← Back to context

Comment by noahlt

13 days ago

[Copy-pasting my review from Amazon]

Did you know that Maxis (creators of SimCity) sold investors on a vision a world where "simulation" was a common use-case for computers, and Maxis was the company at the center of simulation software?

This was the first of many fascinating revelations this book brought me. Reading it, I found myself getting caught up in their grand vision.

The first part of _Building SimCity_ is a deep dive into the game's historical antecedents: from tabletop city simulations and Vannevar Bush's analogue computers, to systems thinking and cellular automata. This part explores many ideas that I have briefly encountered before and wondered "why hasn't anyone taken these wonderful ideas and produced something great with them?" The book answers: "Will Wright did, you just didn't notice." More specifically, _Building SimCity_ argues that SimCity the game is a synthesis and application of many great ideas, which are mostly hidden to the player. This book gives us a look behind the curtain.

The second part of the book spends chapters on the design of SimCity, the history of Maxis, and the experience of playing SimCity. The implementation chapter has no code listings — as a programmer, reading it feels like reading an exceptionally clear design document, explaining the real-time (UI) clock and the simulation clock, the 16-bit representation of map tile state, the main simulation loop, and the map scan algorithm for information propogation across tiles. This chapter is accompanied by exceptionally well-designed diagrams, which I find quite valuable on their own.

To set expectations: this is an academic work. It contains war stories and technical details, but it also goes to great lengths to situate SimCity in its historical context, connecting it to previous ideas, and providing full citations. But though the prose has an academic bent, I find it very engaging and readable.

The only negative thing I can say about this book is that the printed edition has a chemical smell, which I assume is due to the full-color printing and will presumeably fade with time.

[Disclaimer: I haven't finished this book yet, I've read the first few chapters about the history of simulation and also skipped ahead to the chapter about SimCity's implementation details. I'm posting this here because it's what I've written out in emails to friends about the book; I'll update my review when I finish reading it.]

They really were at the center of simulation. They had so many offerings that many people have never even heard of, like Sim Earth. I ran into it at a point in my life when I was playing with a lot of ideas about sustainability and waste, and it ended up being very influential in how I think about the world. It was almost a throw away game, there just wasn't much to do, but setting up initial conditions and watching them play out was fascinating to me. It taught me a lot about critical mass, and resource utilization rates.

As a side note, Oxygen Not Included feels like a master's class in sustainability, especially if you don't over abuse some of the game's broken mechanics.

  • It’s funny to look back as someone who was seven when SimEarth came out. It was anything but a throwaway game for me, as I played it for months on a mostly daily basis. Same with SimAnt and whatever other similar games I could get my hands on.

Thanks! If you don't mind some more detail

- how much does it go into people and personalities of the team and stakeholders, besides the technical design of the game?

- it sounds like first part of the book is historical and talks about various games, second focuses strictly on simcity?

- does it only cover first simcity? What about latter generations and competitors, or maxis follow ups like simearth etc?

Thx muchly!:)

  • Hi! The focus is SimCity, but once the book gets into Maxis I get into SimEarth, SimAnt, SimLife, and The Sims. They aren't treated in as much detail, but they are here because they are crucial for understanding the overall arc of Maxis, SimCity's consequences, and Will Wright's career.

    You can't understand Maxis without understanding the relationship they had with the world beyond videogames. Consider SimEarth. Stewart Brand (should need no intro; Kevin Kelly introduced them—he and Wright bonded over their love of social insects) introduced Wright to James Lovelock (co-inventor of Gaia hypothesis), who happily collaborated, and Maxis donated money to Lovelock's nonprofit. And Brand's GBN consultancy was interested in using SimEarth for their work. There's more context to all this I get into, but that's the super short version.

    I'm still stunned by how much Brand thinks I got all this right (and how much he loves the book): "Of course I checked the few moments where I intersected with the events in the story. They are tone-perfect, detail-perfect, and context-perfect. More so than I've ever seen before." See his review on X:

    https://x.com/stewartbrand/status/1800941614287946003

  • I forgot to answer your first two questions:

    > - how much does it go into people and personalities of the team and stakeholders, besides the technical design of the game?

    A lot; it all goes together.

    > - it sounds like first part of the book is historical and talks about various games, second focuses strictly on simcity?

    Yes. And not just games, but computer history and simulation practices (like system dynamics, cellular automata, artificial life) that influenced SimCity and shaped its reception.

  • Building SimCity only talks about pre-EA SimCity. So there's SimCity, SimCity 2000, and SimCity for SNES, but not much else—aside from how SimCity 3000 was a train wreck that helped destroy Maxis.

He then went on to do Spore. Here is a pre-release talk from 2005: https://www.youtube.com/watch?v=ofA6YWVTURU

The final game got nerfed by EA but this talk is great fun and a continuation of sorts.

  • Apparently the author of "Building SimCity" worked on Spore with Will Wright.

    > Spore is a computer simulation game directed by Will Wright (SimCity, The Sims). I designed its suite of powerful yet fun to use 3d tools that players used to make alien creatures, buildings, and vehicles.

    > I designed Spore's critically acclaimed creative tool suite, e.g. the Spore Creature Creator, which has been used to make over 189 million creations.

    > In 2002, I was handpicked by Will Wright for Spore's nucleic R&D team. Responsibilities also included design and prototyping across the entire project, directing interns, and interfacing with journalists.

    From: http://chaim.io

Sounds interesting, if perhaps less fun than Masters of Doom. I look forward to reading it for free some day. And I probably like that ink smell, although I agree that it's important that a book should smell good.

