Welcome to Testing.
Generation 1 consisted of 7 randomly generated sims, and The Researcher. All sims were named by numbers, with the surname Subject.
The Testing facility consisted of 8 cubicles, and the Researcher's apartment and lab. 6 cubicles were for single living, 2 were for couples. Every cubicle contained the basic needs for sim survival, of the most affordable kind. Every cubicle was covered in large windows, for ease of observation, and the Researcher could freely move between her apartment and the corridors between the cubicles. Once each sim had been moved into their cubicles, doors were removed. From this point on, the subjects were left to complete autonomy, I never intervened or gave them tasks. The Researcher was almost entirely autonomous as well, only interrupted to give simple tasks such as repair her own equipment when it broke down.
The initial idea was to invite and trap guest sims in the couple cubicles, but unfortunately the guests randomly disappeared from the premises. Two Subjects were put together instead.
It didn't work out too well.
The female Subject 7 frequently harassed the male Subject 3, which eventually evolved into mutual disgust. 7 was always the first to claim the bed, leading to frequent energy failures for 3. Together they rapidly broke the toilet, sink, shower and computer, and began to cover the floor in urine.
Subject 3 and 7 ignored cleaning protocols, and so the surfaces were quickly becoming covered in decomposing remains and half-made food. Testing reveals that sims refuse to cook if they don't have an available surface to work on.
Researcher appeared to enjoy the company of the starving Subjects, especially while eating.
Researcher divided her time between lab activities and observing the Subjects. She appeared to greatly enjoy the Subjects containment, and the absence of social interaction.
Researcher was her own company. She would frequently converse with herself while observing the Subjects, with brief interludes of physical ticks.
Mere days after Testing initation, Subject 3 perished.
Subject 7 observed him dying, but was entirely unaffected, worrying more about the prevailing odours from her surroundings.
Subject 7 survived on yoghurt for the remainder of her existence. Notably, she never lost weight.
Subject 2 immediately developed depression upon isolation. She would spend most of her time comfort eating and sleeping.
Whilst Subject 2's cubicle was equipped with lighting configuration identical to all other cubicles, this space always appeared a bit darker.
Subject 2 was the first to discover and voluntarily make use of the Expiration Room, a space where the Subjects might be locked in to expire upon completion of data collection.
This behaviour continued throughout Subject 2's life-cycle, drawing the Researcher's attention. The Researcher especially enjoyed observing Subjects who appeared to desire expiry.
Meanwhile, Subject 1 was taking very good care of his cubicle. It was mostly neat, and he frequently repaired broken equipment.

Subject 1 was Insane, but this might have been in his favour.
Unfortunately, Subject 1 set his kitchen on fire. The facility's sprinklers put it out, but the fire removed 1's source of sustenance.
Subject 1 quickly began struggling with hunger. Researcher often observed him as his health deteriorated.
1 eventually starved to death. Researcher made sure to be present for this event.
The other Subjects were rapidly decaying. Cubicles were covered in compost and equipment was rapidly breaking down. Barring Subject 1, no Subjects ever followed cleaning or repair protocols.
The following days, Researcher frequently visited Subject 6.
Subject 6 spent most of her time in the Expiration Room. She would occasionally exercise on the floor, but then interrupt herself to grab a snack from the fridge. Overall, Subject 6' behaviour was erratic and restless.
Posthumous apparitions were becoming an increasing vexation in the facility.
Subject 7 was often visited by spectres and corporal creatures alike. Her visitors ignored her presence, and that of walls and objects in general.
Spectre visits were more trying on single cubicle inhabitants. Subject 2 was often deprived of her bed.
Hankering for something more hearty than yoghurt, Subject 7 one day chanced the stove.
The sprinklers saved the cubicle, but the Subject was less fortunate. As Subject 7 had broken the shower, she was left aflame for the remainder of her life-cycle.
Subject 4 spent most of her life-cycle taking refuge in her bed. She rapidly developed depression after her computer broke down. 4 died an uneventful death from starvation soon after Subject 1. 4 had ample access to surfaces and appliances, but may have lacked motivation to live a life without video games.
Within hours of 4's death, Subject 5 perished. The Subject seemed adverse to the idea of sustaining himself on yoghurt. The grim reaper never came for him, leaving him to naturally decompose with other cubicle waste.
Being ignited did not remove Subject 7's prevailing odour. The smell continuously upset visitors.
A few days after the fire, Subject 7 perished. Collapsing in urine had a cleansing effect.
Meanwhile, tense Subject 6 continued her snacking habits despite having space and appliances to cook actual food. 6' toilet was functional, but she preferred relieving herself on the floor. Subject 6 appeared to grow accustomed to, and even comfortable with, cubicle life.
Subject 1's spectre was continuously appalled by the state of his fellow Subjects' dorms.
Within hours, depressed Subject 2 set fire to her kitchen appliances. And herself.
Fire in the facility had a tendency to upset Researcher.
The following days Subject 2 naturally expired from lack of sustenance. One Subject remained, concluding the experiment. Subject 6 was put in the expiration room adjoining her cubicle to hasten her end.
Generation 1 has given us some insight as to the natural autonomy of sims, uncovering new areas for research. Generation 2 will focus on volatile moods and deadly social interaction.
Generation 1 has given us some insight as to the natural autonomy of sims, uncovering new areas for research. Generation 2 will focus on volatile moods and deadly social interaction.


































No comments:
Post a Comment