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A Need for Speed

Your humble author in 2009, with his last even vaguely cool car, a 2000 Volkswagen GTI. I sold the GTI and left the United States that same summer. I wouldn’t own another car for ten years.

Looking back from the vantage point of today, it’s hard for even me to believe, but it’s true all the same: I used to be a full-blown car guy. I bought my first car, a 1966 Volkswagen Beetle, for $800 in 1989, when I was sixteen years old. The bad thing about a Beetle was that you could generally expect no more than 60,000 miles or so out of the motor; the good thing was that you could rebuild the motor in your garage over a long weekend and make it good as new again. My inner Luddite, who seems to become stronger almost by the day in our current era of feverish tech-sector nonsense, still feels that something was lost when we stopped making cars that were so amenable to shade-tree mechanics.

I had a couple of other Beetles over the decade and a half that followed that first one, along with a number of other vehicles that made them look like the height of sober-minded practicality.

I had a 1965 Ford Mustang that was rusted out so badly it was literally on the verge of breaking in two. (I maybe should have taken a look underneath before I bought it.) I sold it to a fellow who ran an import/export business; the plan was to send it to Finland for restoration and resale, which means my old Mustang may have beat me to northern Europe by about fifteen years.

I had a 1969 MGB that was determined to prove every cliché about the quirky unreliability of British sports cars to be the gospel truth. I learned that there’s a reason that Lucas Industries, which was responsible for the electrical systems in those cars, is known in enthusiast circles as “the Prince of Darkness.” That MGB is the only car I’ve ever driven where you had a choice between headlights and windshield wipers; there wasn’t enough juice to run them both at the same time. Then again, you probably didn’t want to be driving in the rain anyway, because never was an MGB made without a top that leaked like a sieve. All that aside, the car was a hell of a lot of fun whenever the weather was good and it decided it was in the mood to start.

I had a 1975 Nissan — or Datsun, as they were known in the United States back then — 280Z. It was more fun to drive than any car I’ve ever owned, even the MGB, with an in-line six-cylinder engine that was the stuff of which car-nerd wet dreams are made. For some reason, I decided to swap that 280Z for a 1981 280ZX. I knew I had made a terrible mistake within a week, even if the new car did have the exact same engine. It was like trading the svelte Elvis of 1956 for the fat one of 1976.

But the all-around funnest vehicle I’ve ever owned — not just fun to drive, but fun in general — was a 1972 Volkswagen camper van. It would do about 50 milers per hour flat-out on level ground. Driving it felt weirdly like guiding a boat, and not only because the engine was chirping away about fifteen feet behind you when you sat at the wheel. You could expect a delay of several seconds to any control input as it bobbed and swayed gently on its well-worn springs. So, you just kind of pointed it in the general direction you wanted to go and hoped for the best. Looking back on it, it was a good thing that it wouldn’t go any faster.

That little Volkswagen bus could sleep four people — or rather two couples, assuming you didn’t want to cuddle too much with mere friends. There could be two in the back and two under the pop-up roof, with just a thin net between them and the great outdoors. It had a little refrigerator, a little stove, and even a little heater that ran on — I kid you not — pure gasoline. It’s a wonder that we didn’t blow ourselves up at some point during the weekends that we drove the magic bus up from Dallas to southern Oklahoma’s Arbuckle Mountains.

The joys of all of these oddball vehicles started to pale a bit for me as I entered my thirties. (Come to think of it, it was at about this same point that I started to feel too old for backpacker hostels; this must have been the borderline that marked the onset of a belated adulthood.) In 2004, I bought a Volkswagen GTI that was just a few years old instead of a few decades. It was a nice enough car, but it was kind of soft and heavy in the same way that the Datsun 280ZX had been. Still, it did have the advantage of being (more or less) reliable.

Then I moved to Denmark in 2009 with my new wife, and that was that for the car life. We didn’t even own a car for ten years thereafter. I re-familiarized myself with the lost (to me) art of biking, which is certainly a healthier way to get around as one closes in on middle age. These days we have a Hyundai Plug-In Hybrid, which is… fine, but it doesn’t exactly get the blood pumping, you know? Discounting the odd roadside emergency, I haven’t looked under a hood with deadly intent in seventeen years. I can’t even tell one (modern) car from another anymore.

And yet nothing that we have done and been in our lives ever truly and completely leaves us, does it? Our current house, which we moved into four and a half years ago, has quite a big yard, such that I have to cut the grass with a garden tractor. I still feel a certain quickening in my soul when I smell gasoline and oil and hear the motor fire up, still enjoy doing the maintenance myself. In fact, I just bought a new (to me) tractor this year; I’ll go so far as to say that it’s the best one in our village. I do like to ride around on it, the child being the father to the man and all. As one of my wife’s uncles likes to say, every man should have a tractor of his own, whether real or metaphorical.

But that’s far as I go these days. Sometimes I muse about getting a project car, but I know that I don’t really have the time, and probably not the long-term desire either. I content myself with the occasional veteran bil exhibition (as they’re called here in Denmark) and with seeing what’s on Jay Leno’s Garage each week on YouTube. (If it’s something old, I’m in; if it’s something new, I move on; if it’s something borrowed or something blue, I’m as confused as you are.)

Here’s the weird thing, though: I never had all that much interest in driving cars on the computer, even when my passion for the real McCoys was at its peak. Of course, there are various sub-genres of driving games, as there are of all other types. I’m not so surprised that I never got into the hardcore racing simulations, where it becomes all about grip and downforce and gear ratios and wind-tunnel coefficients and many other numbers I don’t really understand. God bless those who like that sort of thing, but I never had the patience for it, whether the vehicle being modeled is an airplane, a ship, a submarine, or a racing car. Yet I never cared much more about what we might call the aspirational driving games: you know, the ones that assemble a bunch of exotic street cars and set you loose with them, on the premise that, if you can’t afford them in the real world, you can satisfy at least some of your lust for them vicariously on the computer.

I think the problem for me here was that I didn’t aspire to what these aspirational games were offering. At some point many years ago now — definitely before I learned to drive in the real world — high-end sports car reached a level of performance that made them, in my opinion, less rather than more fun. They started to not just include but require traction control and all manner of other driver-assistance measures just to make them contrallable, which detracted from the purity of the experience. At the same time, they became so ridiculously fast in comparison to the traffic laws of the realm that I’m left wondering what you’re actually supposed to do with them, assuming you don’t want to be a jerk who endangers everyone else on the road and likely gets himself thrown in jail and his car confiscated before all is said and done. (Denmark isn’t known for being tough on crime, but they do love to confiscate cars here…)

There’s an old saying that has long been my mantra on this subject: “It’s more fun to drive a slow car fast than a fast car slow.” Just last year, my wife and I took a holiday to Zagori, a mountainous region in the northwest of Greece, close to the border with Albania. We were there to hike, but I had just as much fun driving our rental car, a Ford something-or-other with a gerbil wheel attached to a couple of rubber bands for an engine, up and down switchback mountain roads that sometimes had me shifting all the way down to first gear. I know that electric cars are the socially responsible future and all, but I’m a little sad that I most presumably won’t be able to rent a simple, basic traditional car like this one for much longer, then proceed to wring every last bit of potential out of it in the old-fashioned, manual way. In my book, that’s a lot more fun than driving a Ferrari responsibly on the same roads would be.

