More worlds to play in
I have played SimCity since I first had version 1.0 (Flatland) on the Amiga 500 I had in ‘89. SimCity is a computer game that puts the player in the position of town mayor with the responsibility of developing the city.
It was the concept of a program having an open-ended game outcome that really drew me in. Having already used computers for some time, being able to play a game that wasn't obviously repetitive after a short time was the secret.
The underlying simulation through cellular automata grid modelled with layered interdependent calculations was cutting edge then (and still impressive today).
Version 2 on the Amiga was too heavy on the machine so I didn't play it that much, but had the first (very brown) 3D view.
SimCity 2000
Version 3 (by now on a PC), SimCity 3000 was quite sophisticated and comprehensive.
SimCity 3000
When I discovered I could load my own maps into the game, and even affect the look of the terrain, I had started down the road. After the first piece of cheese, I was well onto the road to becoming a mouse.
SimCity 4
In 2003 Maxis, producers of SimCity, brought out SimCity 4, and later an add-on for it called Rush Hour. These used the new 3D graphics technology (DirectX) to present a 3D world with much more detail and interaction. But for me, even more impressive was the fact that the brilliant forward looking design of the game (designed for easy maintenance, good data independence from code) easily allowed modification by anyone. Maxis encouraged adding to the game.
Fan clubs where players uploaded their creations for use by others rose up quickly. Two sites I visit regularly are:
Simtropolis (this is where my creations are) and SimCity 4 Devotion. Each represents a whole community of players, some of whom are into the aesthetics of a city, others the buildings, others technical game-play and so forth.
There are still plenty of adherents of all ages and persuasions even after this long time. Clearly there is a real desire too for a new version of the game which is really a classic in its realm.
Maxis brought out a wide range of games based on this automata technology. We have played SimCity 1-4, SimAnt, SimFarm, SimTown, SimTower, SimPark, SimSafari, SimEarth and SimLife. We also spent a lot of time playing A-Train , an originally Japanese railway company simulation on the Amiga. Eventually this lead to the "discovery" of real-time strategy games like the Age of Empires series, Age of Mythology etc. Ultimately, and it seems inevitably, also the Sims. Most recently Spore has been a focus of attention.
Our other deep game passion was the Myst 1-5 Series, which explored fantasy worlds through puzzle solving. These were very progressive in use of multimedia in games. The kids also played Northland a lot. In recent years we have played Minecraft extensively, and as it has evolved and become more and more difficult learned new ways of playing it.
The common thread through all of these games is the unfixed outcome or path to the outcome, and the need to solve vaguely bounded models. Great brain-food, and really deep education in the use of ideas, planning, modelling and resource allocation. I couldn't have taught the kids better than these games. They have very naturally progressed through these games and create scenarios for themselves to test the game boundaries and their own abilities. I feel the future world will need this sort of skill.
All of these games have also exploited great graphics. Just how things have been achieved with the technology about is worthy of wonder - there are obviously some very clever people about.
Feel free to contact (email) me here when you have an interest in this page. Who knows where that might lead?
