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Halo 3 Superguide







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."

Platform: C64/PC/Mac
Date: 1989
Developer: Maxis
Publisher: Maxis

What made it "crucial"?:
As the definitive "interactive toy," SimCity introduced a new approach to gaming -- less about goals and victory than about experimentation and affecting systems. It made Maxis and Will Wright a force to be reckoned with, and created one of the most successful franchises in gaming's history.

Why wasn't it "essential"?:
SimCity's slow rise to success made it somewhat less impressive in scale than its progeny The Sims. And while it was a groundbreaking concept in gaming, SimCity was in many ways simply a testing ground for Wright's more impressive projects such as SimEarth and the upcoming Spore.

Wright of Passage

The slow but certain success of SimCity ensured it would serve as fertile ground for spin-off projects. Will Wright's creative spark took light with his first C64 project and quickly formed the backbone of a franchise that placed players in the role of creators -- virtual clay for mouse-driven sculptors.

Raid on Bungeling Bay (1984)
An early C64 game that allowed players to fly helicopters around an island while getting shot at. Easily the most remarkable thing about it was the game's island generator, which allowed the player to build an island on which to place guns and factories and whatnot. The actual game itself wasn't bad at all, though it'll always be remembered as a stepping stone.

SimAnt (1991)
One of the first of the Sim spinoffs put players in control of a colony of pests as they mated, tunneled, hunted for food and even waged wars. It's easy to speculate that many of the ideas that later went into The Sims had their genesis here. Exploring the human home as an ant was fascinating, but the high point of the game was probably clicking on a housecat to knock it off a fence.

SimEarth (1991)
Probably the most ambitious of the Sim games, SimEarth put the player in control of an entire world based on the Gaia theory of James Lovelock. Through careful management of the biosphere, geosphere and atmosphere players could guide a world from its molten beginnings to the advent of terraforming civilization, though the impatient could just drop humming black monoliths on everything. A fun easter egg was to nurture a civilization until it reached the nanotech stage, then nuke it into oblivion, only to see a new race of intelligent robots emerge from the radioactive ruins.

SimRefinery (1993)
Following the success of SimCity, Maxis was contacted by everyone from the government to fast food franchises interested in having them craft simulations. Most of the offers were rejected, though eventually they gave it a shot and produced a prototype refinery sim to orient Chevron's managers and accountants.

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