Waiting for goats to cross the road in the Pindus Mountains. A little later, the goat herder emerged, and we had a “conversation” that relied principally on smiling and gesturing. It may be a romanticized whimsy, but I kept thinking that his life wasn’t all that different from that of his ancestors of 1000 years ago. There’s a part of me that hopes his descendants are still living the same way 1000 years hence.

In short, then, the aspirational driving sims were sold on the premise that you really, really wanted to own the exotic cars they featured, and I never particularly did; if we’re being completely honest, I find most post-1970s supercars to be painfully tacky-looking in addition to everything else. This goes a long way toward explaining why I’ve scarcely seen fit to mention driving games in these histories before today. On top of my personal proclivities, I would add one last factor. Some gaming genres, I’ve come to learn, age better than other ones, and thus do more to encourage re-visitation. If you ask me, adventure, puzzle, and action games age the best, followed by CRPG and strategy games. (The latter tending to be more complicated genres in general, they do often fall completely or partially victim to shifting interface conventions; we’ve learned how to present information and let the player twiddle the knobs so much better over the decades that going too far back can be a pain.)

At the bottom of the heap in this respect are undoubtedly sports games and vehicular simulations. As purported simulations of the real world, such games foreground technology more than they do design, meaning that there’s less reason to revisit them when the technology moves on and can present simulations of a better fidelity. If you were to create a list of the most prominent and respected designers of gaming’s various ages, you would find that virtually none of them worked in these genres. (The only name I can think of off-hand is Sid Meier, who did so very early in his career, a fact that I hear trotted out from time to time as a curious anecdote: “Did you know he used to make flight simulators before Pirates! and Railroad Tycoon and Civilization?”)

Sports games and sims tend to be as ephemeral as they are anonymous. The former are generally cranked out on an explicitly annual basis, with the year appended right there to the name, with all of the teams and athletes of right now. If you’re still stuck with an earlier year’s edition, and if you don’t happen to be a very special sort of cultural time traveler indeed, you’re left out, bereft and bereaved. You can still find plenty of die-hard partisans of Civilization II or IV or VI. I presume that you can also find footie fans who insist that FC 24 is where it’s really at and the later versions are pants — you can find anything on the Internet if you look hard enough — but they seem to be a lot less common. Driving games are for all practical purposes the same. Each new annual or biennial edition of the big franchises comes chock-a-block with all of the hot cars of that moment. Who wants to be stuck with a bunch of old cars? (I do! I do! But much older…)

All of which helps to clarify why a quick glance around the retro-gaming blogosphere reveals a CRPG Addict, a Wargaming Scribe, an Adventurers’ Guild, an All the (Text) Adventures project, even a Space Game Junkie, but no one seems to be documenting every iteration of Tiger Woods PGA Tour or Microsoft Flight Simulator in similarly granular detail. Call it the rest of the explanation of why I too have given those genres short shrift in these histories.

Nevertheless, said histories do try to capture the landscape of gaming as it was viewed at the time, not just the nostalgic, fannish perspective of today. Sports games and vehicular simulations were a huge part of that landscape, representing as much as 40 percent of the market at times during the 1980s and 1990s. So, today I’ll try to remedy my neglect at least a little bit, by tracing aspirational driving games back to their point of origin. (Sports game will have to wait for another day.) This will lead us nicely into a big exception to the general rule I’ve just belabored at such length: the one vintage driving game that I actually do dig, even today.


The exception to another rule, that of me ignoring driving sims in the past, is a game called Test Drive, to which I devoted a handful of paragraphs many years ago. Developed by a Vancouver-based outfit called Distinctive Software and published by Accolade in 1987, Test Drive was a fine place to break my silence on the subject of driving sims, however briefly, in that it was arguably the most important such game ever to appear on personal computers. I say this not because it generated enormous sales — it was a big success by the standards of its time, but later driving sims would sell many, many times more copies — but because it was the template for countless games to come. For it introduced the driving sim as an aspirational lifestyle product, almost as much an exercise in branding and promotion for the car makers whose vehicles were included as it was a self-contained game.

Test Drive offered up five of the cars whose posters could be found stuck to the wall in teenage-male bedrooms from sea to shining sea: a Porsche 911 Turbo, a Ferrari Testarossa, a Lotus Esprit Turbo, a Lamborghini Countach, and (for those with slightly less exotic tastes) a Chevrolet Corvette. You got to pick one of these cars, then drive it up a twisting mountain road as quickly as possible, dodging slower traffic and trying to stay ahead of the police cars who were in somewhat inept pursuit. The meta-game that took place when you weren’t behind the steering wheel extended no further than trying to get your time on a high-scores list. It wasn’t much in comparison to what these games would become — but it was enough. You got the chance to drive a car you weren’t likely to ever even ride in, and you got to do it in all the reckless ways that only a maniac would in real life. For the car manufacturers, being featured in sleek and stylish games like this one would soon become an important promotional strategy, creating the customers of tomorrow from the teenagers of today. It was an early step in gaming’s integration into the larger consumer economy, one which happened at almost the same time that sports games began to move toward a season-by-season model that kept them in tune with the latest headlines on ESPN.

Just to further blur the lines between game and advertisement, between game and aspirational lifestyle product, Test Drive helpfully included the sticker prices of each of its cars on the information screen alongside all of the other statistics.

The bona fides of games like these as simulations were a case of a delicate balancing act. On the one hand, you didn’t want to make the cars too dauntingly difficult to drive, in the way of so many hardcore flight simulations — or for that matter some hardcore motorsports simulations, such as Papyrus Design’s IndyCar and NASCAR series. On the other hand, you wanted to ensure that the player could tell the difference between a Countach and a Corvette. You wanted to convey the impression of what it would be like to drive a supercar, in a way that remained accessible even to kids who might not have a driver’s license for the family minivan yet. Michael Bate, a designer for Artech, another Canada-based studio whose works were published by Accolade during the 1980s, called games hewing to this impressionistic philosophy “aesthetic simulations,” a neologism I’ve returned to again and again ever since I first heard it. Hanno Lemke, the producer of Test Drive, describes that game’s goals in classic aesthetic-simulation terms: to “create the most immersive, visceral, and relevant kind of car experiences [emphasis mine] you could imagine.”

When I grew up, it was the white Lamborghini poster in your bedroom or the red Ferrari, and it was very much about [how] the exotics mattered back then. And so, immersion was really important — getting into the driver’s seat, that virtual fantasy, you know. No real-life consequences — I can drive as fast as I want, the cops can chase me, but largely it was all about what it would feel like to drive these exotics.

