SimCity | |
---|---|
Genre(s) | Construction and management simulation, city-building |
Developer(s) | Maxis, Tilted Mill, Aspyr Media, Full Fat, Infogrames, Nintendo EAD, Babaroga, HAL Laboratory, Track Twenty |
Publisher(s) | Electronic Arts, Broderbund, Maxis, Nintendo, Superior Software, Acornsoft, Infogrames, Zoo Digital Publishing |
Creator(s) | Will Wright |
Platform(s) | Windows, Linux, Mac, Wii, PlayStation, Nintendo 64, Nintendo 64DD, Nintendo DS, Saturn, PlayStation 3, Palm OS, Archimedes, Acorn Electron, Amiga, CDTV, Amstrad CPC, Atari ST, BBC Micro, Commodore 64, DESQview, MS-DOS, EPOC32, FM Towns, iOS, Android, PC-98, Game Boy Advance, OLPC XO-1, OS/2, NeWS, Browser, Super NES, Tk, Unix, X11 TCL, ZX Spectrum |
First release | SimCity February 2, 1989 |
Latest release | SimCity: BuildIt December 16, 2014 |
Spin-offs | SimFarm , SimTown , Sim City: The Card Game , SimCopter , Streets of SimCity , SimsVille , The Sims |
SimCity is an open-ended city-building video game franchise originally designed by Will Wright. The first game in the series, SimCity , was published by Maxis in 1989 and was followed by several sequels and many other spin-off Sim titles, including 2000's The Sims , which itself became a best-selling computer game and franchise. [1] Maxis developed the series independently until 1997, and continued under the ownership of Electronic Arts until 2003. EA commissioned various spinoffs from other companies during the 2000s, focusing on console and mobile releases. A 2013 EA-Maxis reboot was subject to what has been described as "one of the most disastrous launches in history", which may have triggered the 2015 shutdown of Maxis Emeryville and the end of the franchise. [2] [3]
SimCity titles are real-time management and construction simulators. Across most titles, the player (acting as mayor) is given a blank map to begin and must expand the city with the budget provided. As the city matures, the player may be able to add government and other special buildings (such as a mayor's house or courthouse), depending on how large the city is. Proper management of the city requires citizens to be provided with basic utilities (electricity, water and sometimes waste management) along with public services such as health, education, safety, parks and leisure facilities. These are provided by building relevant buildings or infrastructure, with each building covering a circular "range" in its vicinity. Inadequate funding of these services can lead to strikes or even urban decline.
The primary source of income is taxation, though some income can be generated by legalizing gambling or placing certain "special" buildings such as military bases or prisons. The player may make deals with neighboring cities to sell or buy services, as long as a connection is made to the neighbor for that service, such as electricity cables. The player may have to deal with disasters, such as fires and tornadoes, or fictional crises such as monster attacks. SimCity titles are predominantly single-player games, with a few exceptions, including the "Network Edition" of SimCity 2000, the Unix port of the original SimCity, and SimCity (2013). [4] SimCity 4 provided a limited form of multiplayer gaming with the ability to share regional maps and cities with other players, allowing players to collaborate, but not to interact in real-time gameplay. [5] [6] [7]
Depending on the title, there may scenarios with city performance-related goals and time limits in which to complete them.
