Overview
No winning. No losing. Just building. Will Wright’s SimCity rejected conventional game structure for something new—a software toy that simulated urban development. Players zoned land, built infrastructure, managed budgets, and watched cities grow or collapse under their decisions. The genre it created—simulation games—would spawn countless successors.
Fast facts
- Developer: Maxis.
- Designer: Will Wright.
- Concept: City-building simulation.
- Innovation: Open-ended “software toy”.
Core systems
| Element | Management |
|---|
| Zoning | Residential, commercial, industrial |
| Infrastructure | Roads, power, water |
| Services | Police, fire, hospitals |
| Budget | Taxes, expenditure |
Zone types
| Zone | Function | Requirement |
|---|
| Residential | Housing | Power, roads |
| Commercial | Business | Demand-driven |
| Industrial | Production | Pollution trade-off |
Disasters
| Event | Effect |
|---|
| Fire | Building destruction |
| Flood | Coastal damage |
| Earthquake | Widespread destruction |
| Monster | Godzilla-style rampage |
| Tornado | Path destruction |
City metrics
| Measure | Indication |
|---|
| Population | City size |
| Land value | Desirability |
| Crime rate | Police need |
| Pollution | Industrial impact |
| Platform | Notes |
|---|
| Amiga/PC | Original versions |
| SNES | Enhanced graphics |
| C64 | Simplified port |
Series evolution
| Title | Year |
|---|
| SimCity | 1989 |
| SimCity 2000 | 1993 |
| SimCity 3000 | 1999 |
| SimCity 4 | 2003 |
See also