Each dashboard in Test Drive was a painstaking re-creation of the real thing. This is, believe it or not, that of a Porsche 911. I would have expected a bit more for my money…

Accolade published sequels to Test Drive in 1989 and 1990, alongside separate boxed add-ons with new cars to try out and scenery to traverse, thereby pioneering the model of the driving game as an entire ecosystem you bought into. (Today, that model is driven by the ubiquitous DLC packs.) By Test Drive III: The Passion, other staples of modernity were creeping in as well, such as the ability to rewatch and share your exploits after a particularly good (or bad) run and even a radio where you could select your own station, although we were still a long way from the times when bands and singers would lobby almost as aggressively as car companies to have their music included in such products.

Despite its innovations, the third game was not as well-reviewed or well-received as the ones before. Accolade had developed this installment in-house instead of letting Distinctive do it; this may be the reason that many gamers found it to be lacking a certain ineffable feel for the road. Then, too, some of the design choices were just weird: Test Drive III made keeping your windshield clear of bugs into a central aspect of its gameplay. The franchise effectively ended here, not to be revived until years later, as an also-ran rather than a pioneer.

The third game’s shortcomings notwithstanding, if you’ve played or even seen any of the modern driving sims, and try out any one of these Test Drive games today, you’ll immediately sense the same vibe, even if you are less impressed by the implementation. That’s a remarkable thing to contemplate all these decades later. For all that gaming has changed, it’s amazing how much it’s stayed the same in some of its core genres.


Distinctive was acquired by Electronic Arts in 1991. The new EA Canada focused more than ever on, for lack of a better term, “lifestyle games.” Being Canadian, it was given responsibility for creating the annual installments of the EA Sports National Hockey League franchise in the exploding console-game space. It has continued to this day to crank out a new edition every single year: 34 installments and counting as of this writing. This must surely be a record of some sort.

Driving games soon returned to the agenda as well. EA negotiated a deal with Road & Track, a slick magazine that sold an only modestly more grounded version of the fantasy of fast cars with expensive price tags than had Test Drive. Hanno Lemke was put in charge of Road & Track Presents: The Need for Speed, with many of the same people who had helped him build Test Drive working under him. It was to be a launch title for the 3DO, a new games console cum “multimedia appliance” whose finances were thoroughly muddled up with those of EA: Trip Hawkins, the founder of EA, had left that company with his board’s blessing and plenty of their investment dollars to embark on this new venture. The 3DO was envisioned as a sort of lifestyle console, appealing to an older demographic than the likes of Nintendo and Sega. It requires no great imaginative leap to understand why a game like The Need for Speed could be a good fit with that vision. If all went according to plan, the same people who perused Road & Track might soon be picking up 3DOs.

The 3DO’s not-so-secret weapon was to be the CDs on which all of its games would ship. These CDs would in turn enable lots and lots of digitized video and sound sourced from the real world, a possibility which would have seemed like science fiction just a few years earlier. The Need for Speed embraced said possibility with all the enthusiasm that was expected of a 3DO game; you didn’t see a computer-drawn car on your screen until you settled down into the driver’s seat of one.

The video clips were typical of the era — which is to say, amazing simply for existing at the time of the game’s release in 1994, but ho-hum at best today. The worst decision was to add a shakily acted fellow named Mr. X to serve as the player’s antagonist, popping up from time to time with some trash talk. This was exactly as grating as it sounds like it would be, especially after you had seen him deliver every one of his limited repertoire of one-liners multiple (dozen?) times.

Mr. X has something to say about your performance. He is aptly described by a contributor to MobyGames as “a face you love to punch.”

The means of production of all this video reflected the fact that the games industry, for all its rapid evolution, still had a ways to go before it would be competing on a level field with Hollywood. EA didn’t even have the clout to borrow cars from the manufacturers whose vehicles were included. So, Hanno Lemke and his friends had to go begging. Luckily, Road & Track had whole filing cabinets full of still photographs of the cars in question that were ripe for digitizing. In the category of the moving image, the Ferrari Testarossa seen in the video clips belonged to Chris Roberts of Wing Commander fame, the Lamborghini Diablo to Richard Garriott of Ultima fame, and the Porsche 911 to an EA Canada executive. Other cars were scavenged by still more humble methods, being vehicles that the team simply spotted driving by and chased down to ask the owners if they were interested in making a cameo appearance in a videogame.

Speaking of people with punchable faces: Chris Roberts’s Ferrari. (I kid! I kid!)

Once you got past all of the multimedia-age gilding, however, you found a very credible aesthetic simulation waiting for you. The Need for Speed reinvented no wheels; it was a recapitulation of Test Drive on a larger canvas, right down to the vaguely hapless cops who lay in wait to chase you down public highways. Once again, you had a selection of mouth-watering sports cars to hand, updated to reflect the latest developments in the field. (This time, the Japanese got a chance: no fewer than three of the eight cars — the Mazda RX-7, the Toyota Supra, and the Acura NSX — came from the Land of the Rising Sun.) But it was all done better, reflecting the seven years of steady technological advancement that separated The Need for Speed from the original Test Drive.

The game nailed the look and feel it was going for. No one would accuse this of being a hardcore simulation of driving — not when you could bump and bash and grind against the other vehicles with impunity, when even crashing head-on at speed into the side of a building resulted in little visible damage to the car. (This was a requirement of the contracts with the manufacturers, who had no desire to see their halo vehicles getting smashed up and exploding on screens; such requirements are still the rule in the contracts of today.) Even the non-police computerized drivers you could race against — another advancement over Test Drive — were more interested in showing you a good time and keeping the adrenaline level up than they were in earnestly trying to win. As one reviewer put it, “the AI drivers don’t race; they shadow.”

Driving a Dodge Viper, one of the new supercars that had appeared on the scene since Test Drive.

The point was that it was fun, being just close enough — but not too close — to what racing cars such as these might really be like. The game presented an alternative universe where you could not only afford a supercar, but one where insurance premiums didn’t exist and the police would give you no more than a ticket and a stern talking-to if they caught you driving 170 miles per hour down a heavily trafficked road. This was a universe that teenage boys everywhere — even the ones who happened to be in their twenties, thirties, forties or fifties — could well and truly get behind.

But sadly for everyone involved, the 3DO console was a marketplace flop. On the supply side, a scheme for renting out the console’s specifications and firmware to multiple consumer-electronics makers proved a recipe for confusion, while the slightly older folks who wanted to play multimedia videogames in their living rooms of an evening in lieu of watching television proved rather less plentiful than anticipated. Still believing they had a good thing on their hands, one which was just on the wrong platform at the moment, EA Canada reworked The Need for Speed for ordinary personal computers. This allowed them to turn it into the biggest game ever to be born on Trip Hawkins’s misbegotten console.

