1UP Essential 50 Extra -- Reader Selection #4 (tie)
When Is A Game Not A Game?
Who would have thought that building roads and zoning
land would be fun? From the cool reception the concept received from publishers in the mid 1980s, the answer is apparently "nobody." It must have been maddening to pitch a game like SimCity. Not many people think of urban planning as a potential recreational activity, and fewer still would leap at the idea of a game that cannot be won or lost, with no predetermined goals or high scores to shoot for. In fact, SimCity really wasn't a game at all. Because of its lack of actual goals, SimCity is often accurately described as a "software toy" -- which certainly makes it no less fun, but at the time made it a lot harder to put confidence in.
Lots of computer games had focused on fussy details, but SimCity was the first to make them fun.
|
The concept behind SimCity first came to designer Will
Wright when he was working on a Commodore 64 helicopter game
called
Raid on Bungeling Bay. He found himself having a
lot more fun creating islands with the game's editor
than he did shooting them up afterward. After Raid he
began working on this new project on his own. When he
felt it was ready he set out to find a publisher,
which turned out to be an exercise in futility. Undeterred, he
began selling a C64 version of the game on his
own. It wasn't until he co-founded Maxis with Jeff
Braun that the game would see a PC and Mac version.
At first, even that wasn't enough. Like many truly
innovative games, SimCity didn't sell a million copies overnight. Rather than moving quickly within the first six months of its initial release and then slowly petering out, its sales began slowly and gradually grew over the course of months and years as word of mouth spread. Eventually, it became the most celebrated game of the year and was even the subject of an article in Time. By the time its first actual sequel was released, four years later, it had sold millions.
You Shall Be As Gods
Central to the game's success was the oddball design
philosophy that made it so hard to publish in the
first place. The idea that a player can be given an
assortment of toys with which to make their own fun
was unheard of at the time; only
recently have concepts like emergent gameplay and the
sandbox world pioneered in SimCity begun to be
widely embraced.
SimCity showed up everywhere, including a slightly gimmicky version for Nintendo's Super NES.
|
Just as important to SimCity's appeal was the kind of
control it offered the player. It wasn't mere
omnipotence that they were handed. They were given
absolute control over a city, but not over the people themselves. The player was ostensibly God, but the people didn't have to obey.
Players could zone land for industrial, commercial,
or residential use. They could build transportation
systems and networks of utilities and adjust tax rates
all to further their goal of... whatever they wanted,
really. Outside of predetermined scenarios, players were free to try
to accomplish whatever they desired, whether they
wanted to achieve a certain bank balance, create a
bigger population, or even walk the knife edge of
chaos, keeping the populous perpetually at the edge of
revolt. In addition to acquiring an understanding of
urban planning and economics, the player needed to be
prepared for disasters like earthquakes, riots,
flooding, and (in one version of the game) Bowser. It
was a setup that required a more subtle approach than
direct manipulation, and a would-be mayor who was too
heavy-handed might find himself thrown out on his ear
by an his angry citizenry.
SimFranchise
After establishing itself with SimCity, Maxis went on
to produce nearly a dozen Sim spinoffs, ranging from
clever games like SimEarth and SimAnt, to excerable
experiments in 3D like SimCopter, to the absolutely
inescapable The Sims (which in turn spawned its own
tree of sequels and spinoffs).
Want to see what you're missing? Check out SimCity Live, an online version of the original available for free from Maxis' site.
|
Of all of the game's progeny, it
was 1993's
SimCity 2000 that is still considered the
definitive version of the game. It was the game that
introduced the isometric view to the series, as well
as giving the land elevation and allowing underground construction of water pipes and subway lines. New buildings including schools, hospitals, prisons, and stadiums were added, along with the ability to zone docks and airports.
