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SOJ SimCity · What Inspired It
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What inspired SimCity?

Its creator said so himself: building the islands for a bombing game was more fun than bombing them, and the city came alive when he fed the editor urban dynamics theory.

This page exists because the inspiration is on the record, in Will Wright's own words. In the full interview Tristan Donovan conducted for his history Replay, published by Game Developer, Wright described making his first game, Raid on Bungeling Bay, on the Commodore 64. Building the game required building tools first, among them a program that let him scroll around the world and place tiles to build the islands and roads. His verdict on that tool: "I had more fun with that actually than flying the helicopter around, and that's what eventually evolved into SimCity."

He told the same story to The Onion A.V. Club, and insisted it was no glib line: "No, that's quite true." After Bungeling Bay was finished, he kept playing with the editor. He wanted to add traffic and see the world come alive and grow more dynamic, and that is what got him reading about urban planning theories, urban dynamics and simulation. The editor became a test bed: read a theory, code it up, and experiment on what he called his guinea-pig city. A dry subject in books, he said, became fascinating once he had a little city to experiment on.

The theory had a name. Researching books on urban dynamics and traffic, Wright told Donovan, he came across the work of Jay Forrester, "kind of the father of system dynamics," and one of the first people to simulate a city on a computer. Forrester's model had no map, only numbers: population level, number of jobs, a spreadsheet model. Wright took that approach and applied the cellular automata ideas he had taught himself programming with, starting from John Conway's Game of Life, and got emergent dynamics Forrester's model was not producing. Simple rules interacting to produce complex, unexpected behavior became, in Wright's words, a huge inspiration and a major design approach for all his games.

And asked whether any video game influenced SimCity, Wright answered: not really. The influence was the Macintosh. "Probably the biggest inspiration for SimCity was MacPaint," he said: a palette of tools, a canvas, grab a tool and draw with it. That was the underlying architecture. The recipe, in his own telling, is a shooter game's discarded editor, an MIT professor's numbers-only city, a mathematics game of simple rules, and a paint program's tool palette.

THE STRANDS, IN HIS OWN WORDS

Two interviews, one story
The editor, 1984
Raid on Bungeling Bay, Wright's first game, needed a scrolling tile editor for its islands and roads. Making the places beat blowing them up.
Jay Forrester
The father of system dynamics, in Wright's phrase, and one of the first people to simulate a city on a computer, with numbers instead of a map.
Cellular automata
Wright taught himself to program through Conway's Game of Life. Applied to Forrester's approach, simple rules gave the city emergent behavior.
MacPaint
Asked for a game's influence, Wright named a paint program instead: a palette of tools and a canvas as SimCity's underlying architecture.
The guinea-pig city
His method, per the A.V. Club interview: read urban planning theory, code it into the simulator, and run experiments on the little city.
A toy, not a win condition
Brøderbund kept asking for a win and a loss, Wright told Donovan. He wanted an open-ended toy. The game sat unpublished until he founded Maxis with Jeff Braun.
Who wrote SimCity's music?Why is SimCity 3000's music jazz?
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THE FIRST WORD

New pages and new pieces, first.