Here is Will Wright's talk "Interfacing to Microworlds" from April 26 1996, which he presented to Terry Winnograd's user interface class at Stanford. I sat in on the talk, asked questions, took notes, and wrote up a summary, had Will review it, then went to work with him on Dollhouse which became The Sims. After we shipped in 2000 I updated my summary of the talk with some thoughts and retrospectives about working with Will on The Sims.

Stanford recently published the video, so again I updated my write-up with more information from the talk, transcript excerpts, screen snapshots, links and citations.

All I had to go on for the 27 years between the talk until the video surfaced and I could finally watch it again were my notes and memory, so I'd forgotten how just prescient and purposeful he was, and I didn't remember that he was already planning on leaning into the storytelling and user created content and self and family representation aspects, and making the people speak with "Charlie Brown Adults" mwop mwop mwop speech, among many other things.

Will Wright - Maxis - Interfacing to Microworlds - 1996-4-26

https://www.youtube.com/watch?v=nsxoZXaYJSk

>Video of Will Wright's talk about "Interfacing to Microworlds" presented to Terry Winograd's user interface class at Stanford University, April 26, 1996.

>He demonstrates and gives postmortems for SimEarth, SimAnt, and SimCity 2000, then previews an extremely early pre-release prototype version of Dollhouse (which eventually became The Sims), describing how the AI models personalities and behavior, and is distributed throughout extensible plug-in programmable objects in the environment, and he thoughtfully answers many interesting questions from the audience.

>This is the lecture described in "Will Wright on Designing User Interfaces to Simulation Games (1996)": A summary of Will Wright’s talk to Terry Winograd’s User Interface Class at Stanford, written in 1996 by Don Hopkins, before they worked together on The Sims at Maxis.

Use and reproduction: The materials are open for research use and may be used freely for non-commercial purposes with an attribution. For commercial permission requests, please contact the Stanford University Archives (universityarchives@stanford.edu).

https://searchworks.stanford.edu/view/yj113jt5999

Will Wright on Designing User Interfaces to Simulation Games (1996) (2023 Video Update)

https://donhopkins.medium.com/designing-user-interfaces-to-s...

A summary of Will Wright’s talk to Terry Winograd’s User Interface Class at Stanford, written in 1996 by Don Hopkins, before they worked together on The Sims at Maxis. Now including a video and snapshots of the original talk!

Will Wright and Brian Eno discussing generative systems at a Long Now Foundation talk:

https://www.youtube.com/watch?v=UqzVSvqXJYg

SimCity takes a lot of short cuts to fool you. It's what Will Wright calls the "Simulator Effect":

Will Wright defined the “Simulator Effect” as how players imagine the simulation is vastly more detailed, deep, rich, and complex than it actually is: a magical misunderstanding that you shouldn’t talk them out of. He designs games to run on two computers at once: the electronic one on the player’s desk, running his shallow tame simulation, and the biological one in the player’s head, running their deep wild imagination.

"Reverse Over-Engineering" is a desirable outcome of the Simulator Effect: what game players (and game developers trying to clone the game) do when they use their imagination to extrapolate how a game works, and totally overestimate how much work and modeling the simulator is actually doing, because they filled in the gaps with their imagination and preconceptions and assumptions, instead of realizing how many simplifications and shortcuts and illusions it actually used.

The trick of optimizing games is to off-load as much as the simulation from the computer into the user's brain, which is MUCH more powerful and creative. Implication is more efficient (and richer) than simulation.

Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked him a question something like “which ontological urban paradigm most influenced your design of the simulator, the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?” He replied, “I just kind of optimized for game play.”

During development, when we first added Astrological signs to the characters, there was a discussion about whether we should invent our own original "Sim Zodiac" signs, or use the traditional ones, which have a lot of baggage and history (which some of the designers thought might be a problem). Will Wright argued that we actually wanted to leverage the baggage and history of the traditional Astrological signs of the Zodiac, so we should just use those and not invent our own.

The way it works is that Will came up with twelve archetypal vectors of personality traits corresponding to each of the twelve Astrological signs, so when you set their personality traits, it looks up the sign with the nearest euclidian distance to the character's personality, and displays that as their sign. But there was absolutely no actual effect on their behavior.

That decision paid off almost instantly and measurably in testing, after we implemented the user interface for showing the Astrological sign in the character creation screen, without writing any code to make their sign affect their behavior: The testers immediately started reporting bugs that their character's sign had too much of an effect on their personality, and claimed that the non-existent effect of astrological signs on behavior needed to be tuned down. But that effect was totally coming from their imagination! They should call them Astrillogical Signs!

The create-a-sim user interface hid the corresponding astrological sign for the initial all-zero personality you first see before you've spent any points, because that would be insulting to 1/12th of the players (implying [your sign] has zero personality)!

https://www.youtube.com/watch?v=ffzt12tEGpY

    From: "Gavin Clayton" <gavinc@eidosnet.co.uk>
    Newsgroups: alt.family-names.sims,alt.games.the-sims
    Sent: Tuesday, April 11, 2000 2:59 PM
    Subject: No other game has done this...

    > Hi... no need to reply to this cos it's just a whimsical thought :-)
    > 
    > When I first got the game I tried to make my own family, trying to get 
    > their personalities accurate too. When making myself, my dad and my 
    > sister, I attributed points to all the personality categories, and I 
    > found I had points left over. But when I made my mum I ran out of 
    > available points and was wishing for more -- I wanted to give her more 
    > points than are available. It made me realise for the first time in 
    > years how much I love my mum :-)
    > 
    > Now what other game has ever done *that*? :-)
    > 
    > Gavin Clayton

  • > Implication is more efficient (and richer) than simulation.

    I guess that why lacking a water supply in SimCity 2000 didn't inhibit the city's growth at all, and the negative effect on your mayoral approval rating could be removed by building a single pump anywhere, with no pipes.