Will Wright
Architect of simulation
Will Wright created SimCity and The Sims, pioneering open-ended 'software toys' that let players build, experiment, and express themselves.
Overview
Will Wright didn’t make games with win states—he made toys. SimCity (1989) let players build and manage cities without ever “winning.” The Sims (2000) simulated domestic life. His designs trusted players to find their own fun, creating genres that redefined what games could be.
Fast facts
- First game: Raid on Bungeling Bay (1984)—the map editor was more fun.
- Maxis co-founder: started the company to publish SimCity after rejections.
- Philosophy: “games as tools for player creativity.”
- Later work: Spore, experimental design research.
Key games
| Game | Year | Innovation |
|---|---|---|
| SimCity | 1989 | Urban planning simulation |
| SimEarth | 1990 | Planetary simulation |
| SimAnt | 1991 | Colony simulation |
| SimCity 2000 | 1993 | Deeper city simulation |
| The Sims | 2000 | Life simulation |
| Spore | 2008 | Evolution across scales |
SimCity origins
The city builder emerged unexpectedly:
- Creating maps for Raid on Bungeling Bay was enjoyable
- Wright realised map-making could be the game itself
- Publishers rejected it (“no goals, no enemies”)
- Co-founded Maxis to self-publish
Design philosophy
Wright’s games share principles:
- Emergent gameplay: complex behaviours from simple rules
- No right answer: multiple valid approaches to any situation
- Player expression: the game reflects player choices
- Learning through play: experimentation is rewarded
Systems thinking
Wright drew from:
- Urban planning theory (Jay Forrester’s urban dynamics)
- Architecture and design patterns
- Ecology and complex systems
- Player psychology and creativity
Influence
Wright’s work enabled:
- City builders as a genre
- Life simulation games
- “Sandbox” gameplay philosophy
- Games as creative tools