SimCity That I Used to Know
medium.com
medium.com
https://www.youtube.com/watch?v=lxfeBpagvQw
https://www.paradoxplaza.com/cities-skylines
Having spoken to the lead designer, this gave me the impression of the SimCity I used to know, albeit with some more features like policies and districts.
Paradox is known for making very complicated, somewhat buggy, but lofty and (in my opinion) very fun titles.
I swear their approach to games is "So they say 'a game is a series of interesting decisions,' lets see how many decisions we can pack into this one!"
The Hearts of Iron series is basically SimCity for World War 2. You pick any country and a starting year and just go. Decide on major events, pick your cabinet, how you allocate resources (industrial and brainpower), who you spy on, what you research, elections, and of course the whole war thing. Just everything. The game is huge fun if you like to sit down and plan things and I totally recommend it to anyone who loved the sim cities of old.
Hearts of Iron 3 is on Steam here: http://store.steampowered.com/app/25890/
There's no direct relation.
His blog: http://www.donhopkins.com/drupal/
He covers his background, early computer games, the origins of Sim City, the Sims, as well as more abstract/high-level discussion of game design and simulation.
Some high level themes of the talk: using the computer as a modeling tool, simulation design, Will Wright's game design principles and philosophy, programming for two dynamic processes "the software" and "the player's model of the system", and traversal of possibility spaces in game design and simulation.
----
http://www.donhopkins.com/drupal/node/9
Designing User Interfaces to Simulation Games
A summary of Will Wright's talk to Terry Winnograd's User Interface Class at Stanford, in 1996. Written by Don Hopkins.
Will Wright, the designer of SimCity, SimEarth, SimAnt, and other popular games from Maxis, gave a talk at Terry Winnograd's user interface class at Stanford, in 1996 (before the release of The Sims in 2000). At the end of the talk, he demonstrated an early version of The Sims, called Dollhouse at the time. I attended the talk and took notes, on which this article elaborates. I was fascinated by Dollhouse, and subsequently went to work with Will Wright at Maxis for three years. We finally released it as The Sims in 2000, after several name changes: TDS (Tactical Domestic Simulator), Project-X (everybody has one of those), Jefferson (after the president, not the sitcom), happy fun house (or some other forgetable Japanese placism).
At the talk, he reflected on the design of simulators and user interfaces in SimCity, SimEarth, and SimAnt. He demonstrated several of his games, including his current project, Dollhouse.
Here are some important points Will Wright made, at this and other talks. I've elaborated on some of his ideas with my own comments, based on my experiences playing lots of SimCity, talking with Will, studying the source code and porting it to Unix, reworking the user interface, and adding multi player support.
----
http://www.donhopkins.com/drupal/node/35
The Future of Content - Will Wright's Spore Demo at GDC 3/11/2005
What I learned about content from the Sims. ...and why it's driven me to procedural methods. ...And what I now plan to do with them. Will Wright Game Developers Conference 3/11/2005
Notes taken by Don Hopkins at the talk, and from other discussions with Will Wright.
----
http://www.donhopkins.com/drupal/node/31
Sims Designer Chris Trottier on Tuned Emergence and Design by Accretion
The Armchair Empire interviewed Chris Trottier, one of the designers of The Sims and The Sims Online. She touches on some important ideas, including "Tuned Emergence" and "Design by Accretion".
Chris' honest analysis of how and why "the gameplay didn't come together until the months before the ship" is right on the mark, and that's the secret to the success of games like The Sims and SimCity.
The essential element that was missing until the last minute was tuning: The approach to game design that Maxis brought to the table is called "Tuned Emergence" and "Design by Accretion". Before it was tuned, The Sims wasn't missing any structure or content, but it just wasn't balanced yet. But it's OK, because that's how it's supposed to work!
In justifying their approach to The Sims, Maxis had to explain to EA that SimCity 2000 was not fun until 6 weeks before it shipped. But EA was not comfortable with that approach, which went against every rule in their play book. It required Will Wright's tremendous stamina to convince EA not to cancel The Sims, because according to EA's formula, it would never work.
If a game isn't tuned, it's a drag, and you can't stand to play it for an hour. The Sims and SimCity were "designed by accretion": incrementally assembled together out of "a mass of separate components", like a planet forming out of a cloud of dust orbiting around star. They had to reach critical mass first, before they could even start down the road towards "Tuned Emergence", like life finally taking hold on the planet surface. Even then, they weren't fun until they were carefully tuned just before they shipped, like the renaissance of civilization suddenly developing science and technology. Before it was properly tuned, The Sims was called "the toilet game", for the obvious reason that there wasn't much else to do!
http://www.armchairempire.com/Interviews/chris-trottier-the-...
----
I occasionally play the Win95 version of SimCity and Doom 2 in a WinXP VM. Another Win95 launch title, Pitfall works fine on 64-bit Windows.
Did BMW pay the "devotee" to do this interview?
The piece itself has nothing to do with BMW and there's nothing BMW being sold under the pretence of a journalistic piece (that I could see), there's an article, and BMW sponsors the series so here's their logo.
ETA GOG link: http://www.gog.com/game/stronghold
e.g. the 100% residential city: http://www.pcgamesn.com/simcity/simcity-100-residential-city...
[0] http://www.wiki.sc4devotion.com/index.php?title=Network_Addo...
Example of what is possible with this and probably some other addons: http://www.moddb.com/mods/network-addon-mod/images/possibili...
City building games like the Settler 2, Anno 1602 or Caesar III are more fun.
He says this because the original release date is off, well. . . . . Edit the damn page then instead of worrying about it being off?
I think this would be a good example of something that a team of smart devs could whip up in a short period of time.
Edit: Since we're all vying for the games we wish we had: I want a game that is half Simcity, half OpenTTD. Some players manage cities, some players manage companies, and you all have the goal to grow cities. And not all companies would have to be transport companies, it'd be neat to play as the OpenTTD industries too.
https://code.google.com/p/micropolis/
EA open-sourced the SimCity code (under the original name Micropolis), it's since been ported to Java and some other environments.