Released in 1995, this incarnation of The Need for Speed dialed back on the most annoying aspects of the 3DO version — Mr. X got the well-deserved axe — while keeping everything that had made it appealing. In its review, Computer Gaming World magazine made note of the tightrope it walked with such aplomb: “Realistic elements are usually compromised for the sake of a quick learning curve and blazing arcade action. But Need for Speed is kind of an anomaly: it borrows some from both styles and thrills the senses along the way.” It became a huge hit on personal computers. It was then ported to the Sony PlayStation, a new CD-based console which had set out to do much of what the 3DO had, and would pull it off much better. The Need for Speed took off there as well. Indeed, in some ways games like these were always more natural fits for consoles.

“Balloons ahoy!” in the computer version of The Need for Speed.

So, out of the smoking rubble of the 3DO, a long-running driving-game franchise arose. The Need for Speed II came out in 1997. It dropped the Road & Track partnership; EA now had more than enough clout to get all of the glamor shots and test models it could want from the manufacturers. Some complained that the advancement was all in the department of graphics and sound, but that was fine for most fans of this most deeply experiential of all gaming genres. “Little details like hearing the shift click mattered back then,” says Hanno Lemke, who would continue to act as the franchise’s primary producer until 2007. “Watching the dials move mattered.” (There is a reason that I like to call these games aesthetic simulations.)

The series was moving now toward an annual release schedule, just like the sports games. In that spirit of ongoing perpetuity, The Need for Speed III: Hot Pursuit, which came out in 1998, was the last installment with a Roman numeral and the first with a subtitle. To further press home the notion of The Need for Speed as a subculture you bought into rather than a single game you bought, EA began to regularly put up new, downloadable content — most importantly, new supercars to add to the ever-growing list of same — on its website.

The police have upgraded their stodgy cruisers to Camaros in Need for Speed III.

In a decision which was polarizing in some circles but doubtless exhaustively market-researched, this installment leaned further toward the arcade game at the expense of the simulation. As its subtitle would imply, it heavily emphasized the police-chase aspect. The cops, who had verged on being little more than props at times in the past, could now go so far as to set up roadblocks ahead of you, complete with tire spikes. But, as Computer Gaming World’s reviewer captured, the core attributes of the aspirational lifestyle game, as deft at promoting the cars it featured as it was at being good fun in its own right, remained as pronounced as ever.

During the time I was writing this review, I went driving in the mountains. As I cruised along narrow, twisting roads, I kept thinking about how much the experience reminded me of playing Need for Speed III — at least as far as handling the car went. I wasn’t being chased by the police, and I wasn’t pushing my Lamborghini much past 60 miles per hour. Okay, so I don’t own a Lamborghini. But after playing this game, I sure wish that I did.

The Need for Speed: High Stakes appeared right on time in 1999. In order to give the Buford T. Justices of the world some redemption, it let you become the police instead of forever being chased by them. But the less gimmicky, vastly more significant addition was that of a career mode, which finally provided a proper meta-game to bridge and give context to your exploits on the highways and raceways. You started with only enough money to buy what passed for a budget car in this august assemblage: a Mercedes SLK or a BMW Z3. You had to earn your way into the more exclusive rides by winning ever more challenging tournaments, whilst keeping your repair bills to a minimum in the process. High Stakes wasn’t quite the first driving game to introduce a career mode — that distinction belongs to Gran Turismo, a PlayStation-exclusive competitor — but it was a huge step forward nonetheless. Suddenly the individual races had… well, high stakes, that extended beyond the moment-to-moment maneuvering on the road, that might even cause you to exercise a modicum of caution out there from time to time. And as you progressed, you slowly amassed a garage full of tricked-out, exotic sports cars. I trust that I’ve flogged my hobby horse sufficiently by now to not have to tell you what this meant for these games as aspirational lifestyle products.

Your garage in High Stakes looks like a car dealer’s showroom. This is not a coincidence…

All of this was great, if you were interested in buying what these games were so explicitly selling. I must confess that I really wasn’t, even back in the day. The cars that were featured weren’t generally the ones I lusted after, and I found the whole presentation a bit too boy-racer for my tastes. But then The Need for Speed took a surprising detour — one that would prove a bit of a blind alley for the franchise, but one that I enjoyed immensely. I’ll tell you all about that next time.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: Edge of October 1994; Retro Gamer 59 and 178; Computer Gaming World of February 1988, April 1991, November 1995, August 1997, March 1998, and January 1999; the Harvard Business School case studies “Electronic Arts in 1995,” “Electronic Arts in 2002,” and “Electronic Arts: The Blockbuster Strategy.”

Online sources include “A Distinctive Lineage” by Chris LaVigne for The Escapist, “How Need for Speed Became the World’s Biggest Racing Game” by Mack Hogan for Road & Track, and an interview with Hanno Lemke conducted by John Davison for 1UP.com.

Where to Get Them: Unfortunately, none of the games discussed here are available for legal purchase, presumably due to the expiration of the various licensing agreements with automobile manufacturers. It’s another reason that these sorts of games are so easily forgotten by history…

 
 

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This Week on The Analog Antiquarian

Richard Goes to the Movies

 
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Posted by on August 14, 2026 in Uncategorized

 

The Life and Times of Maxis, Part 3: The Sims


This article tells part of the story of Maxis Software.

I don’t think people realize how much tactical and strategic forethought goes into their daily lives. There’s a whole subconscious time-efficiency layer in our lives. In essence, real-time strategy is our lives.

— Will Wright

On the morning of October 19, 1991, two weeks after writing his last bit of code for SimAnt, Will Wright climbed out of bed and smelled smoke. Looking out the window of his home in the Oakland Hills of California he saw a dense black cloud blowing in from the east. He called emergency services, who informed him that the culprit was a grass fire that was under control.

But after his morning shower, the smoke was worse than ever; great acrid plumes of the stuff were engulfing the house and seeping past the window frames, making it hard to breathe. The emergency-services number now yielded only a busy signal.

Wright gathered up his wife Joell and their five-year-old daughter Cassidy and bundled them into the family car along with a neighbor couple. They shot down the road under a rain of ashes and cinder, choking on smoke so thick that it was all Wright could do to keep the car’s tires on the pavement. Finally, they burst out of the maelstrom into blessedly clear air. Wright continued holding the accelerator down until they were well away. He guesses that, had they been five minutes slower getting away, their names would all have been added to the list of 25 victims of the Oakland Firestorm of 1991.

A week passed before the family could return to the charred remnants of their house, still smouldering there under a glowering autumn sky. There was virtually nothing left — except for the ants, that is. (Wright was rather primed to notice them…) “The interesting part was to find that I wasn’t really attached to much,” Wright says. “I started assessing my material needs: a toothbrush, underwear, a car, a house… I was surprised how I didn’t miss stuff. The fact [that] we got out and none of our family was hurt seemed much more important.”

Wright found himself asking,

What is life made of? Rarely do you do that in your real life. When something like this happens you get a big picture. Where do I want to live? What sort of things do I need to buy? You see your life almost as a project in process. When you’re embedded in your day-to-day life, you don’t get that perspective. I started to wonder about all the things we have and how we purchased them for a reason. Why do we need X or Y or Z? Why do we think something will make [us] happier? It almost comes down to Maslow’s Pyramid of Needs.