1989 | SimCity |
---|---|
1990 | |
1991 | |
1992 | |
1993 | SimCity 2000 |
SimFarm | |
1994 | |
1995 | SimTown |
1996 | SimCopter |
1997 | Streets of SimCity |
1998 | |
1999 | SimCity 3000 |
2000 | SimCity 64 |
2001 | |
2002 | |
2003 | SimCity 4 |
SimCity 4: Rush Hour | |
2004 | |
2005 | |
2006 | |
2007 | SimCity DS |
SimCity Societies | |
2008 | SimCity Creator (DS) |
SimCity Creator (Wii) | |
2009 | |
2010 | |
2011 | |
2012 | SimCity Social |
2013 | SimCity |
SimCity: Cities of Tomorrow | |
2014 | SimCity: BuildIt |
Development of the original SimCity began in 1985 under game designer Will Wright, and the game was published in 1989. [8] Wright was inspired by a map creation feature of the game Raid on Bungeling Bay that led him to discover that he enjoyed creating maps more than playing the actual game. [9] While developing SimCity, Wright cultivated a love of the intricacies and theories of urban planning [10] and acknowledged the influence of Jay Wright Forrester's book Urban Dynamics. [11] [12] In addition, Wright was inspired by reading "The Seventh Sally", a short story by Stanisław Lem from The Cyberiad , published in the collection The Mind's I , in which an engineer encounters a deposed tyrant, and creates a miniature city with artificial citizens for the tyrant to oppress. [13]
The first version of the game was developed for the Commodore 64 under the working title Micropolis. [14] [15] The game represented an unusual paradigm in computer gaming, in that it could neither be won nor lost; as a result, game publishers did not believe it was possible to market and sell such a game successfully. Broderbund declined to publish the title when Wright proposed it, and he pitched it to a range of major game publishers without success. Founder Jeff Braun of then-tiny Maxis agreed to publish SimCity as one of two initial games for the company. Wright and Braun returned to Broderbund to formally clear the rights to the game in 1988, when SimCity was near completion. Broderbund executives Gary Carlston and Don Daglow saw that the title was infectious and fun, and signed Maxis to a distribution deal for both of its initial games. With that, four years after initial development, SimCity was released for the Amiga and Macintosh platforms, followed by the IBM PC and Commodore 64 later in 1989. [14]
SimCity was released in 1990 on the ZX Spectrum 48K and 128K by Infogrames. The SNES port was very similar to the original edition but had some unique features, including Reward buildings, a Mario statue and possible attacks by a giant Bowser.[ citation needed ]
The unexpected and enduring success of the original SimCity , combined with other " Sim " titles' relative lack of success at the time, motivated the development of a sequel. SimCity 2000 released in 1993 [16] with an isometric view instead of overhead. Underground layers were introduced for water pipes and subways, along with many new buildings, more elaborate financial controls and many other improvements. [17]
Maxis was purchased by Electronic Arts in 1997, and the company would gain control of the SimCity brand. Will Wright continued to work at the company, moving on to work on The Sims , with development on future SimCity titles being led by other Maxis staff such as Christine McGavran. The next title, SimCity 3000 was released in 1999. It introduced many features, including waste management, agriculture, business deals and expanded inter-city relations. The game maintained the pseudo-isometric dimetric perspective of its predecessor, though the landscape became more complex and colorful. [6]
The Japanese exclusive SimCity 64 was released in 2000 and featured the ability to view the city at night, pedestrian level free-roaming, and individual road vehicles and pedestrians (which could only be seen while in the free-roaming mode). Cities in the game were also presented in 3D hybrid graphics, a first for the franchise.[ citation needed ]
SimCity 4 was released on January 14, 2003. Among various changes, cities were now located in regions, which were divided into individual segments. Each region represents the metropolitan area of a city, while individual segment maps represented districts. [18] The zoning system was updated, and buildings were classified into several wealth levels, types, and building size stages, which were affected by the region's population and condition. Urban decay and gentrification were simulated with buildings deteriorating or improving accordingly. Residents and neighborhoods were transferrable between SimCity 4 and The Sims 2 . [19]
After the release of SimCity 4, EA had Tilted Mill Entertainment develop the next major title in the franchise, rather than Maxis. The group developed SimCity Societies (2007), which was significantly different from prior games, owing to a small-scale social engineering focus and less detailed simulation. Rather than placing zones, buildings were constructed individually for example, similar to Monte Cristo's game City Life . Six "social energies", called societal values, allowed players to learn about the characteristics of the citizens. [20] Cities behaviour responded to the energies the players chose and the reward system from SimCity 2000 returned. [21] The game was met with mixed reviews. [22] [23] Wright, at the time developing Spore , later commented on the move away from Maxis: "I didn't have anything to do with that decision. Honestly, I didn't even play Societies. I read some of the reviews of it, though." [24]
SimCity DS , a heavily modified version of SimCity 3000 , was released that year. The game made use of the handheld's dual screen to display additional interfaces at once. System specific features were prominent, such as the microphone, which was used to blow out fires, and the touch screen, which was used to control the interface. [25] A 2008 sequel introduced a challenge mode in which players guided their city through different historical periods. [26] For instance, the player could create a medieval city, or a pre-historic city. [27]
On January 10, 2008, the source code of the original game was released under the free software GPL 3 license. [28] The release of the source code was related to the donation of SimCity software to the One Laptop Per Child laptop, as one of the principles of the OLPC laptop is the use of free and open source software. The open source version was called Micropolis , since EA retained the trademark SimCity.
