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SimCity
Logo of SimCity.png

SimCity series logo (2012-2014)

Genre(s) Construction and management simulation, metropolis-building
Developer(s) Maxis, Tilted Mill Amusement, Aspyr Media, Full Fatty, Infogrames, Nintendo EAD, Babaroga, HAL Laboratory, Rails Twenty
Publisher(s) Electronic Arts, Brøderbund, Maxis, Nintendo, Superior Software, Acornsoft, Infogrames Entertainment, SA, Zoo Digital Publishing
Platform(s) Microsoft Windows, Linux, Mac OS, Wii, PlayStation, Nintendo 64, Nintendo 64DD, Nintendo DS, Sega Saturn, PlayStation 3, Palm Bone, Acorn Archimedes, Acorn Electron, Amiga, Amiga CDTV, Amstrad CPC, Atari ST, BBC Micro, C64, DESQview, DOS, EPOC32, FM Towns, iOS, Android, PC-98, GBA, OLPC XO-ane, OS/ii, NeWS, Spider web browser, SNES, Tk, Unix, X11 TCL, Sinclair ZX Spectrum
First release SimCity
February 2, 1989
Latest release SimCity: BuildIt
December 16, 2022
Spin-offs SimFarm, Sim City: The Bill of fare Game, SimCopter, Streets of SimCity, SimsVille, The Sims

SimCity is an open-ended urban center-building video game serial originally designed by Will Wright. The first game in the serial, SimCity, was published by Maxis in 1989 and sparked the creation of several sequels and many other spin-off "Sim" titles, including 2000's The Sims, which itself became a best-selling calculator game and franchise.[i] Maxis developed the serial independently until 1997, and then continued under the ownership of Electronic Arts until 2003. EA deputed various spinoffs from other companies during the 2000s, focusing on console and mobile releases. A 2022 EA-Maxis reboot was subject to what has been described as "one of the most disastrous launches in history", which may have triggered the 2022 shutdown of Maxis Emeryville and the end of the franchise.[two] [three]

Gameplay [edit]

SimCity titles are real-time management and construction simulators. Across near titles, the player (acting as mayor) is given a blank map to brainstorm and must expand the urban center with the upkeep provided. As the metropolis matures, the histrion may be able to add government and other special buildings (such as a mayor's business firm or courthouse), depending on how large the urban center is. Proper direction of the metropolis requires citizens to be provided with basic utilities (electricity, water and sometimes waste direction) along with public services such as wellness, instruction, safety, parks and leisure facilities. These are provided past edifice relevant buildings or infrastructure, with each building covering a round "range" in its vicinity. Inadequate funding of these services can atomic number 82 to strikes or even urban refuse.

The master source of income is taxation, though some income can also be generated by legalizing gambling or placing certain "special" buildings such as military bases or federal prisons. The player may also make deals with neighbouring cities to sell or buy services, as long equally a connection is fabricated to the neighbor for that service, such every bit electricity cables. The player may also 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 four besides provided a express form of multiplayer gaming with the power to share regional maps and cities with other players, allowing players to interact, but non to collaborate in real-time gameplay.[5] [6] [7]

Depending on the championship, at that place may scenarios with metropolis performance-related goals and time limits in which to complete them.

Development history [edit]

Release timeline
1989 SimCity
1990
1991
1992
1993 SimCity 2000
1994
1995
1996
1997
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 DS 2
SimCity Creator
2009
2010
2011
2012 SimCity Social
2013 SimCity
SimCity: Cities of Tomorrow
2014 SimCity: BuildIt

Under independent development (1985–1997) [edit]

The blackness-and-white version of SimCity on the Mac. Virtually other releases were in color, merely had a similar interface.

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 characteristic of the game Raid on Bungeling Bay that led him to discover that he enjoyed creating maps more than playing the actual game.[ix] While developing SimCity, Wright cultivated a real love of the intricacies and theories of urban planning[10] and acknowledges the influence of Jay Wright Forrester's book Urban Dynamics. [11] [12] In addition, Wright too was inspired by reading "The Seventh Sally", a brusque story by Stanisław Lem from The Cyberiad, published in the collection The Listen'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 nether the working title Micropolis. [xiv] [15] The game represented an unusual paradigm in computer gaming, in that it could neither be won nor lost; every bit a upshot, game publishers did not believe it was possible to market and sell such a game successfully. Brøderbund declined to publish the title when Wright proposed information technology, and he then pitched it to a range of major game publishers without success. Finally, founder Jeff Braun of then-tiny Maxis agreed to publish SimCity equally one of ii initial games for the company. Wright and Braun returned to Brøderbund to formally clear the rights to the game in 1988, when SimCity was virtually completion. Brøderbund 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 subsequently initial development, SimCity was released for the Amiga and Macintosh platforms, followed by the IBM PC and Commodore 64 later in 1989.[14]

Sim City was released in 1990 on the ZX Spectrum 48K & 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 past a giant Bowser.

