactions between the
two will increase that number, unfriendly ones reduce it. It’s possible for the
relationship to be an imbalanced one: one Sim may like another as far as, say,
seventy, while the latter only likes the former as far as, say, forty – but imbalanced
relationships are quite difficult to build because most interactions have a
mutually similar effect on both parties involved. What makes the system
particularly interesting to my mind, however, is that for each acquaintance a
Sim has, there is displayed not one scale but two. The top one is called the ‘daily’
relationship bar, the lower the ‘lifetime’ one.
Two Sims become ‘friends’ –
a state of affairs represented by a single, pale blue smiley face – when each
likes the other as far as fifty on the top, ‘daily’ bar. This is a pretty easy
thing to achieve: it takes only a few hours of a Sim day to stack up enough
positive interactions to get there. (Worth mentioning here is that an hour of
Sim time is a minute of real time, but, given the length of a Sim lifetime,
equates to about half a month of a human lifetime.) The number then slowly
decreases over time, and so the relationship has to be regularly maintained by
further friendly interactions in order to keep the blue smiley face in place.
But that said, Sims hardly notice when they gain or lose a friend (except for
the fact that if either Sim is getting close to dipping below fifty, the other
party tends to start making passive-aggressive comments in the top right-hand
corner of the screen3).
What goes on in the ‘lifetime’
bar is a somewhat different affair. Here a mutual fifty makes two Sims ‘best
friends’, represented by a pair of bright green smiley faces, and requires a
lot more time. A few Sim hours’ worth of friendly interaction might push the
scale one or two points to the right, but it will take many days – the equivalent
of as many years of a human lifetime – to reach the requisite fifty. When a Sim
makes a best friend, the event is deemed worthy of record in his or her list of
memories; the same is true if that Sim ever, by repeated negative interaction
or neglect of the relationship, ceases to be a best friend. The single blue
smiley face is ephemeral; double green smiley faces mean a lot more.
So the selected Sim is both friends and best friends with (and, incidentally, married to) the Sim in the picture. Thanks to Sims2Guy at strategywiki.org. |
It’s a system I like, because
it seems to me to be a reasonably good gameplay-friendly rendering of real
human friendship in that it distinguishes between caring for someone on a ‘daily’
level and caring for him or her on a ‘lifetime’ level. Admittedly, the fact
that the amount of time invested in the relationship is the key distinction
between the one and the other doesn’t match up entirely with real life: much as
that’s a factor, I tend to feel that the kind of interaction, rather
than the length of it, is the key quality that determines what kind of
relationship we build with someone in the real world. Still, Sim conversations
are uniformly pretty unsophisticated, consisting as they do of a sequence of
seemingly random icons in alternately uttered speech bubbles – “Ghost!” “Sumo
wrestler!” “X-ray!” “Ladybird!” “Missile!” and so forth – and so let’s simply
focus on the distinction between the idea of ‘daily’ and ‘lifetime’ levels of friendship.
I actually think it’s quite remarkable that, in all its necessary
oversimplification and blunt categorisation of the uncategorisable human
experience, the Sims 2 has nevertheless articulated, albeit imperfectly,
something quite profound about the nature of friendship. Compare the following
nuggets of what C. S. Lewis says in his section on friendship (φιλία, philía)
in The Four Loves:4
Long before history began we men have got together apart
from the women and done things. We had to … We not only had to do the things,
we had to talk about them. We had to plan the hunt and the battle. When they
were over we had to hold a post mortem and
draw conclusions for future use … In fact, we talked shop. We enjoyed one
another’s society greatly … [this is] something which is going on at this
moment in dozens of ward-rooms, bar-rooms, common-rooms, messes and golf-clubs.
I prefer to call it Companionship – or Clubbableness.
This Companionship is, however, only the matrix of
Friendship. It is often called Friendship, and many people when they speak of
their ‘friends’ mean only their companions. But it is not Friendship in the
sense I give to the word. By saying this I do not at all intend to disparage
the merely Clubbable relation. We do not disparage silver by distinguishing it
from gold.
