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!
:)) ha ha ha … they forgot to buy domains related to the names of their products …
Quite funny though, I wonder what the site will be about.
Jordan, regarding ratings, you should also check out http://www.tigrs.org
Jonah, Dead Island sounds pretty nice. You should try your hand at writing reviews. But with less spoilers 🙂
😛 Jonah, PCs have something that consoles lack: flexibility.
It’s fun to have an episode like that from now and then.
haha, don’t worry Paul, I’d take Star Trek over Star Wars any day as well. Yes, even Enterprise 😛
Unfortunately, that means you STILL aren’t getting any hate mail. You really need to try harder ^_^
Hey guys,I was just listening to the podcast from July 3d and was pleasantly surprised to hear my own name being read up and subsequent comment..I had to rewind that just to see if I had heard right:P As to the 360/PC compability,I was mainly referring to most games coming to PC being console ports these days and thus having their native 360 gamepad controls intact with it..an example of this is FIFA 11 where me and my brother can use both of my 360 gamepads to play 2 player game..as for the WOW counterpoint..touche..but there are ways around that as well,namely Xpadder where you can plot the keys into Xbox/gamepad button counterparts so you can play WoW with it.
However most of the PC games coming out now are console ports and does support especially the 360 pad in particular,what sparked my previous comment was when you were bringing up the conviviality of not having to sit in front of a 15 inch screen..i was just trying to make a counterpoint saying that you for the most part dont have to…sorry for the rant and thank you for including me into a great podcast:)
Nice talk in the beginning. Wouldn’t mind hearing this type of show every couple of months. You guys managed to sell me on Dead Island as well. All in all a great show for just being outtakes.