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 (SC2K), released in 1993[16] with an isometric view instead of overhead. Underground layers were introduced for h2o pipes and subways, along with many new buildings, more than elaborate financial controls and many other improvements.[17]

Continued releases under Electronic Arts (1997–2003) [edit]

Maxis was purchased by Electronic Arts in 1997, and the company would gain control of the SimCity brand. Will Wright continued to piece of work at the company, moving on to work on The Sims, with development on future SimCity titles existence led by other Maxis staff such as Christine McGavran. The next championship, SimCity 3000 (SC3K) was released in 1999. It introduced many new features, including waste management, agronomics, business deals and expanded inter-metropolis relations. The game maintained the pseudo-isometric dimetric perspective of its predecessor, though the mural became more complex and colorful.[vi]

The Japanese exclusive SimCity 64 was released in 2000 and featured the power to view the city at night, pedestrian level gratis-roaming, and individual road vehicles and pedestrians (which could only be seen while in the gratis-roaming mode). Cities in the game were also presented in 3D hybrid graphics, a first for the franchise.

SimCity 4 was released on January xiv, 2003. Among diverse changes, cities were now located in regions, which were divided into individual segments. Each region represents the metropolitan area of a metropolis, 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 past the region's population and condition. Urban decay and gentrification were simulated with buildings deteriorating or improving appropriately. Residents and neighbourhoods were transferrable between SimCity four and The Sims ii.[xix]

Societies and portable spinoffs (2007–2011) [edit]

Later the release of SimCity 4, EA would instead have Tilted Manufactory Entertainment develop the side by side major title in the franchise, rather than Maxis. The group developed SimCity Societies (2007), which was significantly different from prior games, owing to a modest-scale social engineering focus and less detailed simulation. Rather than placing zones, buildings were constructed individually for instance, similar to Monte Cristo'due south game City Life. Half-dozen "social energies", called societal values, allowed players to learn near 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 on commented on the movement 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 one time. System specific features were too prominent, such as the microphone, which was used to accident 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 metropolis through unlike historical periods.[26] For instance, the role player could create a medieval urban center, or a pre-celebrated city.[27]

On January ten, 2008, the source code of the original game was released under the free software GPL iii license.[28] The release of the source lawmaking was related to the donation of SimCity software to the One Laptop Per Child laptop, equally one of the principles of the OLPC laptop is the use of costless and open source software. The open up source version was called Micropolis, since EA retained the trademark SimCity.

SimCity Creator for the Wii was get-go appear on February 12, 2008.[29] The title featured the power to direct draw roads and train tracks on the ground using the pointer function of the Wii Remote, as well equally several customizable themes for the city's buildings.[26] Information technology was released worldwide in September 2008.[26] [30]

The belatedly 2000s and early 2010s also saw several games re-released for mobile devices. This included SimCity 3000 (2008), SimCity Deluxe (2010), and SimCity iv for Blackberry playbook (2011).

Reboot and end of franchise (2012–2014) [edit]

SimCity 's sixth major release was announced on March 5, 2022, for Windows and Mac OS Ten by Maxis at the "game changers" event.[31] Just 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 bug that occurred during the evolution of the championship, which stemmed from two conflicting visions coming from EA and Maxis. EA wanted to emphasize multiplayer, collaborative gameplay, with some of the simulation piece of 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 championship as a poor compromise between these two objectives- with but shallow multiplayer features, and a minor city size limit- i quarter of the state surface area of previous titles in the franchise.[2] [32]

The game was released for Windows on March 5, 2022, and on Mac in August.[33] [34] [35] Medium would after refer to the release equally "one of the most disastrous launches in history".[2] The game required a constant internet connection even during single-player activeness, 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 and then when users were disconnected they would often lose hours of progress.[36] The game was as well plagued by numerous bugs, which persisted long after launch.[37]

