The 90’s and early 2000’s were a paradise of simulation games. Games that enabled the players creativity while also allowing them to balance a large number of spreadsheets and spinning plates were all the rage. Within the last few years this genre has begun a renaissance, games like Planet Coaster, Prison Architect and Cities Skylines have taken the games of old and thrust them into the modern day. One of the titles that has fallen by the way side after many years as a best seller and fan favourite is Sim City. So what happened to it? In this video we will take a look at the rise and fall of Sim City.
In 1989, American video game designer Will Wright released SimCity. He was inspired after creating his first game, Raid on Bungeling Bay, a top down war shooter. The game was designed to fit into the existing market. Wright used conventional mechanics and themes to build a game like others on the market. The game was built using a technical trick. Upon moving from the Apple 2 to the commodore 64, Wright learnt a method for scrolling smoothly over what appeared to be a single massive background image and enabled the system to look like it could load a great deal more than it really could.
The game was sold to Broderbund software, who published the title in 1984, selling a reasonable 30,000 copies. It’d have been a decent number had the story ended there, but it did not. Hudson Soft, a Japanese publisher bought the rights to Raid on Bungeling Bay from Broderbund so they could release it on the NES. Supposedly the game sold an incredible 750,000 copies on the NES. This amazing success gave Will Wright a steady income so that he was able to invest more time into his next project. It enabled him to take some risks and not rely on making a game that was guaranteed to sell. A game that would break the mold and offer players a brand new experience.
Wright found that he enjoyed designing and creating the locations within the game, more than the combat mechanics that the title offered. He theorised that players would also love the ability to create their own cities and thus the extremely basic looking SimCity, initially called Micropolis was released on the Commodore Amiga and Macintosh. Sim City was the first of its kind. Wright had taken the leap to create a game that he loved and he hoped would find an audience. He initially struggled to find a publisher for the game as most publishers including Broderbund, doubted that a game with no win or loss conditions would go down well with the fans. So instead he decided alongside an acquaintance he’d met at a pizza party, Jeff Braun, that they’d found their own publisher to release Sim City under, and thus Maxis was born. However these little company could not go it alone. They needed help, they need a distrubitor. So Will Wright went back to Broderbund and asked for help. Broderbund convinced Maxis to add a set of optional scenarious to the game. A number of time-limited challenges that the player could meet or fail and thus giving the game definitive win and loss conditions. With this implementation, Broderbund happily agreed to become Maxis’s distributor and look after them in the cut throat games industry.
The game was a smash hit and took the world by storm. Wright looked as his game not as a conventional gaming experience, but more akin to a doll house or a train set. An open-ended interactive experience that put the power in the players hands and left the fun up to them to create. The term the community would later adopt for this being the term ‘sandbox’.
Will wrights passion project had become a sensation. It’d launched a new genre of video games and taken over the world. In 1991 SimCity celebrated it’s second anniversary on the market while still topping the charts as the pest selling computer game on the market. Five years after it’s initial release, the follow up Sim City 2000 released and expanded upon the winning formula, introducing a range of new features and a new look isometric view to replace the top down view of the original. The follow up was a more series and more complicated simulation game, with less focus on the win conditions that he’d been forced to implement with the original. The release of sequels did not however slow the sales for the initial title. Maxis renamed Simcity to SimCity Classic and continued to sell and support the title. In total the original SimCity sold half a million copies on the PC with the Super Nintendo version selling a further half a million copies. When you add in the Commodore 64 figures it was clear that SimCity was one of the biggest titles to hit gaming in a long time… and it was here to stay.
However, all good things falter at some point and SimCity was no exception. Maxis pumped out more and more SimCity titles as the years went on. SimCity in 1989 was followed by SimCity 2000 in 1993, then SimCity 3,000 in 1999, Sim City 64 in 2000 then a further 2 Sim City’s in 2003. Games became more and more frequent and less and less inspired and ambitious. The community began to lose trust in Maxis as each new version of the game offered very little in terms of developments and improvements. I’d argue that part of SimCity’s problem is that it was so influential, it inspired many of it’s contemporaries… not just in the sim builder genre but in vastly different genre’s as well. The inclusion of a focus on creativity and player led gaming can be felt around the industry. When asked in 2008 to name the three most important innovations in the history of electronic gaming, Sid Meier listed one of them as Sim City saying ‘ You can see traces of SimCity in many if not most of the games we play today, from casual social games to hardcore CRPG and strategy titles’.
