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The classic city building simulation is back, with a deeper simulation than ever and a fascinating new multiplayer mode

About 23 years ago, Will Wright and his team at Maxis software changed the course and meaning of video game design forever. They did it with Sim City, a brilliant urban sandbox simulator, which allowed players to construct their own functioning cityscapes, complete with economic, social and infrastructural challenges – and the odd natural disaster. The series has now seen four major instalments and sold many millions of copies. And now it is back, refreshed from the foundations up and ready to engross us once again.

Developed by many of the original team at Maxis, Sim City is built around the entirely new GlassBox Game Engine. Apparently, the name comes from the transparency of the system – for the first time, every pedestrian, every car and every building in the game is an agent, reporting in to the main simulation. This means players will able to work out by sight – rather than countless tables and menu screens – why their beloved utopia is quickly festering into an urban hellhole.

“Ocean Quigley, our creative director and Andrew Willmott, our lead architect, were both working on Sim City 4 and the technology just wasn’t there to support the massive simulation and the graphics they wanted,” explains producer Jason Haber. “Now they’re finally at the point they can make that game. We like to say, ‘you see it, we sim it’ – everything you see in the game is actually simulated.”
Forget the simulation at the moment, and appreciate the sheer visual appeal. Inspired by the YouTube phenomenon of Tiltshift, in which real-life cities are made to look like miniature representations, the world in Sim City has a slight scale model look to it – not cute exactly, but definitely bright and stylised. Teeny pedestrians wander the streets, each with their own specific goals and destinations; every car on the road is inhabited by actual sim drivers and sim passengers.

The very construction of the city is personalised in this way. Drag and drop a residential zone onto the map, and tiny trucks will turn up, filled with workers ready to build houses. When they’ve finished, For Sale signs go up and people move in. Build a power station and workers have to move in to start chucking the huge piles of coal onto the conveyor belt into the building. Everything is visible, everything works. Well, that’s if all is going well.

To spot problems, the game allows players to place a number of different analysis layers over their map. Choose electricity for example, and red lines running along the roads through a neighbourhood means that this area has no power. Similarly, if you want to place a fire station on the map, choosing the fire layer will show which areas will be covered and which won’t depending on where the station is positioned. From here, you can either build new utilities or upgrade the ones you have, perhaps fitting your fire station with a bell to offer sims an early warning, or ram an advanced coal generator onto the side of your power station for extra oomph (and also extra pollution, of course).

There are visual cues about the welfare of your inhabitants, too. Switch on the happiness layer and each house gets a little emoticon, revealing the mood across the town. If things are really bad you just have to pan to city hall where you’ll find protesters marching about outside with placards. Again, it’s all about immediate feedback, doing away with the whole notion of tables and pop-up windows.

Elsewhere, there will be natural disasters, just like all Sim City titles, but EA isn’t saying what. Maxis has revealed however that you’ll get specialist NPCs coming in to town to instigate certain events. In our demo, we see a car with flames down the side, driving into town playing loud heavy metal. A shifty looking character gets out in front of an apartment building, and then next thing we hear is fuel sloshing about and a match being lit – hey presto, instead inferno for your fire department to deal with.
A key new feature, however, will be the multiplayer functionality. Groups of online players are able to build their cities in parallel with each other, creating whole Sim Regions. Cities within these conurbations will then need to compete for resources, but will also be able to co-operate, sharing workforces as well as good produced in their respective industrial sectors. There have been features a little like this in previous Sim City titles, but there’s apparently much more connectivity with the latest version.

“Everything you do influences other people in the region and the world as a whole,” says Haber. “You can compete with each other, finding out who has the most income or the biggest population, but at the same time you need to work together as a region. There’s a balance there. But we’ll be explaining more at E3.”

It will also be possible for lone participants to take over and run a whole region by themselves, building an enormous mega city, far larger than the 2000m x 2000m allowed for single towns. “I’m not going to say that’s crazy, but … it would be a lot of work,” says Farley. “It would be a really interesting way to play the game actually. I’m sure one of our QA guys will try it!”

For everyone playing The Sims for the first time and others who want to remember:

Ever since its first release on February 4, 2000, The Sims has been reshaping the game world and introducing players everywhere to new possibilities and worlds of creativity and imagination. The Sims is a simulation game, allowing players to lead virtual lives through characters they create and personalize. Players choose everything for their Sims, including hair color, body type, furniture, vehicle, spouse, number of children, and so much more! But the options and possibilities for these Sims with the release of The Sims 2 and now The Sims 3 has only continued to advance as the game itself has grown into something much larger than any Sims fanatic could have possibly imagined!

With the first The Sims game, the idea was to let players lead virtual lives and create worlds, families, and situations that were entertaining and inspiring. But with the release of “Livin’ Large”, the first of many expansion packs, players were introduced to even more new and exciting opportunities with their Sims. Now their Sims could experience comical and fantastical, even serious and grim situations. The Grim Reaper, Genie, and Servo (a robot housekeeper) were introduced in this expansion pack, broadening players’ Sims’ experiences and lives. With the release of this and other expansion packs, players and their Sims were being kept on their toes once again.

However, the release of The Sims 2 revived the game and the game experience for each player. With a fresh new 3D look, features, and options, The Sims 2 brought new enthusiasm and imaginative play to players everywhere. The expansion packs, including “Nightlife”, “Seasons”, and “Open for Business”, once again opened players’ Sims’ worlds and lives up to new opportunity and potential. But it was the introduction of “Stuff Packs”, smaller expansion packs that added new items, clothing, and furniture to the game without causing significant changes to the game itself, that helped players to further customize and give their game a more genuine feel, making leading virtual lives that much more
amusing for every player!

The Sims 2 revived the game, but The Sims 3 redefined the game by allowing players to live in an “open world.” Instead of players experiencing long loading times in order to go shopping, go to another Sim’s home, or even go on a date, players’ Sims’ homes are now a part of their neighborhood in an “open world”, in which everything is just a click away! Every aspect of the game has improved and made the game more enjoyable, playable, lifelike, and bizarre. Customization and personalization are one of the key features of this game. Nothing is off limits when it comes to customizing, and the possibilities and choices are only as limited as your imagination. Even navigation, building mode, and buying mode have all been made easier and more accessible, thanks to developers truly listening to the players.

The Sims games have truly come a long way, and have continued to stun and satisfy players of The Sims everywhere. Now you can play The Sims games on multiple platforms, including home gaming systems and on Facebook! With their observable persistence to seek better game play and performance, the developers of The Sims truly deserve a standing ovation for their constant drive toward innovation. Who knows what is next for The Sims and its players? No one knows for sure, but we can all be sure that it won’t be anything short of remarkable!

Big Thanks for Whitney W. who wrote this amazing History of The Sims!