The title was heavily criticized in user reviews, and developer plans for mail launch updates were scrapped.[ii] EA appear that they would offer a free game from their library to all those who bought SimCity equally compensation for the problems, and they concurred that the way the launch had been set was "dumb".[38] Every bit a result of this problem, Amazon temporarily stopped selling the game in the week after release.[39] The always-online requirement, even in unmarried play, was highly criticised, particularly afterward gamers determined that the internet connection requirement could be easily removed.[40] An offline mode was subsequently made bachelor by EA in March 2022, and a mobile port entitled SimCity: BuildIt was released later that year.[41] [42] [43]

Information technology has been suggested that the poor functioning of SimCity was responsible for the 2022 closure of Maxis' Emeryville studios, and the end of the franchise.[44] [45]

Spin-offs [edit]

During the 1990s a large number of games were developed under the "Sim" classification started past Maxis in 1989. This list includes only spin-offs that straight relate to SimCity.

SimFarm: SimCity'due south Country Cousin (1993) [edit]

SimFarm was released in 1993 for DOS, Windows, and Mac and is a spinoff of SimCity. SimFarm focuses on developing a farm, assuasive the player to plant crops and abound their farm.

Sim City: The Card Game (1995) [edit]

Sim Metropolis: The Card Game is an out-of-impress 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 information technology offers "fine solitaire play" and that the game eventually offered stand-lonely urban center sets.[48]

SimTown (1995) [edit]

SimTown is a 1995 video game published by Maxis, much like SimCity simply on a smaller scale. SimTown allows the player to construct a boondocks consisting of streets, houses, businesses and parks then control the people in it. SimTown was targeted more towards children.

SimCopter (1996) [edit]

Equally the name suggests, SimCopter puts the actor in the part of a helicopter pilot.

At that place are two modes of play: free mode and career way. The gratis style lets the histrion import and wing 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 listen, and most of the fourth dimension the actor must increase the number of police stations, fire stations, and hospitals to allow for speedier dispatches. The second mode—the middle of the game—is the career mode. This puts the actor in the shoes of a pilot doing various jobs effectually the urban center. The game is notable for being the debut of the Simlish linguistic communication.

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 corking numbers from fourth dimension to time.[49] The easter egg was caught shortly after release and removed from future copies of the game.

Streets of SimCity (1997) [edit]

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 whatever cities created in SimCity 2000 by car in a cinematic style. The game, like SimCopter, is in full 3D and the role player's vehicle can exist controlled using a keyboard, a joystick, or a gamepad. Some other notable feature is the game's network way, in which players can play deathmatches with up to seven other individuals. Notably, it is i 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[50] (which acquired Maxis in 1997 and assisted evolution of Maxis games thereafter).

The Sims franchise (2000–present) [edit]

Originating every bit a spinoff, The Sims quickly evolved into one of the most successful video game franchises of all time. Early on releases retained a level of interconnectivity with SimCity, such equally the power to transfer neighbourhoods from SimCity 4 to The Sims 2. A crossover title, SimsVille was earmarked for 2001 and would accept allowed the player to build the metropolis, as well as brand sims and play them. The game was cancelled and then that Maxis could focus on future Sims expansions, and development for The Sims ii.

Reception [edit]

The first 2 games were well received and sold well during the 1990s, with the franchise achieving a total of 5 million sales by 1999.[56] SimCity 2000 in particular was amidst the highest selling games of the 1990s, and in 2022 was featured at #86 of IGN'south meridian 100 video games of all fourth dimension.[57] [58] SimCity 4 (2003) marked the high point in the franchise'southward GameRankings score at 85. The 2022 reboot was very poorly received, with Green Man Gaming comparing its issue on the franchise to the destruction of the city of Pompeii.[59]

The cities presented in the franchise have been criticised for being unrealistic- lacking parking and cycle lanes for case. SimCity games are also congenital on the premise that simply adding police stations reduces criminal offence nearby, which may not be the case.[sixty]

Legacy [edit]

The franchise has been credited with inspiring a generation of urban planners, transport officials, and local regime figures, who experienced the games at a younger age and took on those careers in later life.[61] [62] Various editions of the game have been used in education to simulate urban planning for students in elementary through college classes.[63]

While there were a handful of city-building games earlier 1989, SimCity popularized the genre and laid the background for many titles inspired by it, including Cities: Skylines (2015), which was greenlit later on the poor reception of the reboot.[64] More broadly, the lack of a win condition in favor of open up-ended play was a novelty at the time that gave ascension to Maxis' "software toys" pattern concept, which influenced many other titles from the company.[65]

Come across also [edit]

  • List of city-building video games

References [edit]

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External links [edit]

  • Official website Edit this at Wikidata

Source: https://en.wikipedia.org/wiki/SimCity

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