SimCity Creator for the Wii was announced on February 12, 2008. [29] The title featured the ability to directly draw roads and train tracks on the ground using the pointer function of the Wii Remote, as well as several customizable themes for the city's buildings. [26] It was released worldwide in September 2008. [26] [30]
The late 2000s and early 2010s also saw several games re-released for mobile devices. This included SimCity 3000 (2008), SimCity Deluxe (2010), and SimCity 4 for Blackberry playbook (2011).[ citation needed ]
SimCity's sixth major release was announced on March 5, 2012, for Windows and Mac OS X by Maxis at the "game changers" event. [31] Titled SimCity , it was a dramatic departure from previous SimCity games, featuring full 3D graphics, online multiplayer gameplay, the new Glassbox engine, as well as many other feature and gameplay changes. Director Ocean Quigley discussed issues that occurred during the development of the title, which stemmed from two conflicting visions coming from EA and Maxis. EA wanted to emphasize multiplayer, collaborative gameplay, with some of the simulation work conducted on remote servers, in part to combat piracy. In contrast, Maxis wanted to focus on graphical improvements with the new title. Quigley described the resultant title as a poor compromise between these two objectives- with only shallow multiplayer features, and a small city size limit- one quarter of the land area of previous titles in the franchise. [2] [32]
The game was released for Windows on March 5, 2013, and on Mac in August. [33] [34] [35] Medium would later refer to the release as "one of the most disastrous launches in history". [2] The game required a constant internet connection even during single-player activity, and server outages caused connection errors for many users. Multiplayer elements were "shallow at best", with departing players leaving abandoned cities behind in public regions. Users were unable to save their game- with the servers instead intended to handle this- and so when users were disconnected they would often lose hours of progress. [36] The game was also plagued by numerous bugs, which persisted long after launch. [37]
The title was heavily criticized in user reviews, and developer plans for post-launch updates were scrapped. [2] EA announced that they would offer a free game from their library to all those who bought SimCity as compensation for the problems, and they concurred that the way the launch had been set up was "dumb". [38] As a result of this problem, Amazon temporarily stopped selling the game in the week after release. [39] The always-online requirement, even in single play, was highly criticised, particularly after gamers determined that the internet connection requirement could be easily removed. [40] An offline mode was subsequently made available by EA in March 2014, and a mobile port entitled SimCity: BuildIt was released later that year. [41] [42] [43]
It has been suggested that the poor performance of SimCity was responsible for the 2015 closure of Maxis' Emeryville studios, and the end of the franchise. [44] [45]
During the 1990s a large number of games were developed under the "Sim" nomenclature started by Maxis in 1989. This list includes only spin-offs that directly relate to SimCity.
Sim City: The Card Game is an out-of-print collectible card game based on the video game SimCity. [46] It was released in 1995 by Mayfair Games. Several city expansions followed, adding location and politician cards from various cities including: Chicago, Washington, New York City, and Atlanta. A Toronto expansion was planned but never released. [47] Allen Varney of The Duelist said it offers "fine solitaire play" and that the game eventually offered stand-alone city sets. [48]
SimTown is a 1995 video game published by Maxis, much like SimCity but on a smaller scale. [49] SimTown allows the player to construct a town consisting of streets, houses, businesses and parks and control the people in it. SimTown was targeted more towards children.[ citation needed ]
SimCopter puts the player in the role of a helicopter pilot. [49] There are two modes of play: free mode and career mode. The free mode lets the player import and fly through imported SimCity 2000 cities or any of the 30 cities supplied with the game. However, user cities sometimes need to be designed with SimCopter in mind, and most of the time the player must increase the number of police stations, fire stations, and hospitals to allow for speedier dispatches. The second mode—the heart of the game—is the career mode. This puts the player in the shoes of a pilot doing various jobs around the city. The game is notable for being the debut of the Simlish language.[ citation needed ]
The game gained controversy when a designer named Jacques Servin inserted sprites of shirtless "himbos" (male bimbos) in Speedo trunks who hugged and kissed each other and appeared in great numbers from time to time. [50] The easter egg was caught shortly after release and removed from future copies of the game.
Streets of SimCity is a 1997 racing and vehicular combat computer game published by Maxis. One of the game's main attractions was the ability to explore any cities created in SimCity 2000 by car in a cinematic style. The game, like SimCopter , is in full 3D and the player's vehicle can be controlled using a keyboard, a joystick, or a gamepad. Another notable feature is the game's network mode, in which players can play deathmatches with up to seven other individuals. It is one of the few games in the Maxis series that Will Wright did not work on, and the last Maxis game to be developed and released without supervision by Electronic Arts [51] (which acquired Maxis in 1997 and "assisted" development of Maxis games thereafter).
