SimCity 2000; SimCity 3000
SimCity 2000: Will Wright (American, born 1960)
for Maxis (USA, est. 1987),
now part of Electronic Arts, Inc.
(USA, est. 1982) SimCity 3000: Will Wright (American, born 1960)
for Electronic Arts, Inc. (USA, est. 1982)
1994; 1999
Custom software
SimCity, originally released in 1989
with numerous versions and spin-offs
since then, is a classic simulation game,
in which players design, build, and
attempt to run a thriving city. Players
either choose a preset scenario or build
a city from the ground up. The real-life
factors that a player must take into
consideration include zoning laws,
infrastructure, cultural and civic institutions,
and tax and crime rates, all of
which affect quality of life and funds
available for further growth. Crucial
decisions require weighing short-term
convenience against long-term sustainability:
high-density zoning, for example,
is a cheap way to raise population and
capital but may lead to increased crime;
placing housing near industry seems
convenient, but the effects of pollution
on citizens’ health and happiness
are considerable. The game rewards
successful urban strategies with
skyrocketing property values, bustling
malls, and flourishing institutions, and
failure results in urban blight, in the form
of decaying buildings marring the cityscape.
Unexpected disasters—fires,
floods, menacing alien ships—occasionally
sweep through, leaving players to pick up
the pieces. Each major upgrade of SimCity
makes available a broader universe of
information and complexity, both visual
and conceptual. In the latest installments,
SimCity 3000 and SimCity4, the
graphics are axonometric, and players
can import architectural landmarks from
anywhere in the world—such as the Eiffel
Tower and the Golden Gate Bridge, among
many others—to add glamour to their
creation. SimCity depicts the city as a
dynamic organism made of interrelated
systems that affect its overall well-being.
Category: Worlds
Tags: Liminal Spaces / Maps