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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For what reason do they fight and die?

It was first proposed that we should start a website writing about video games a couple of years ago. Through various snafus and false starts (not a few of which were my fault), it has taken us this long to actually come together.

When the idea was first proposed, I worried. After all, what could I possibly say that someone with the breadth of experience and talent of my cohort would not? However, I have come to realize that this is not the point of what we are doing here. We are not reviewing anything. We are not making a list. We are not trying to reach a consensus, and I suspect that very little of what we do here will be anything like journalism.

We are writing about things we love.

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