Originating as a spinoff, The Sims quickly evolved into one of the most successful video game franchises of all time. Early releases retained a level of interconnectivity with SimCity, such as the ability to transfer neighborhoods from SimCity 4 to The Sims 2 . A crossover title, SimsVille, was earmarked for 2001 and would have allowed the player to build the city, as well as make sims and play them. The game was cancelled so that Maxis could focus on future Sims expansions, and development for The Sims 2 .[ citation needed ]
SimCityEDU: Pollution Challenge! is an educational version of SimCity designed by GlassLab. [52]
Game | GameRankings | Metacritic |
---|---|---|
SimCity (1989) | (SNES) 77 [53] | — |
SimCity 2000 | (PC) 72 [53] | — |
SimCity 3000 | (PC) 83 [53] | (PC) 77 [54] |
SimCity 4 | (PC) 85 [53] | (PC) 84 [55] |
SimCity Societies | (PC) 72 [53] | (PC) 63 [56] |
SimCity (2013) | (PC) 63 [53] | (PC) 64 [57] |
The first two games were well received and sold well during the 1990s, with the franchise achieving a total of 5 million sales by 1999. [58] SimCity 2000 in particular was among the highest selling games of the 1990s, and in 2018 was featured at #86 of IGN's top 100 video games of all time. [59] [60] SimCity 4 (2003) marked the high point in the franchise's GameRankings score at 85. The 2013 reboot was very poorly received, with Green Man Gaming comparing its effect on the franchise to the destruction of the city of Pompeii. [61]
The cities presented in the franchise have been criticised for being unrealistic—for example, lacking parking and cycle lanes. SimCity games are also built on the premise that simply adding police stations reduces crime nearby, which may not be the case. [62]
The franchise has been credited with inspiring a generation of urban planners, transport officials, and local government figures, who experienced the games at a younger age and took on those careers in later life. [63] [64] Various editions of the game have been used in education to simulate urban planning for students in elementary through college classes. [65]
While there were a handful of city-building games before 1989, SimCity popularized the genre and laid the groundwork for many titles inspired by it, including Cities: Skylines (2015), which was greenlit after the poor reception of the reboot. [66] More broadly, the lack of a win condition in favor of open-ended play was a novelty at the time that gave rise to Maxis' "software toys" design concept, which influenced many other titles from the company. [67]
Maxis is an American video game developer and a division of Electronic Arts (EA). The studio was founded in 1987 by Will Wright and Jeff Braun, and acquired by Electronic Arts in 1997. Maxis is best known for its simulation games, including The Sims, Spore and SimCity.
SimCity is a city-building simulation video game developed by Will Wright, and released for several platforms from 1989 to 1991. SimCity features two-dimensional graphics and an overhead perspective. The game's objective is to create a city, develop residential and industrial areas, build infrastructure, and collect taxes for further city development. Importance is placed on increasing the population's standard of living, maintaining a balance between the different sectors, and monitoring the region's environmental situations to prevent the settlement from declining and going bankrupt.
The Sims is a social simulation video game developed by Maxis and published by Electronic Arts in 2000. The game allows players to create and control virtual people, called "Sims", and manage their daily lives in a suburban setting. The game features an open-ended gameplay, where players can choose their own goals and objectives, and customize their Sims' appearance, personality, skills, relationships, and environment. A series of expansion packs were also released that add new content and features to the game, such as new careers, items, locations, and scenarios.
William Ralph Wright is an American video game designer and co-founder of the game development company Maxis, which later became part of Electronic Arts. In April 2009, he left EA to run Stupid Fun Club Camp, an entertainment think tank in which Wright and EA are principal shareholders.
SimCity 4 is a city-building simulation computer game developed by Maxis, a subsidiary of Electronic Arts. The game was released in January 2003 for Microsoft Windows and in June 2003 for Mac OS X. It is the fourth major installment in the SimCity series. SimCity 4 has a single expansion pack called Rush Hour which adds features to the game. SimCity 4: Deluxe Edition contains the original game and Rush Hour combined as a single product.
SimCity 2000 is a city-building simulation video game jointly developed by Will Wright and Fred Haslam of Maxis. It is the successor to SimCity Classic and was released for Apple Macintosh and MS-DOS personal computers in 1993, after which it was released on many other platforms over the following years, such as the Sega Saturn and SNES game consoles in 1995 and the PlayStation in 1996.
SimCity 3000 is a city building simulation video game released in 1999, and the third major installment in the SimCity series. It was published by Electronic Arts (EA) and developed by series creator Maxis. It was released for Microsoft Windows, Macintosh, and, through an arrangement with Loki Games, Linux.
The Sims Online was a 2002 massively multiplayer online game (MMO) developed by Maxis and published by Electronic Arts (EA) for Microsoft Windows. The game was a subscription-based online multiplayer version of the 2000 Maxis game The Sims, in which players could interact with others on virtual user-made lots, buy and customise properties, and make in-game money by taking on jobs. The Sims Online was the project of Maxis founder and Sims creator Will Wright, who sought to create an open-ended online game based on social interaction, with ambitions for the game to be a platform for emergent gameplay and the creation of virtual societies and politics. In line with these ambitions and the prior commercial success of The Sims, The Sims Online received considerable pre-release coverage, with expectations that it would be successful and break new ground for online multiplayer games.
