The Golden Age of Computer Gaming
Chapter 4: When Games Got Real
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When Games Got Real
THE ESSENTIAL TRUTH
Somewhere between play and reality, a new kind of game emerged. Not about high scores or victory conditions, but about the joy of creation, the thrill of mastery, the satisfaction of watching systems grow.
THE PERFECT CITY
Will Wright had spent his childhood in the 1960s fascinated by model trains, creating intricate model cities and designing systems that his imaginary citizens would use to live their lives through transit, power, and roadway networks. As he grew older, Wright's fascination with city modeling and urban planning only grew stronger, influenced by policy manifestos like Jane Jacobs' "The Death and Life of Great American Cities" which introduced concepts of community-oriented design, mixed-use development, and city revitalization efforts.
In 1984, while working on the game Raid on Bungeling Bay, Wright found that he had more fun creating the islands with his level editor than he had actually playing the game. He created a new game based on this idea that would later evolve into SimCity, but he had trouble finding a publisher. The game was unusual in that it could neither be won nor lost, and as a result, game publishers did not believe it was possible to market and sell such a game successfully.
FROM THE PLANNING OFFICE
Wright spent four years trying to find a publisher for his city simulation game. Many major publishers, including Brøderbund, were scared off by the innovative gameplay of SimCity and declined to publish the title when Wright proposed it. The first version of the game was developed for the Commodore 64 in 1985, with the original working title "Micropolis." Publishers couldn't understand a game with no winning conditions, no enemies to defeat, no princess to rescue.
In 1986, Wright met Jeff Braun, an investor interested in entering the computer game industry, at what Wright calls "the world's most important pizza party." Together they formed Maxis the following year in Orinda, California. Finally, Braun, founder of the tiny software company Maxis, agreed to publish SimCity as one of two initial games for the company.
TECHNICAL MASTERY
The structuralist dynamics of SimCity were in part inspired by the work of two architectural and urban theorists, Christopher Alexander and Jay Wright Forrester. Wright was influenced by Christopher Alexander's book "A Pattern Language," which formalized spatial relationships into a grammar for design, and by Jay Forrester's "Urban Dynamics," which laid the foundations for what would become SimCity's systems thinking approach.
Wright later explained that he was interested in the process and strategies for design, wanting to work toward a grammar for complex systems and present someone with tools for designing complex things. The game reflected Wright's approval of mass transit and disapproval of nuclear power, with Maxis president Jeff Braun stating that "We're pushing political agendas."
THE DESIGNER SPEAKS
Wright and Braun returned to Brøderbund to formally clear the rights to the game in 1988, when SimCity was near completion. After Brøderbund executives Gary Carlston and Don Daglow saw SimCity, they 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 in 1988, followed by the IBM PC and Commodore 64 in 1989.
For Wright, games were a way of helping people create "mental models" for understanding parts of the world. The team at Maxis would research a topic like urban dynamics and create a game where players could experiment with those ideas. The goal wasn't to teach anything directly, but rather to help the player get the model of SimCity in their head, so that playing this game could help them understand how the different systems within a city interact.
THE PERFECT NETWORK
SimCity was critically acclaimed and received significant recognition within a year after its initial release. By December 1990, the game had won numerous awards including Best Entertainment Program 1989, Best Educational Program 1989, Best Simulation Program 1989, and Game of the Year 1989 from Computer Gaming World. SimCity was a hit and has been credited as one of the most influential computer games ever made, earning Wright widespread recognition in computer magazines.
The subsequent success of SimCity spawned an entire genre of simulation games. Will Wright and Maxis developed myriad titles including SimEarth, SimFarm, SimTown, Streets of SimCity, SimCopter, SimAnt, SimLife, SimIsle, SimTower, SimPark, SimSafari, and The Sims, as well as SimsVille and SimMars, which were never released. They also obtained licenses for some titles developed in Japan, such as SimTower and Let's Take The A-Train.
TOUCHING THE SKY
When Microsoft Flight Simulator appeared in 1982, it did something unprecedented: it took simulation beyond game and into reality. But its origins stretched back even further, to 1976, when Bruce Artwick wrote his master's thesis on a flight simulator he'd designed to run on Digital Equipment Corp.'s PDP-11 minicomputer.
Bruce Artwick studied electrical engineering at the University of Illinois at Urbana-Champaign, yet he found time to pursue a dream many teenagers think about but few fulfill: he learned to fly. It was at the university's flight-instruction program that he met Stu Moment, who would later become his business partner. Microsoft Flight Simulator began as a set of articles on computer graphics, written by Bruce Artwick throughout 1976, about flight simulation using 3D graphics.