Building SimCity: How to put the world in a machine

Book content & focus

  • Described as an academic but readable history and technical study of SimCity and related “Sim” games.
  • First part: historical antecedents of simulation and city models (tabletop, analogue computers, systems thinking, cellular automata, artificial life).
  • Second part: design and implementation of SimCity, Maxis’s history, and play experience. Includes detailed diagrams of clocks, tile encoding, main loop, and map-scan algorithms; no code listings.
  • Scope is pre-EA SimCity: original, SimCity 2000, and SNES version. Later titles only appear as context, e.g., SimCity 3000’s troubled development and role in weakening Maxis.

Reception and expectations

  • Several readers are enthusiastic, calling it engaging, deeply researched, and historically rich, while stressing it is “academic” rather than purely anecdotal.
  • Some are attracted by its origin-story angle and technical detail; others compare it to more “fun” narrative histories and hope to read it later or via libraries.

Pricing and formats

  • Multiple comments note odd pricing: ebook more expensive than paperback, high prices for related MIT Press titles, and confusion about size/format.
  • Some lament lack of bundled ebook with print purchases.

Simulation vs game debate

  • Extended debate on whether SimCity is meaningfully a “simulation” or “just a game.”
  • One side: it’s a toy model with many shortcuts tuned for fun, still a simulation on a spectrum.
  • Other side: its design goal was fun, not realism, so extrapolating to real-world cities is misleading; analogies are drawn to Monopoly.
  • Counterpoints note all models simplify, many games are simulations to some extent, and that even very simple economic models influence real policy.

Simulation, learning, and rhetoric

  • Discussion of “Simulator Effect”: players mentally overestimate model depth, filling gaps with imagination; designers deliberately offload complexity to the player’s mind.
  • Example from The Sims: zodiac signs are purely cosmetic, yet testers perceived behavioral effects.
  • Cited rule of thumb: don’t simulate more than one layer below what the player can actually observe.
  • Comments reference “procedural rhetoric” and how simulation rules can convey ideology or propaganda, intentionally or not.
  • Thread explores how simulations can teach concepts that are hard to grasp via equations alone, including historical analog mechanical models and classroom city-building exercises.

Maxis, Spore, and SimWorld

  • The book’s author appears in-thread, answering questions about covering SimEarth, SimAnt, SimLife, and especially The Sims to explain Maxis’s broader arc.
  • Some comments recount a shelved “SimWorld” vision to interconnect Sim games (e.g., zooming from SimCity into The Sims), influencing The Sims’ architecture and expansion model.
  • Spore is discussed as a bold but compromised project; pre-release talks are praised, and there is curiosity about how marketing vision diverged from shipped game.

Related resources and talks

  • Numerous links shared: historical talks on simulation UI, early The Sims demos, long-form interviews, an academic anthropology book on artificial life communities, and essays on SimCity in education.
  • There is interest in similar works that blend history, ethnography, and technical depth; a few related books and MIT Press series are suggested.

Indie city-builder project & nostalgia

  • An indie developer presents a retro-style city builder aiming for deeper simulation, with features like player-designed buildings, visible interiors, citizen-level modeling, and mixed-use zoning. Community responds positively and requests creative modes and GOG release.
  • Several reminiscences of formative experiences with Sim games (SimEarth, SimAnt, SimFarm, paper-and-pencil “SimCity”), emphasizing their impact on thinking about systems, sustainability, and even career choices.