The Sims 2 is a 2004 social simulation video game developed by Maxis and published by Electronic Arts. It is the second major title in The Sims series, and is the sequel to The Sims. The game was released for Microsoft Windows on September 14, 2004, and a port for MacOS by Aspyr was released on June 17, 2005. Eight expansion packs and nine "stuff packs" were subsequently released between 2005 and 2008. In addition, versions of The Sims 2 were released on various video game consoles, including the PlayStation 2, Xbox, Nintendo DS, and GameCube, and mobile platforms, including the Nokia Ovi Store. Unlike the original, the handheld and console versions are more storyline-based. The three handheld versions of the game are completely different among themselves, unlike the home console versions of the game, which are virtually identical to each other. A sequel, The Sims 3, was released in June 2009.
SimCopter is a 1996 flight simulator video game developed by Maxis. It puts the player into a 3D city. Like Streets of SimCity, SimCopter lets the player import SimCity 2000 maps into the game. It is also the first game to use the Sim language Simlish.
SimsVille is a cancelled life simulation video game developed by Maxis. The game was conceived as a hybrid between the gameplay of The Sims, a social simulation game, and the city-building game SimCity. Development of SimsVille was undertaken over two years by the Maxis development team for SimCity in an attempt to expand The Sims franchise. Following delays to the game's release window, Maxis discontinued development of SimsVille in September 2001, citing concerns with the quality of the gameplay experience. Despite its cancellation, design elements of SimsVille would influence later Maxis products, such as the community features of The Sims: Hot Date and the integration of Sims into SimCity 4.
The Sims 3 is a 2009 social simulation video game developed by the Redwood Shores studio of Maxis, and published by Electronic Arts. Part of The Sims series, it is the sequel to The Sims 2. It was released on June 2, 2009, for Microsoft Windows, MacOS, and mobile versions. Console versions were released for PlayStation 3, Xbox 360, and Nintendo DS in October 2010 and a month later for Wii. The Windows Phone version was released on October 15, 2010. A Nintendo 3DS version, released on March 27, 2011, was one of the platform's launch titles.
SimCity 4: Rush Hour is the expansion pack for SimCity 4 created by EA Games and Maxis, where the player builds a city from scratch. It was released in September 2003 simultaneously with a deluxe edition of SimCity 4 which also contains the expansion pack built-in.
SimCity Societies is a city-building simulation video game developed by Tilted Mill Entertainment and published by Electronic Arts, and is part of the SimCity series. The gameplay is significantly different from previous SimCity titles, with a greater focus on social development. SimCity Societies was released in 2007, and received mixed reviews, with praise for the game's improved accessibility and visuals, but criticism for being oversimplified and having poor performance.
SimCity is a city-building and urban planning simulation massively multiplayer online game developed by Maxis Emeryville and published by Electronic Arts. Released for Microsoft Windows in early March 2013, it is a reboot of the SimCity series, and is the first major installment since the release of SimCity 4 a decade before. A macOS version was released on August 29, 2013.
Spore is a video game developed by Maxis and designed by Will Wright, released in September 2008. The game has drawn wide attention for its ability to simulate the development of a species on a galactic scope, using its innovation of user-guided evolution via the use of procedural generation for many of the components of the game, providing vast scope and open-ended gameplay.
The Sims is a series of life simulation video games developed by Maxis and published by Electronic Arts. The franchise has sold nearly 200 million copies worldwide, and is one of the best-selling video game series of all time. It is also part of the larger Sim series, started by SimCity in 1989.
The Sims 4 is a social simulation game developed by Maxis and published by Electronic Arts. The game was released on September 2, 2014 for Windows, and is the fourth main installment in The Sims series, following The Sims 3 (2009). As with previous games in the series, The Sims 4 allows players to create and customize characters called "Sims", build and furnish their homes, and simulate their daily life across various in-game regions. This installment introduced a newly developed custom game engine, with enhanced character creation and house-building tools, along with a more complex in-game simulation.
SimCity: BuildIt is a city-building mobile game. Developed by TrackTwenty and published by Electronic Arts, it was launched in late 2014. The game is part of the SimCity franchise, and is available to download from the Google Play Store, Amazon Appstore and the Apple App Store.
A small city is a kilometer on a side
{{cite journal}}
: Cite journal requires |journal=
(help)