A period of reassessment like this might end for some people in a decision to climb a mountain, walk a camino, quit a job, write a novel, join a charity, or move into a monastery. But Will Wright wasn’t that sort of man; he was someone who thought in systems and algorithms. He wondered if there was a game — no, a simulation, or maybe just a software toy — lurking in the prospect he was now facing in the real world, that of assembling the material components of day-to-day life from scratch. Back at work at Maxis, he sat down in front of his computer to find out. His first three games since co-founding the company — SimCitySimEarth, and SimAnt — had been simulations of complex systems with thousands of incidental living actors. Could you simulate the spaces and clutter of individual lives instead?

It would take him eight and a half years to answer that question affirmatively. The belated result of his close encounter with the Oakland Firestorm would be The Sims, the best-selling line of boxed computer games in history. Some would celebrate the series for offering a whole new vision of what games could do and the subject matter they could tackle, drawing in tens of millions of new players who would never have given SimCity — much less Diablo or Starcraft or any of the other hardcore standard bearers — a second glance. Some would condemn it for being just another empty monument to conspicuous consumption and shallow egotism, of a piece with the “reality” shows that were suddenly inescapable on American television screens. In the final reckoning, of course, it was a little of both.


Stories of how The Sims came to be have a tendency to fall into some well-worn patterns. We are told how Will Wright, the brave and pioneering creator, had to fight for his dream against the unimaginative suits who surrounded him for the better part of a decade, until he finally got to enjoy sweet validation as he watched it turn into the biggest game ever. There is something to this telling of the tale, but it’s missing a lot of nuance. First and foremost, it commits the fallacy of assuming that the version of The Sims which Wright conceived in late 1991 was essentially the same as the game which was released in early 2000. In truth, it went through a protracted process of evolution, from which it emerged with a radically different focus. Along the way, several other people became almost as instrumental as Wright himself in shaping it into a game with such extraordinary mass appeal. This is not, in other words, another case of a single genius auteur imagining and implementing something unprecedented, as Wright did when he made the original SimCity. The creation of The Sims was a more organic, at times almost accidental process. For Wright specialized in systems, not in people. To make an appealing simulation of the latter, he had to draw on folks whose strengths were very different from his own.

But all of that was still in the future when Wright was contemplating the altered nature of his existence in the wake of the Oakland Firestorm. At that time, it was accurate enough to say that no one else at Maxis knew quite what to make of his new hobby horse. That he could so thoroughly flummox even this bunch, the makers and publishers of some of the most esoteric games in the world, really says something. Indeed, it may very well say that he himself wasn’t entirely sure what he was doing. Some game designers are like military strategists, speccing out every element of a campaign beforehand. Some are more like mad scientists, mixing a bit of this with a bit of that to see what turns into a useful synergy and what just blows up in their face. Wright is the poster child for the mad-scientist school.

For a long time, he called his idea Dollhouse. As the name would imply, it was all about architecture and interior design. He had become enamored with a book called A Pattern Language, written in 1977 by a Berkeley architecture professor named Christopher Alexander and several colleagues. It can be read as an attempt to define a Western version of the ancient Chinese concept of feng shui, explaining how our living spaces can be arranged so as to bring a sense of peace and harmony to our lives. It defines everything from the amount of green space a city should have to how many floors a building should contain to how high a windowsill should be, all based on universal and eternal “archetypes” that are “deeply rooted in the nature of things.” “You can use this book to design a house for yourself with your family,” wrote Alexander. “You can use it to work with your neighbors to improve your town and neighborhood; you can use it to design an office, or a workshop, or a public building.”

Wright wanted to use it to design a computer game, one that would bring Alexander’s theories to the masses, in the same way that his earlier games had promoted those of Jay Wright Forrester, James Lovelock, and E.O. Wilson. As in those games, the dolls in this dollhouse would be purely supporting players to the real star of the show, the physical environment itself. Their reaction to the spaces you put them in would provide a way of “scoring” how well your layout conformed to the principles of Christopher Alexander. This was their one important function.

Jeff Braun couldn’t have been thrilled at seeing his partner going down this rabbit hole, an abstruse one even by Maxis’s usual standards; SimCity this was not. But as always, he did his best to support Wright, whom he unabashedly regarded as a “genius.” He arranged for Wright to explain his concept to a focus group, just to gauge their reaction. Setting something called Dollhouse in front of a bunch of self-identified gamers circa 1992 was always destined to be a fraught endeavor, but Wright and Braun were nonetheless taken aback by the vehemence of the rejection. “This was probably the most negative focus-group experience I have ever seen,” says Wright. “It was actually quite remarkable. They universally hated it.”

Soon after, Braun wheedled his partner into agreeing to lead the development of SimCity 2000, pulling him away from his living-spaces simulation for a year. After that, the concept got muddled up with SimWorld, this attempt to make all of Maxis’s games interoperable so that they were all essentially one big game in the end. So, you would be able to pick a building in a SimCity city and zoom in to tinker with the fine details of its exterior and interior using Dollhouse. Part of the reason that Wright was so enamored with Yoot Saito’s SimTower was that it was already blurring some of the lines between SimCity and Dollhouse. (The Sony PlayStation port of SimTower even let you explore your skyscraper from a crudely implemented first-person perspective.)

That said, the people around Wright still didn’t entirely get what he was trying to do with Dollhouse. “It just felt kind of peculiar, you know?” says the Maxis researcher, writer, and producer Chris Trottier, whose first assignment as a new hire was to travel to real tropical islands and take pictures for SimIsle. (Nice work if you can get it…) “Will’s goal for it was that it was about efficiency and architectural layout and that the people were just there as a byproduct. The people were what measured your success in setting things up efficiently.”

But in trying to model the behavior of the people well enough to measure the quality of the player’s architectural and interior-design efforts, Wright would wind up inadvertently discovering a whole different, more immediately appealing game.

It began in 1995, when Jeff Braun agreed to bring on a bright young Stanford graduate named Jamie Doornbos to help program the dolls in Wright’s dollhouse. Doing that well enough to properly grade the player’s layouts proved to be far more difficult, complex, and time-consuming than Wright and Doornbos had thought it would be. Luckily, it was also more fascinating than they had ever imagined. Together they realized that the fun of the game may not be where Wright had thought it was. Wright:

We were trying to figure out how we could simulate an open-ended system where the behaviors [of the people] were expandable and they had the level of intelligence that we would require for the game, so that they could basically live out their whole home life and we could simulate it reasonably. So Jamie and I spent about a year and a half just working on the behavior model, as a little research project. At some point it just started really working out, and really looking pretty good.

It turned out that controlling the little people was actually more interesting. It was still fun designing houses for them, but controlling their lives actually turned out to be far more compelling, so the whole project took a turn toward the people. I kept the architecture tools in there, but then I just really started focusing more on the people and objects and their behaviors and relationships — all that sort of stuff.

