Editing SimCity (universe)
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While working as a software developer for other companies, {{iw|wikipedia|Will Wright|game designer}} showed a passion for level editors and wanted to create a game based entirely on the player creating their game with a level editor. He combined this desire with his fascination with urban planning to create a game based on creating and managing a city. This game, initially titled ''Micropolis'' before being changed to ''SimCity'', was created in 1985 for Commodore 64, but went unreleased for years as every publisher turned the project down for being too complicated for the average consumer. Fed up with waiting for a publisher, Will and his friend {{iw|wikipedia|Jeff Braun}} created their own in 1987, named Maxis. Commodore Amiga and Apple Macintosh versions of the game were also created around this time and were released first, with the Commodore 64 version releasing later. | While working as a software developer for other companies, {{iw|wikipedia|Will Wright|game designer}} showed a passion for level editors and wanted to create a game based entirely on the player creating their game with a level editor. He combined this desire with his fascination with urban planning to create a game based on creating and managing a city. This game, initially titled ''Micropolis'' before being changed to ''SimCity'', was created in 1985 for Commodore 64, but went unreleased for years as every publisher turned the project down for being too complicated for the average consumer. Fed up with waiting for a publisher, Will and his friend {{iw|wikipedia|Jeff Braun}} created their own in 1987, named Maxis. Commodore Amiga and Apple Macintosh versions of the game were also created around this time and were released first, with the Commodore 64 version releasing later. | ||
The game was a critical and financial success, with particular praise given to its inventive gameplay, slick presentation and being an early example of a "Simulation" game. The game continued to sell for years afterwards and continued to receive accolades for aging very well as a game and as a simulation, with many proclaiming it as one of the most important video games of all time. The continued success is often attributed to its myriad of ports of just about every major game console and computer. A particularly notable port is the version for the Super Nintendo Entertainment System (simply called ''[[wikipedia:SimCity (1989 video game)#Super Nintendo|SimCity]]'') | The game was a critical and financial success, with particular praise given to its inventive gameplay, slick presentation and being an early example of a "Simulation" game. The game continued to sell for years afterwards and continued to receive accolades for aging very well as a game and as a simulation, with many proclaiming it as one of the most important video games of all time. The continued success is often attributed to its myriad of ports of just about every major game console and computer. A particularly notable port is the version for the Super Nintendo Entertainment System (simply called ''[[wikipedia:SimCity (1989 video game)#Super Nintendo|SimCity]]''). This game introduced an original character named Dr. Wright, who acted as a tutorial character and introduced new game mechanics as necessary. Due to a licensing agreement, Dr. Wright is wholly owned by Nintendo and is not allowed to reappear in any future titles without permission. An NES version of the game was worked on nearly to completion, but was canceled for unknown reasons. | ||
A sequel was eventually released in 1993, titled ''{{iw|wikipedia|SimCity 2000}}''. While fundamentally similar to its predecessor, this sequel saw a significant amount of improvements like improved graphics, more facilities and more mini-games. This game also received several ports, notably two versions for [[Nintendo 64]]. The first is a straightforward port released in 1997 with updated controls and graphics to be compatible with the system. The second is a modified version for {{iw|wikipedia|Nintendo 64DD}}, titled ''{{iw|wikipedia|SimCity 64}}'' in 2000 | A sequel was eventually released in 1993, titled ''{{iw|wikipedia|SimCity 2000}}''. While fundamentally similar to its predecessor, this sequel saw a significant amount of improvements like improved graphics, more facilities and more mini-games. This game also received several ports, notably two versions for [[Nintendo 64]]. The first is a straightforward port released in 1997 with updated controls and graphics to be compatible with the system. The second is a modified version for {{iw|wikipedia|Nintendo 64DD}}, titled ''{{iw|wikipedia|SimCity 64}}'' in 2000. This version is notable for the return of Mr. Wright, who has a similar role to previous appearances. | ||
The series then introduced a slew of spinoff titles, including ''{{iw|wikipedia|SimFarm}}'', ''{{iw|wikipedia|Sim City: The Card Game}}'', ''{{iw|wikipedia|SimTown}}'', ''{{iw|wikipedia|SimCopter}}'', and ''{{iw|wikipedia|Streets of SimCity}}'' before Maxis was purchased by Electronic Arts in 1997. The first game under their new parent company was ''{{iw|wikipedia|SimCity 3000}}'' in 1999. The game is the first in the series to have an original music score. The game also features a host of new facilities and city features. The team created another spinoff game a year later, titled ''{{iw|wikipedia|The Sims|video game}}'', which takes the Sim formula and puts it on a much smaller scale with the player directly controlling individuals. The game was a massive success and spawned its own franchise that has become a tentpole property for Electronic Arts. | The series then introduced a slew of spinoff titles, including ''{{iw|wikipedia|SimFarm}}'', ''{{iw|wikipedia|Sim City: The Card Game}}'', ''{{iw|wikipedia|SimTown}}'', ''{{iw|wikipedia|SimCopter}}'', and ''{{iw|wikipedia|Streets of SimCity}}'' before Maxis was purchased by Electronic Arts in 1997. The first game under their new parent company was ''{{iw|wikipedia|SimCity 3000}}'' in 1999. The game is the first in the series to have an original music score. The game also features a host of new facilities and city features. The team created another spinoff game a year later, titled ''{{iw|wikipedia|The Sims|video game}}'', which takes the Sim formula and puts it on a much smaller scale with the player directly controlling individuals. The game was a massive success and spawned its own franchise that has become a tentpole property for Electronic Arts. |