After a disastrous flirtation with 3D most of
the work on Sim City 3000 was scrapped and it ended up
becoming little more than a graphical upgrade to
SimCity 2000. The game was mostly unchanged until the
release of SimCity 4 in 2003, when the series finally
made the mostly unnecessary plunge into 3D. SimCity
4's most remarkable addition was the inclusion of
trading between cities, allowing several different
settlements within a region to become dependent upon
each other. Other features included the ability to
import characters from The Sims to live in a player's
cities, as well as giving players a chance to drive
around the streets of their own creations. (Though this
had been possible in 1997's Streets of SimCity, horrible
graphics and sloppy controls made it an experience
best left forgotten.)
It's fun to wonder if, without our 20/20 hindsight, a
game as innovative as SimCity could make it today.
Long gone are the days when commercial games were
typically made by a lone designer/programmer, and as
production costs of games rise it only becomes less
likely that such an unmarketable concept would ever
even see realization. On the other hand, computers
have become exponentially more accessible since then,
and self publishing over the Internet is possible for
almost anyone. Wright's latest project, the recently-revealed Spore, could well become the most epic game ever created despite being the work of a small team of coders. Maybe it just means that now, as ever,
the most likely place to find innovation isn't in a
large production studio, but with a lone visionaries
who are more concerned with fun than marketability.
[ Article by Scott Sharkey | March 17, 2005 ]
StarCraft Thoughts: Comments from the 1UP Network
Brit Baker: "Even though SimCity contains gameplay elements I normally shun, I had to play it when I heard about it. Micromanagement in games never grabbed me, largely because I'm fundamentally not good at it, but there was something so inherently cool about being able to toss down some city blocks and roads and actually watch poor deluded souls move in and drive around. So when you're compelled to purchase and play a type of game you usually avoid, something must be done right."
Nick Beckner: "I first played SimCity on the Super NES port, sure
that building a city in a game would prove to be
boring. I was immediately hooked and proved wrong.
SimCity was the first of a great series of city
development simulators. I was impressed by how even
the first installment had so many features and so many different units. You had to install several units in order to keep your city running and growing, and to keep the Sims that moved into the city happy. Everything from taxes to the crime rate and fire coverage was under your fingertips from the very beginning. If you got tired of doing that, you could say "To hell with it" and destroy the city with disasters, then build it back up again. Plus, there is no attainable end to the game, something that was revolutionary in itself. You don't play to "beat" SimCity, but rather to achieve the goal you set for yourself. Even in today's gaming world, SimCity still has a remarkable replay value that is hard to beat.
"SimCity is easily and still one of my favorite gaming
series, and it seriously impacted late 80s PC gaming
as well as the genre it helped spawn, and that is why
it is a Crucial Classic."
Fred Beukema: "In addition to being perilously addictive and helping
to foster my burgeoning interest in engineering,
SimCity is one of the most satisfying stylish series
of games. While the original was largely soundless,
from the Windows version onward, I have loved the
music of SimCity. Get the soundtrack to SimCity 3000,
and listen to it as you drive around your hometown.
There will automatically seem to be more hustle &
bustle. I credit SimCity in part with my love of urban
life and my hope to never live in a suburb, if I can
avoid it."
Joe Keiser: "SimCity is no less than a clinic in game design. To
take the banal but elaborate balancing act that is
city planning and turn it into a game takes a
Herculean amount of skill; it's a testament (and far
from the only one) to virtuoso Will Wright that he
managed to take such a concept and make it not only
fun, but obvious fun. SimCity's contributions to the
landscape of game design are immense, from laying the groundwork for the so-called "emergent" gaming that drives the Grand Theft Auto experience to becoming the foundation of a whole genre of financial simulators. And in retrospect, I can look at this game and respect it for these contributions, appreciate its genius, and study it as a nearly flawless example of the craft.
"On a more personal aside, though, SimCity will always
be the game that took providing waterworks to
residential areas and made it an intense delight for
an eight-year-old. There is no overstating a work that
can do that, regardless of the medium it's in."