Thus the stars of Dollhouse became the dolls, with their houses as supporting players, instead of the other way around.

As they did so, the simulation came more and more to resemble an oddity from the previous decade called Little Computer People. Created by Rich Gold and David Crane, Little Computer People was published by Activision in 1985 in the midst of that company’s artsy-fartsy period, when the warehouse full of cash it had collected on the pre-crash Atari VCS market gave it the luxury of venturing down a number of such avant-garde, high-concept alleyways. The “game,” if that’s what you chose to call it, was a bit like the Maxis-published El-Fish aquarium simulator, but with a human in the fishbowl. A little man lives in a little house inside your computer, and you can watch as he and his dog go about their day on a realistic albeit compressed schedule, with 24 hours inside the computer passing for every six outside of it. Depending on the time of day and his personality and mood, the fellow might prefer to relax with a book in his favorite armchair, make music on his piano, exercise, chat on the phone, wrestle with his dog, watch television, listen to his record collection, or play a game of cards with you — when he isn’t sleeping, brushing his teeth, or showering, that is.  You can try to get him to do your bidding via a parser interface, but if you aren’t polite enough about it or if he’s just feeling cranky the answer is likely to be a big fat “No!”

Little Computer People.

The most unique aspect of Little Computer People was that all of the little people were, well, unique. Each floppy disk that shipped had a different personality magnetically encoded on its sectors. You might wind up with a sluggard or an athlete, a Pigpen or a neat freak, according to the luck of the draw. Rich Gold envisioned Little Computer People becoming merely the beginning of a whole product ecosystem which would let you watch and nudge your little people in all sorts of different environments: at school, at work, during a night on the town, etc. Maybe you could even put your little person together with someone else’s to see how they got on! All of those plans were scrapped when sales were not up to snuff — but they were an uncanny reflection of the direction that Will Wright’s game would later go.

This was probably not completely coincidental. Wright has stated that he himself played Little Computer People in the mid-1980s; thus his early habit of referring to the characters in his own game as “little people.” During an online chat hosted by CNN in 2001, he said that “I’ve since gotten to know several who were involved with that project, and many of them gave valuable feedback, especially Rich Gold.” The most obvious differences between the two projects had to do with resources. Whereas Little Computer People had to run on an 8-bit Commodore 64, Dollhouse was implemented for a 32-bit Mac or Windows machine with a thousand times the storage and processing power. And whereas Little Computer People was made by two men in a handful of months, Wright had the privilege of tinkering for years, and would have a team of several dozen at his disposal before all was said and done.

For right now and quite some time to come, though, it was just Wright and Doornbos. They rechristened Dollhouse “Project X,” reflecting the reality that its goals were becoming more open-ended rather than less so, even more of a “little research project” than a coherent game. Which isn’t to say that the tech wasn’t cool and innovative. At bottom, Wright and Doornbos strove to create a simulation of the psychologist Abraham Maslow’s Hierarchy of Needs. This was a huge leap into the wild blue yonder for a project that had begun as a simulation of architecture and interior design. “I spent a lot of time thinking about how to make the behavior of these people very robust, interesting, and plausible, no matter what kind of environment you put them in,” says Wright. Chaim Gingold described the approach in his (highly recommended) 2024 book Building SimCity: How to Put the World in a Machine.

Wright crafted a simulation of a person’s needs. A simple prototype showed [how] a person’s hunger, bladder, and other needs evolve over time. If the person peed in their pants or fell asleep, a dialog box popped up. Doornbos incorporated this “motive engine,” a concise set of equations and coefficients, into a new Project X prototype focused on imbuing the people and things of this dollhouse world with behaviors.

“SimAntics,” as the language came to be known, went through many iterations, but from the start it had a graphical editor inspired by the diagrams Wright drew to explain how people would do things like go to the bathroom, brush their teeth, and make breakfast. These behavior scripts, which were compiled into a compact bytecode, told people and objects how to do things like select activities, walk around, animate, and, in the case of insensate objects like appliances, break. As in SimAnt, intelligence emerged from the coupling between agent and environment. Objects broadcast advertisements that claimed to service a person’s changing motives. A toilet, for instance, would advertise its ability to relieve the bladder motive. Crucially, the custom language scaffolded the design conversation between Doornbos and Wright, who could discuss its limitations. As a result, SimAntics was highly extensible; new objects could easily plug into Project X’s dollhouse world and describe both why and how a person might use them.

In a sense, then, the system worked by inverting the expected order of things, by making the people dumb and the objects smart. “This all happens behind the scenes,” Will Wright said, “but basically the fridge yells at [a person], ‘I can satisfy Hunger Five!’ and the chair says, ‘But I’m all about Comfort Four!’ and the bath says, ‘Hygiene Seven right here!'” This approach was rather brilliant in that it meant that you could add new objects without touching the core “needs” simulation, and have the inhabitants of the world respond believably. As we will see, this modularity, and the nearly infinite extendibility it brought with it, would be key to what Project X would become; stated in terms of filthy lucre, it was capable of turning one product into a potentially limitless line of same. In the meanwhile, notes Chaim, “Doornbos wasn’t sure if Project X would be fun, but he loved working for Wright.”

For a while, the two men were allowed to tinker in peace; again, Jeff Braun always prided himself on letting his resident genius do his thing without outside interference. Yet Wright and Doornbos would only be able to ignore the clouds that were gathering outside their blue-sky bubble for so long. As Maxis’s financial situation began to look worrisome, the now publicly-traded company’s board could hardly fail to note that its star designer hadn’t finished an original game since SimAnt almost five years ago, hadn’t contributed anything tangible to the bottom line since leading the SimCity 2000 effort. Nevertheless, it was Braun rather than Wright who was dismissed in August of 1996. Wright was then more or less forced by new CEO Sam Poole to take a hiatus from Project X and help out on SimCopter, the long-delayed proof of concept for SimWorld. Pressed to focus on something more realizable and practical than his people simulator even after SimCopter was finished, he spent time drawing up plans for a simulation of, of all things, the infamous German airship Hindenburg. He gave that up, he admits, only because “the Hindenburg had a swastika on the tail. And even if we took the swastika off, a lot of people have this association in their mind of the Hindenburg as a Nazi symbol.”

In June of 1997, the struggling Maxis was purchased by Electronic Arts. One might have guessed at the time that this event would represent the final kiss of death for Project X. Luc Barthelet, the manager whom the new corporate overlords sent in, was not at all a blue-sky type. On the contrary, he sounded almost like a caricature of a soulless gaming executive when he insisted that the time of Maxis as a maker of quirky little simulations of unusual things was well and truly over: from now on, he said, they would make only “top-ten” games.

