Under independent development (1985–1997) Development of the original
SimCity began in 1985 under
game designer Will Wright, and the game was published in 1989. Wright was inspired by a map creation feature of the game
Raid on Bungeling Bay that led him to discover that he enjoyed creating maps more than playing the actual game. While developing
SimCity, Wright cultivated a love of the intricacies and theories of urban planning and acknowledged the influence of
Jay Wright Forrester's book
Urban Dynamics. In addition, Wright was inspired by reading "The Seventh Sally", a short story by
Stanisław Lem from
The Cyberiad, published in the collection ''
The Mind's I'', in which an engineer encounters a deposed tyrant, and creates a miniature city with artificial citizens for the tyrant to oppress. The first version of the game was developed for the
Commodore 64 under the working title
Micropolis. The game represented an unusual paradigm in computer gaming, in that it could neither be won nor lost; as a result,
game publishers did not believe it was possible to market and sell such a game successfully.
Broderbund declined to publish the title when Wright proposed it, and he pitched it to a range of major game publishers without success. Founder Jeff Braun of then-tiny
Maxis agreed to publish
SimCity as one of two initial games for the company. Wright and Braun returned to Broderbund to formally clear the rights to the game in 1988, when
SimCity was near completion. Broderbund executives Gary Carlston and
Don Daglow saw that the title was infectious and fun, and signed Maxis to a distribution deal for both of its initial games. With that, four years after initial development,
SimCity was released for the
Amiga and
Macintosh platforms, followed by the
IBM PC and
Commodore 64 later in 1989.
SNES port was very similar to the original edition but had some unique features, including Reward buildings, a Mario statue and possible attacks by a giant
Bowser. The unexpected and enduring success of the original
SimCity, combined with other "
Sim" titles' relative lack of success at the time, motivated the
development of a sequel.
SimCity 2000 released in 1993 with an
isometric view instead of overhead. Underground layers were introduced for water pipes and subways, along with many new buildings, more elaborate financial controls and many other improvements.
Continued releases under Electronic Arts (1997–2003) Maxis was purchased by Electronic Arts in 1997, and the company would gain control of the
SimCity brand. Will Wright continued to work at the company, moving on to work on
The Sims, with development on future
SimCity titles being led by other Maxis staff such as Christine McGavran. The next title,
SimCity 3000 was released in 1999. It introduced many features, including waste management, agriculture, business deals and expanded inter-city relations. The game maintained the pseudo-
isometric dimetric perspective of its predecessor, though the landscape became more complex and colorful. The zoning system was updated, and buildings were classified into several wealth levels, types, and building size stages, which were affected by the region's population and condition.
Urban decay and gentrification were simulated with buildings deteriorating or improving accordingly. Residents and neighborhoods were transferrable between
SimCity 4 and
The Sims 2.
Societies and portable spinoffs (2007–2011) After the release of
SimCity 4, EA had
Tilted Mill Entertainment develop the next major title in the franchise, rather than Maxis. The group developed
SimCity Societies (2007), which was significantly different from prior games, owing to a small-scale social engineering focus and less detailed simulation. Rather than placing zones, buildings were constructed individually for example, similar to
Monte Cristo's game
City Life. Six "social energies", called societal values, allowed players to learn about the characteristics of the citizens. Cities behaviour responded to the energies the players chose and the reward system from
SimCity 2000 returned. The game was met with mixed reviews. Wright, at the time developing
Spore, later commented on the move away from Maxis: "I didn't have anything to do with that decision. Honestly, I didn't even play
Societies. I read some of the reviews of it, though."
SimCity DS, a heavily modified version of
SimCity 3000, was released that year. The game made use of the handheld's dual screen to display additional interfaces at once. System specific features were prominent, such as the microphone, which was used to blow out fires, and the touch screen, which was used to control the interface. A
2008 sequel introduced a challenge mode in which players guided their city through different historical periods. For instance, the player could create a medieval city, or a pre-historic city. On January 10, 2008, the
source code of the original game was released under the
free software GPL 3 license. The release of the source code was related to the donation of
SimCity software to the
One Laptop Per Child laptop, as one of the principles of the OLPC laptop is the use of free and open source software. The open source version was called
Micropolis, since EA retained the trademark
SimCity.
SimCity Creator for the
Wii was announced on February 12, 2008. The title featured the ability to directly draw roads and train tracks on the ground using the pointer function of the
Wii Remote, as well as several customizable themes for the city's buildings. The late 2000s and early 2010s also saw several games re-released for mobile devices. This included
SimCity 3000 (2008),
SimCity Deluxe (2010), and
SimCity 4 for Blackberry playbook (2011).
Reboot (2013) SimCitys fifth major release was announced on March 5, 2012, for Windows and Mac OS X by Maxis at the "game changers" event. Titled
SimCity, it was a dramatic departure from previous
SimCity games, featuring full 3D graphics, online multiplayer gameplay, the new Glassbox engine, as well as many other feature and gameplay changes. Director Ocean Quigley discussed issues that occurred during the development of the title, which stemmed from two conflicting visions coming from EA and Maxis. EA wanted to emphasize multiplayer, collaborative gameplay, with some of the simulation work conducted on remote servers, in part to combat piracy. In contrast, Maxis wanted to focus on graphical improvements with the new title. Quigley described the resultant title as a poor compromise between these two objectives- with only shallow multiplayer features, and a small city size limit- one quarter of the land area of previous titles in the franchise. The game was released for Windows on March 5, 2013, and on Mac in August. Age of Awareness would later refer to the release as "one of the most disastrous launches in history". The game was also plagued by numerous bugs, which persisted long after launch. The title was heavily criticized in user reviews, and developer plans for post-launch updates were scrapped. As a result of this problem,
Amazon temporarily stopped selling the game in the week after release. The always-online requirement, even in single play, was highly criticised, particularly after gamers determined that the internet connection requirement could be easily removed. An offline mode was subsequently made available by EA in March 2014, and a mobile port entitled
SimCity: BuildIt was released later that year. It has been suggested that the poor performance of
SimCity was responsible for the 2015 closure of Maxis' Emeryville studios, and the end of the franchise. == Spin-offs ==