377 karma · joined February 4, 2015
> - 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.
Edwin Hutchins's Cognition in the Wild is one of my favorite books. It's very technical and ethnographic, but less historical. It doesn't deal with code, but that's because it's about the nitty gritty of navigation on a Navy ship (pre digital computing), and (here's the historical aspect) it compares this to some traditional Polyponesian navigational practices.
The closest thing off the top of my head are titles in MIT Press's Platform Studies series, like Racing the Beam, about the Atari 2600, which is historical and technical. https://mitpress.mit.edu/9780262539760/racing-the-beam/
Maybe Casey O'Donnell's Developer's Dilemma? https://direct.mit.edu/books/monograph/4469/Developer-s-Dile...
If you make a Venn diagram with history, ethnography, technical details, and code as different circles, the central intersection may not be huge, but I think there may be a lot more if you remove some of the constraints. But I want to see more work at this intersection, and I hope more people do it.
For example, he writes in Pieces of the Action (p. 262) of "an example of how easy it is to teach fundamental calculus," about a mechanic with a high school education who learned calculus by working on the differential analyzer. "It was very interesting to discuss this subject with him because he had learned the calculus in mechanical terms ‐ a strange approach, and yet he understood it. That is, he did not understand it in any formal sense, but he understood the fundamentals; he had it under his skin."
I think this is fascinating stuff, and chapter 2 goes deep into the subject. Chapter 1 is about Doreen Gehry Nelson and city simulations made by school kids--it's all about games, simulation, tangibility, and learning.
I agree! There's a lot of talented people out there. Hopefully someone will make something like that one day.
[1] Will Wright (designer of SimCity) will be interviewing me about the book on July 19th at 2PM ET. We thought it would be fun to turn the tables and have him interview someone else for a change. On Twitch, free, online, and live. Hosted by ROMchip. RSVP here: https://www.tickettailor.com/events/romchipajournalofgamehis...
[2] Stewart Brand wrote a brief review on X I'm still in disbelief over ("It is one of the best origin stories ever told and the best account I've seen of how innovation actually occurs in computerdom."). Read more here: https://twitter.com/stewartbrand/status/1800941614287946003
Some fun primary sources:
[1] Will Wright interview for SimCity 2000 CDROM: https://www.youtube.com/watch?v=NcgV4YolDkg
[2] Game Developer magazine piece on SimWorld and early The Sims: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/GD_Mag_Archi... (An old Game Developer magazine piece)
[3] Will Wright shows a very early The Sims demo at Terry Winograd’s Stanford seminar: https://searchworks.stanford.edu/view/yj113jt5999
Not to be defensive, but I want to say more about this because I think it's a fascinating subject with Spore in particular and games, software, and technology generally. My take is that Will Wright had a very exciting vision but visions are just that: not real. They are inherently nebulous and everyone on the team (and many many people beyond it) had their own idea on what Spore would be or turn into. We converged on something and negotiated with one another and many constraints, social and technical, and arrived at something. It didn't help that part of the game's marketing appeal was a bit Rorschach-y in the first place and capitalized on the exciting but vague promise of Will Wright (Sim-) + Universe (-Everything).
I think a lot of videogaming ideas took off after Spore that were very likely influenced by it. Shades of Jodorowsky's Dune? (But I think Spore was actually more successful than many give it credit for, which has been pointed out to me many times. 191m+ creations and counting on Sporepedia.)
Generative AI certainly opens up new possibilities! It's analogous to GPUs (enabled real-time 3D) which opened new possibilities and audiences for videogames. I also think that the fundamental magic of creative tools doesn't actually need fancy tech at all.
There's a whole book to be written about Spore (but I'm done writing books for now), but the simple answer is that the difference between "hoping for" and "final" product encompasses a lot of what makes software and game development (or really any creative project for that matter) interesting. Especially when multiple people are involved. And that is part of what sparked this project, which took over a decade to research and write.
(Also, many years ago I wrote a chapter for another MIT Press book about some early Spore history. It's reproduced on this deprecated blog: http://www.levitylab.com/blog/2011/02/brief-history-of-spore...)
https://www.pcgamer.com/games/sim/in-1989-a-nintendo-bigwig-...
She recently found a shrink wrapped copy of a teacher guide she coauthored with Michael Bremer and opened it (!) because we disagreed about what was in there, LOL. It's destined now for her UCLA archive. Apparently she also wrote guides for many other Maxis titles but not all saw the light of day. Or maybe they did but need to be recovered.
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:
The attendee list for some of the early Artificial Life conferences was quite cool. Peter Molyneux shows up as well as one of Maxis's venture capitalists.