Friendship arises out of mere Companionship when two or
more of the companions discover that they have in common some insight or
interest or even taste which the others do not share and which, till that
moment, each believed to be his own unique treasure (or burden). The typical
expression of opening Friendship would be something like, ‘What? You too? I
thought I was the only one.’ …
In this kind of love, as Emerson said, Do you love me? means Do you see the same truth? –
Or at least, ‘Do you care about the same truth?’
I liken Lewis’ Companionship or Clubbableness to the
single blue smiley face of Sim ‘friends’, and his Friendship to the double
green smiley faces of Sim ‘best friends’ – and the point I mean to emphasise is
this: Friendship is not just Companionship in greater intensity, that is to
say, one doesn’t make a Friend by being merely Companionable. You can have all
the positive interactions you like with a person, but if they’re only ever
taking place on a ‘daily’ level, then you might be pushing the hundred-point
limit in the top bar, but you won’t have accrued more than a couple of points
in the bottom one. I’m sure we all have people we see regularly, and chat to, and
feel positively about, because we come across them merely by going about our
business, and they share some part in that business – but we’ve never hit
Friendship with them. They’re single-blue-smiley-face friends. Once time passes
and distance elapses and shared interests dissolve and interactions tail off
and the number slips lower and that smiley face disappears – not that we much
notice when it does – we see this person again and find we’re nothing more than
acquaintances now. And there’s nothing wrong with that. We don’t have to
be ‘best friends’ with every single person we meet. It’s not a slight on
someone’s character to fail to reach that point with him or her; it only means
we haven’t found that magic ‘What? You too?’ trait in one another, the thing
that takes us beyond the ‘daily’ interests in front of us and into matters of ‘lifetime’
importance. The single-blue-smiley-face friendship is in itself a good and
valuable thing.
But equally, we’re missing out if we never reach double
green smiley faces with anyone; if with no one does our conversation ever move
beyond the mundane shared task in front of us and into the realms of what is
dear to our imagination; if none of our interactions ever shovel more than a
point or two into the ‘lifetime’ bar. Friendship is a different thing to
Companionship, and there is in it a joy unlike anything else. I am
extraordinarily grateful for the double-green-smiley-faces Friends God has put
in my life. I wouldn’t be doing them justice if I were to put them in the same
category as my single-blue-smiley-face Companions, much as I don’t disparage
the latter. They are a blessing of a quality all their own.
To finish with another snippet of Lewis:
When two or three or five of us, after a hard day’s
walking, have come to our inn, when our slippers are on and our feet spread out
towards the blaze, and our drinks are at our elbows, and the whole world and
something beyond the world opens itself to our minds, and no one has any claim
on or any responsibility for any of the others, but all freemen and equals as
if we’d just met half an hour ago, while nonetheless an affection mellowed by
the years is there and fills up the chinks, then we may well wonder whether on
the natural level there is anything better than this.5
Footnotes
1 Throughout
this post, my Sims references pertain to the Sims 2, which is my favourite
installation of the series and the one which has had the greatest impact on me
as a person. You can still get hold of copies over ten years after the game was
first released: https://uk.webuy.com/product.php?sku=5030930043209#.Wc_zujCX3IU.
2 That last example
reminds me of a rather funny multiple-costume-change scene in an episode of The
Strangerhood, which is a great little comedy webseries produced entirely
using the camera function on the Sims 2: https://www.youtube.com/watch?v=ipNPktZPkVg&list=PLUBVPK8x-XMgXaMMMqQi0b8FaGMqgq3pC.
Apparently there is now a second series. I must get round to watching it.
3 OK, so I went
a little meta there – on which note, I’ll take the opportunity to introduce you
to another brilliant Sims 2 webseries which could win all sorts of prizes for
meta-ness: https://www.youtube.com/watch?v=Vpjzg9DUEz0&list=PL4883046C390F83E8.
Please don’t be put off by the terrible opening sequence.
4 Worth getting
hold of: https://www.hive.co.uk/Product/C-S-Lewis/The-Four-Loves/9002029.
5 That’s from
the radio broadcast version of The Four Loves, available with delightful
visual accompaniment at the ever-talented pen of the CSLewisDoodle YouTube
channel: https://www.youtube.com/watch?v=3hM4izbColg&t=1425s.
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