And yet Barthelet surprised everyone by recognizing that Project X could be just that — recognizing it far better, in fact, than anyone had during Maxis’s years of independence, including Will Wright himself. He saw that all of the computers that were being sold in the wake of Windows 95 and the dot.com craze were being bought by new demographics with wildly divergent interests from conventional gamers. If you could give those people something fun and engaging to do on the computer when they weren’t surfing the young Web over creaky dial-up connections, you could open up and own a whole new market. So, rather than cancel Project X, he put roughly half of Maxis’s resources into it, while the other half worked on the safer and more predictable bet known as SimCity 3000. With the injection of employees and resources came a new focus on turning the research project into a product that could be sold; Will Wright says that it was “probably Luc more than anybody else [who] was responsible” for turning Project X into a proper game. It was rebranded simply The Sims, a name that had been used for the anonymous, interchangeable people in the company’s simulations since the days of the original SimCity. They would be anonymous and interchangeable no more; they would be the whole point of this latest game.

Whatever else they may have been, Will Wright and Jamie Doornbos weren’t touchy-feely guys. They had been and remained all about their algorithms, which had the potential to become the plumbing of a game, but were nothing like the sum total of one. The colleagues who joined them had the assignment of turning a research project into a playable, saleable game.  Claire Curtin and Roxana Wolosenko, two women who joined the project in co-designer roles, strove to humanize the algorithms. Ditto the aforementioned Chris Trottier, another woman, who came aboard as an associate producer. The ranks of the team came tantalizingly close to gender parity, in an industry that was at least 90 percent male outside of Maxis’s offices. This surely had much to do with how appealing The Sims would become to a wide and divergent swath of folks, gamers and non-gamers alike.

As Maxis’s later promotional materials would advertise, the principal facets of the game were building, buying, and living. You made a place for your Sim to dwell, filled it with stuff, then helped her to deal with the fallout of your choices. It quickly became clear to the team that they needed to dial back some of Wright and Doornbos’s behavioral algorithms in order to give the player something to do during the living phases. In fact, in the finished game, Sims don’t do much of anything on their own volition other than eating. You have to tell them when to go to bed and when to get up, when to wash the dishes and water the plants — and yes, even when to go to the bathroom. If you fail to send them to the toilet in a timely manner, a messy and embarrassing accident will follow. Some future players would find this elevation of the mundanities of life to the heart of the gameplay loop weirdly riveting; others would find it mind-numbingly boring. But no one could deny that it was daringly different.

The Sims would be a lonely experience if it was, like Little Computer People, all about one person alone in a house. It ought to be possible to have friends and families living together, ought to be possible to have outsiders come over for a visit, for barbecues and pool parties — both kinds of pool — and even romantic trysts. At bottom, the game would remain a nesting simulator — there was no possibility for leaving the house and its environs — but at least there would be relationships inside the nest. Indeed, these would become the real heart of the game in the eyes of most of its players. This was no small achievement. Games tend to be good with structured fictional genres like mysteries, the kind that have goals which are never in doubt and are achievable by taking logical, concrete steps. Relationship drama is the opposite of that. Maxis pulled it off well enough to mimic a frothy sitcom or soap opera if not deathless literature — which was more than anyone else had managed.

The first and trickiest problem to solve in this context was the question of how the Sims should communicate with one another. Maxis wanted to create the impression of conversations without delivering literal meaning; as Will Wright noted, even if they included five CDs worth of voice-acted stock phrases, the conversations would soon start to sound repetitive and moronic, pulling the player right out of the fantasy. Maxis’s first idea was to use a language that few of their players would be able to identify, much less understand: they toyed with such tongues as Ukrainian, Estonian, and Navajo. But with them too, familiarity bred contempt, when it became clear that the Sims were repeating the same stock phrases over and over, even if the player didn’t know what they meant. Maxis finally settled on a gibberish that has become known as Simlish. Manipulated to suit the mood of an encounter, a fairly small amount of formless mumbling, provided by just two talented improv actors, could be stretched a surprisingly long way.

The speech bubbles convey the broad contours of what is being discussed. Here the topic is swimming.

Maxis created a look and personality for The Sims that were familiar from other forms of media but new to games. In place of the tacky-looking digital Arnold Schwarzeneggers and Pamela Andersons who dominated hardcore gaming, they offered up relatively normal-looking people — idealized to some degree, yes, but possessed of normal proportions and normal sartorial instincts. The people and environments were given an airbrushed sheen that was, if not quite realistic, sanguinely adjacent to real life in the turn-of-the-millennium United States. The aesthetic and the vibe of the game were of a piece with those of a “hangout” television show like Friends or Dawson’s CreekThe Sims too was real life, only better, with no truly intractable tribulations to suffer through, with stakes that were big enough to engage but not big enough to make anyone uncomfortable. We might go so far as to call it the first hangout game.


The music contributed as much as the visuals to making The Sims stand out from the gaming crowd. In place of the bombastic John Williams-inspired orchestral soundtracks and jackhammer metal tunes of other games, it featured perky, pleasant, melodic tracks with a range of inspirations spanning from Antonio Vivaldi to Keith Jarrett. Created by a whole stable of professional composers and musicians, herded by Maxis’s in-house sound man Jerry Martin, at its best the music of The Sims transcends the artifact to which it has been attached to become something pure and lovely in its own right. A surprising number of players would go so far as to buy EA’s official soundtrack CD, so that they could listen to the music without playing the game; many considered it a fine accompaniment to household chores, which seemed thoroughly appropriate. As Alex Robert Ross wrote in an article for Vice, “it wouldn’t be a stretch to say that more people have heard Jerry Martin’s minimal jazz than Thom Yorke’s measured howls on ‘Everything in Its Right Place.’” (This is a reference to Radiohead’s Kid A, arguably the most critically acclaimed album to be released in the same year as The Sims.)


In the spirit of being a welcoming space — real life with the sharp edges sanded off — The Sims broke ground by not just permitting same-sex romantic relationships but thoroughly normalizing them, treating them as just another thread in the fabric of humanity. This makes quite a contrast to Maxis’s swift backpedaling the moment the kissing lads of SimCopter were discovered. Gay relationships wound up in this game more by accident than any premeditated effort to stand up for equal rights. Then, once they were there, no one had the heart to take them out. It strikes me that a lot of positive change in the world happens in exactly this way.

The story in this case involves a programmer named Patrick J. Barrett III, who was himself gay. Unlike his predecessor Jacques Servin, who had deliberately inserted kissing men into SimCopter as an act of provocation and been fired for his trouble, Barrett really did do so accidentally, according to his own telling. He joined Maxis in October of 1998, after the decision had already been quietly made not to allow homosexual relationships; this was still a dismayingly commonsense one in the late-1990s United States. But nobody ever told Barrett about it. So, when he was asked to implement some algorithms found in a planning document for handling romantic relationships, he gave them equal weight for everyone. And once they were in the game, it seemed to all of his colleagues too sad and cowardly to even contemplate going back and taking them out. Nobody made a big deal out of it. Everyone “just pretty much ignored” that the rules had been changed, says Barrett. “The topic didn’t come up again.”

