SimCity: Creating (Artistic) Communities

SimCity came about in a rather roundabout way. Will Wright, working on a completely different title, discovered that he had much more fun developing the level editors for the game than the game itself. Believing (rightly so, as it turns out) that others might share his interest in civic management, he eventually created a game that, though puny by today’s standards, is the grandfather of all city-simulation titles.

Thus, a franchise and a genre were born. Soon, gamers would be harnessing all kinds of zones, ordinances, and utilities to create masterpieces of design. Theme parks followed, as did hospitals, ski resorts, prisons, and even schools. The classic top-down look has been little changed since then, but other forms of expression changed the flow to keep things from getting stale. Where would we be without the disaster button, filling us with the power of Old Gods to rain down our displeasure on the unwary Sims of the cyber world?

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Tetris: How Little Falling Blocks Changed the World

It’s hard to overestimate the importance of Tetris. It influenced generations of puzzle games, sold millions of copies on multiple systems, crossed traditional gender boundaries (many of which still exist in gaming today), and continues to be one of the most popular titles of any generation of anywhere in the world. By almost any definition, it is THE video game of the 20th century.

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