The games in The Sims series are more of a sandbox game in that they lack any defined goals (except for some later expansion packs which introduced this gameplay style). The player creates virtual people called "Sims" and places them in houses and helps direct their moods and satisfy their desires. Players can either place their Sims in pre-constructed homes or build them themselves. Each successive expansion pack and game in the series augmented what the player could do with their Sims.
In The Sims 3: Generations each life phase has a theme. For children, imagination and make-believe are key themes. Boarding school is also an added option for education. For teens, rebellious, chaotic scenes such as parties and pranks are an addition. As a young adult and adult, the focus is on their relationships with others; from getting married to having children of their own. Elders get to enjoy their time reminiscing about the golden years and the joys of watching their grandchildren grow up.Generations is so far the only expansion pack to not come with a new town for sims to explore. Players can now add body hair to males in Create a Sim. Two new traits come with Generations. The first is the rebellious trait, while the second is the nurturing trait. Sims with the rebellious trait can make trouble pulling off various pranks, such as doorbell ditching, adding hair dye to their sibling's shampoo, and making the toilet explode. Sims with the nurturing trait are better at taking care of kids and can punish naughty Sims by giving them timeouts, banning video games, and grounding them. Sims can also WooHoo in the shower and the tree house. The player can now enroll child sims in after-school activities. The two available for children are ballet and scouts. Teenagers can join up to two High School clubs including the sports team, drama club, debate team, school band, and student newspaper.
Wright had been an employee of Brøderbund when he first developed the concept, so Braun and he had to return there to clear the rights to SimCity. Brøderbund had just set up a new distribution office to counter the Electronic Arts (EA) Affiliated Label program. Brøderbund executives Gary Carlston and Don Daglow saw SimCity, recognized its potential and urged Braun to sign a distribution deal with Brøderbund for the game. Braun wanted the jet fighter game included in the deal, and Brøderbund agreed.
The first five years of Maxis' history saw them remaining with Brøderbund, before Braun added a dedicated sales force to Maxis in preparation to taking the company public. The company's IPO took place in 1995. In 1997, after setbacks on a series of secondary titles, Braun and Wright sold Maxis to Electronic Arts for US$120 million in stock. The deal made Braun the largest shareholder in EA at the time.
Since 1997 Braun has continued to make investments in a wide range of software and technology companies in the United States and in Israel. In the late 1990s he suffered a broken hip in an accident riding his unicycle, but recovered fully.