Maxis first went public in 1995 and for a time, between its public offering and the sales of SimCity 2000, the company prospered. However after a number of failures and poor business decisions, the company found itself in dire straits and needed saving.
The company pinned its hopes on SimCity 3000 to save them. The game would unfortunately release disastrously as SimCity’s first foray into the realm of 3D led to computers being unable to generate the power to run the title. After a disastrous E3 in 1997 and on the brink of financial ruin, Maxis began to search for a buyer. Electronic Arts came to their aid and spend $125 million in a stock swap to save them. Following this purchase, EA began removing upper management in the months following the purchase as they found a company with low morale sitting on a gold mine, so they took to trying to right the sinking ship as they worked towards their next release, SimCity 4.
SimCity held the title at the top of the urban simulation video game genre for over 2 decades. Sim City, Sim City 2000 and Sim City 3000 were huge global successes and Sim City 4 released in 2003 gave players even more creativity, enabling them to develop mods and custom designs into the game, essentially giving the title an almost endless life span. And that’s how the series sat for 14 years. The community kept SimCity 4 alive, with modders and designers on websites such as Simtropolis and SimCity devotion numbering in the hundreds of thousands and the custom creations in their millions. The community was happy with what they had and kept with the game from 2003 while the rest of the industry moved on. 9 years later in 2012, Maxis and EA announced SimCity, a rebrand of the series using the Glassbox engine and bringing SimCity into the modern day. Buzz was everywhere and everyone was excited for the new king of sandbox games. However excitement turned to bitter disappointment as more and more changes were announced by the studio. Modding support was severely discouraged and unsupported, the ability to create custom buildings was removed, the game would be online online and maps would be locked at the size of 4 square kilometers, which was around the size of the smallest maps in SimCity 4.
With so much controversy around the game in the lead up to the release. It was imperative for EA and Maxis to be prepared for launch day and have a smooth launch to ease fans frustrations. Especially considering the title was coming out just after Diablo 3 which had suffered from the same controversy and had had a disastrous launch. Unfortunately 2013’s Sim City suffered the same fate. Servers did not work on the games release day. For many players it took up to a week to be able to even play the game they had paid $60 for, and EA had to further neuter the game and remove features just to get it to work.
Fans were not happy. The official forums were full of angry critics writing long and well crafted complaints analysing the new features within SimCity and specifying why they were a mistake. Unfortunately the developer refused to buckle to community pressure and make any changes whatsoever. Maxis and EA made a great number of mistakes on 2013’s Sim City. Mistakes on what fans wanted, overestimating their game engine and a lack of polish left fans angry and disheartened. However I feel the biggest mistake they made was not supporting their modding community. Maxis’s Sim City 4 had been kept alive by the dedicated modders continually pumping out new free content to fans, and I think Maxis underestimated the impact this had on the game success. They had one of the most talented modding communities in gaming and they essentially threw them to the curb. Maxis would pay the price for these mistakes. A mere months after the games release, the studio in Emeryville that developed the title closed its doors.
Things went from bad to worse for Maxis when a competitor saw the angry community of loyal fans and decided to capitalise on Maxi’s mistakes and provide fans what they wanted. The small developer from Finland named Colossal Order announced Cities Skylines a year after the release of Sim City. The developer announced that Cities Skylines would be able to be played offline and that it would offer support for the modding community on launch day. Colossal Order and the games publisher Paradox are far smaller than Maxis and EA, but it didn’t matter. Cities Skylines became a success overnight and sold half a million copies in the first week and more than 6 million copies since. Collosal Order keep things new and exciting, with a new DLC every roughly 6 months for the past 5 years and most importantly a dedicated modding community that has kept the game fun to play since launch day with hundreds of thousands of items to download and use for free. Cities Skylines saw an opportunity and they took it, and now they are the undisputed kings of the Urban simulation video game genre. Sim City is all but dead and whether we will get a follow up title remains to be seen… but looks unlikely.
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