SimCity was released in 1989, was originally called Micropolis and was designed by the infamous Will Wright. For those that don’t know Will Wright, its suffice to say he’s one of the most popular and influential game designers of our time. SimCity, TheSims, SimAnt, SimFarm and Spore are a few of his hits and TheSims has taken many records since its original release.
Wright had trouble finding a publisher for a game in which you couldn’t really “win or lose.” Turned down by Broderbund, Wright eventually pitched the idea to Jeff Braun of Maxis. Maxis agreed to publish Simcity as one of its first two games.
When near complete, Wright and Braun took the game back to Broderbund to clear the rights for the game. Broderbund executives Gary Carlston and Don Daglow saw how addicting the game could be and signed Maxis to a distribution deal. Four years after initial development, SimCity was released for the Amiga and Macintosh platforms, followed soon after by the IBM PC and Commodore 64. On January 10th 2008, the SimCity source code was released under the GPL license as… Micropolis!
The objective of the game is simple, build and design a city. Though the player could focus on building a highly efficient city with an ever growing populace, it was by no means required. In a sense, open ended, the player was free to design the city as they chose.
Included in the city building experience was the possibility of natural disasters such as flooding, tornadoes and more. Pre-designed scenarios were also included in the game such as the Boston 2010 nuclear meltdown, or mass coastal flooding of Rio de Janeiro of 2047 … even a Godzilla attack of Tokyo in 1961.
In the years to follow, the SimCity franchise would continue to expand with greater detail as SimCity 2000 (1993), SimCity 3000 (1999), SimCity 4 (2003) and a host of other “Sim” games and until the release of “The Sims” in 2000, the SimCity series was the best-selling line of games made by Maxis.
In Fall of 2008, EA will release the next child in the SimCity family, SimCity Creator for the Nintendo Wii and DS systems. And thus, history continues!
@Duke Nukem Forever review fiasco:
This one is almost ‘no comment’. The nasty side is what Jordan said (except foe Jonah I can’t yet distinguish your voices, sorry if I mix you up): they don’t mind blacklisting, they just don’t want it to be public.
@ Apple will be the games industry in 10 years:
You can even devise a control scheme for touch based interfaces, but!
Just like console controllers, a mouse and keyboard using player will best one using a console controller, in competitive gaming.
Jonah, I’m with you on the real books vs. kindle. Don’t get me wrong guys, that’s a device that I like, but it doesn’t hold a kandle 😛 to a real book.
@ No need for PS4, PS3 now hitting its stride:
Erm, hello, PS3 is hacked? Piracy will be as rampant on PS3 as is on PC? PS3 might become a very unattractive platform to develop for? (hard to code for it and with it’s DRM system exposed for all to pirate your product).
😀 Jonah, thanks for pointing out misspellings, it’s useful to me.
@Question of the Week:
I do care what it says in the review. I do want to read if a certain aspect is flawed: perhaps it is a feature that interests me, and in that case I’ll skip the game.
As for the score versus the entire contents, well, it actually depends on the value of the score.
If it’s below 5, then I don’t even bother to read the review. The score weights 100%.
If it’s up until 7, the score weights 50%. Above 7, it’s really up to the contents of the review, not the score: weight drops to almost 0%.
Just to let you know that things in Australia aren’t that bad. If one looks around abit you can get a good deal on games even if they are brand new. Granted prices have been $110 for some games but with some skill you can get it imported from the UK with shipping for nearly half the price. I havn’t brought a game from a major Australian retailer for some time now. Feel sorry for those who do ouch.