SimCity, an Exhibit

Media

Example city from SimCity
SimCity 2000
SimCity 2000
SimCity Classic Cover Art
SimCity 2000 (2)
SimCity Screenshot
SimCity Comic Style
SimCity 4
SimCity 3000
SimCity Societies

Versions

Wright, WillM. SimCity. SimCity. Brøderbund, 1989.
Wright, WillM. SimCity 3000. SimCity. Electronic Arts, 1999.
Knight, Joseph, and Michael McCormickM. SimCity 4. SimCity. Electronic Arts, 2003.
T. SimCity Societies. SimCity. Electronic Arts, 2007.

Discussion

by Arkanepriest

    SimCity is a game that revolutionized the simulation genre of video games, perfecting many concepts that would be applied to future games for years to come. The game casts you as the mayor of a brand new city or one of several premade cities, giving you a plot of land and a sum of money to work with. From a godlike perspective, you begin building up your city, plotting zones for residential, commercial, and industrial construction. You must also place essential city functions such as power plants, fire and police stations, and transportation options, including roads, railroads, and airports. An approval ratings window showed what the most prominent problem was, such as traffic, crime, or fires and what percentage of the population thinks you‘re doing a good job. Tax ratings and public service funding could be altered to the percentage, offering great flexibility. The game is entirely open ended, presenting no set conditions to win or lose. In theory, a city could grow to encompass the entire game map and the player could still keep managing and improving it as long he stayed interested. This approach gave SimCity an addictive gameplay that would help popularize the genre, bringing it to a wider audience and inspiring future games. SimCity and its later incarnations were very innovative games that progressed the simulation genre of video games.

by HomoLudens

Whether it is a first person action game with levels and checkpoints or a third person spaceship game with fuel tanks and radar screens, every game genre had a pioneering game. The city-building genre had its first real success with the arrival of SimCity. It opened up a lot of possibilities when it came to what the game was used for. Younger people could use it for entertainment while others like architects could use it to plan out rough drafts of possible projects. It broke through into the city-building genre and made way for dozens of other simulation games. Not only did it lead the way for other city-building games but also for family building games like The Sims one, two, and three, and their expansions. The introduction of SimCity pioneered its own genre which continues to expand, contributed to the higher quality of today’s computer graphics and brought a whole new type of customer to the world of video games.

by Jerk Butane- Ac...

If video games as a whole have one unifying cultural theme, that theme is controversy. Decades before Grand Theft Auto made it possible to assault virtual prostitutes or players started dropping like flies after 50 hour World of Warcraft marathons the general public found umbrage in the pixilated violence of Death Race. Essentially, very few games have ever earned the kind of widespread respect or approval that developers (and gamers) have always wished they would. SimCity, Maxis Software’s unexpected hit title, was one major exception to this rule. From its release in 1989, SimCity had an unprecedented reception among the public and the media.  Within a year of its debut, SimCity had been the focus of articles in such major publications as Time magazine and the New York Times. At the same time, the game enjoyed a robust following through word of mouth alone. While it would be easy to lump media and public attention together, it is this researcher’s opinion that, although gamers spread word of the game due to its entertaining gameplay, the media latched on to SimCity because it in many ways represented the antithesis of the common game. This concept was delightful to those who worried about the negative effects of games, and allowed SimCity to be fully embraced by those outside of the (then) niche gaming community.

References

Timeline of Computer History. Vol. 2006. California: Computer History Museum, 2006.
Kolson, Kenneth. "The Politics of SimCity." PS: Political Science and Politics. 29.1 (1996).
Gaber, John. "Simulating Planning: SimCity as a Pedagogical Tool." Journal of Planning Education and Research. 27.2 (2007).