Under the new rules, every Sim started out in the dead center of a spectrum. If you prodded her to direct toward the opposite gender actions that were tagged as “romantic,” she would drift toward the heterosexual end; vice versa if you pointed her toward her own gender. If you played your cards just right, you could even keep her poised right in the middle of the spectrum — effectively, bisexual, or asexual if you preferred.

The low-key way in which the game tackled the subject would wind up being more powerfully validating to some of its players than a box festooned with rainbow flags and Pride regalia would have been. Patrick Barrett:

At the time, it wasn’t considered “normal” to be gay or lesbian. Some even saw it as dangerous. But in The Sims it was normal and safe to be a gay person. It was the first time we could play a game and be free to be ourselves within. It was a magical moment when my first same-sex Sims couple kissed. I still sometimes wonder how in the world I got away with it.

In keeping with the law of the land at the time, gay Sims could do everything except marry one another and have children. The picture of happy domestic cohabitation the game presented was enough to make you wonder why not — and that, of course, was a potent statement in itself.

The Sims had its coming-out party at the E3 trade show in May of 1999. It caused a buzz there that belied its modest booth in a back corner of the show floor. That E3 took place in the heart of Hollywood, and seemed to many attendees to mark the opening of a new chapter in gaming culture’s relationship with the rest of pop culture. Rock star David Bowie was there, exuding relaxed cool as he signed autographs, gave interviews, and even put on a concert, all to mark the inclusion of his songs, voice, and visage in the upcoming Omikron: The Nomad Soul. Despite bearing no surface resemblance whatsoever to Omikron, The Sims seemed somehow to be part and parcel of the same trends that had landed Bowie at this gathering. Indeed, taken purely as games, The Sims actually stood out far more than Omikron. It had no dragons, no spaceships, not even any guns. It struck many as an argument for the vitality and relevance of the medium that was even more convincing than cameos from an aging rock star.

Chris Trottier’s memories of the show are of near-pandemonium: “There were just rows of people, and we were just trying to project our voices. We were completely hoarse. That was the turning point.” Two female Sims kissed there on the screen in front of the assembled crowd on the very first day of the show. This provoked more excitement than controversy: “You might say that they stole the show,” says Patrick Barrett. Given the demographics of the attendees, it was probably for the best that the kissers were two women rather than two men: “I guess straight guys that make sports games loved the idea of controlling two lesbians.”

After that E3 show The Sims, which had heretofore received little outside attention, became a fixture in the gaming press. Some of the hardcore set reflexively kicked against it for watering down their hobby in some amorphous way, but most looked forward to seeing how it would turn out.

Just as had happened the previous year to SimCity 3000The Sims wasn’t quite ready to go in time for that Christmas buying season. For the second year in a row, Luc Barthelet had the unenviable task of convincing his bosses at EA to choose quality over timing. And for the second year in a row, he succeeded.

The Sims shipped in February of 2000, exactly one year after SimCity 3000. It immediately became clear that, while SimCity 3000 had been a massive success by all of the usual metrics, The Sims was going to blow all of those same metrics right out of the water. It was exactly the right game at exactly the right time, feeding a latent demand from all of those new purchasers of personal computers for something absorbing and engaging, but also lighter, more approachable, less zero-sum, and less “gamer dark” than the industry’s standard fare. In many ways, it was the fulfillment of a dream that the games industry had been flirting with since Trip Hawkins founded EA back in 1982, with only localized and intermittent signs of success. This was the moment when digital games went fully and irrefutably mainstream, the moment when mothers and sisters, shopkeepers and hairdressers joined their nerdy brothers, sons, and husbands in the hobby. Most of these folks would never self-identify as gamers, but they played. Boy, did they play.


You start out by creating your Sim, giving her an appearance, a gender, and a personality profile defined along five continuums. In keeping with a game that is proudly goalless, the emphasis is not on making the best character, as in many CRPGs; it’s on making the character that you want to play.

Next you need to build a house for your Sim to live in. You only have $20,000 to start with, so you have to economize. Note the bar graphs of her current needs. These lie at the heart of the gameplay loop. Your goal is to never let them drop any lower than they have to. Yes, this means that going to the toilet is as important as love and friendship. Perhaps this is more true to life than most of us would like to believe…

Now you need a job. You can advance along ten different career tracks in the original game, more if you’ve installed expansions. You don’t actually follow your Sim to work, but her performance on the job is dictated by how well her needs are being met at home. Send her to work tired or hungry, and she’ll under-perform and eventually get fired; send her out in tip-top condition, and a promotion could soon be coming, with the requisite higher salary attached. (This is where criticisms of the game as a consumption simulator can begin to take root…) In one of the game’s more baffling omissions, there are no weekends. Your Sim needs to go to work every single day. How’s that for a capitalist treadmill?

The Sims may have seemed like a kinder and gentler game by the standards of its time, but it’s much more unforgiving than its sequels. Your Sims can die in a housefire or even starve to death. Public assistance doesn’t exist in its dog-eat-dog economy, but one type of social worker does — the type who can carry off your Sims’ crying children if they aren’t being properly cared for. Predictably enough, some players found their fun after they got bored with being nurturing in making life hell for their Sims, from bulldozing their houses to killing their pets.

Naked Sims are discreetly blurred out, and there is no explicit sex.

Sex is certainly implied, however, through home accessories like a “vibromatic heart bed” well-suited to “play.” This is contrasted with the more conventional “mission bed”; the folks at Maxis were winking and nudging so hard they must have developed permanent twitches. Sims can have extramarital affairs, or even engage in openly polygamous relationships. In retrospect, it’s a wonder more people didn’t notice and complain about this stuff.



The commercial trajectory of The Sims was unprecedented in the history of computer games. It shifted a million units within its first few months. It duplicated the achievement of SimCity 3000 by becoming the best-selling computer game of its release year; then it duplicated that feat again in 2001, all in an intensely novelty-driven industry where most titles went in and out of print in well under a year. In 2002, the two-year-old The Sims officially snatched the title of best-selling computer game of all time away from the nine-year-old Myst. It just kept on keeping on from there. Its total sales reached 16 million copies by 2005, numbers comparable to those an upper-echelon pop star could expect to put up with a hit album, a product with a far cheaper price tag and a far lower technological barrier to entry. Only four albums released in 2000 managed to sell as many or more copies than The Sims (and no, the critics’ darling Kid A was not among them.)

But that first boxed game was only the beginning of the marketplace story. Will Wright’s decade-old idea for an interoperable universe of games finally bore proper fruit now, as Maxis turned their hands to creating expansion after expansion, to add more environments, more stuff, more relationship options… just more, more, more. Take your Sims out on dates; take them on vacation; give them pets; even teach them to cast spells. The Superstar pack let you turn them into celebrity-tabloid fodder, which felt like closing a circle; as I noted earlier, The Sims had always had some of the same appeal and even many of the same visual cues as a fishbowl reality show like The Real World. The expansions packs included cameos by hot stars of the day like Avril Lavigne, Christina Aguilera, and Drew Carey, further blurring the lines between gaming culture and generalized pop culture. There were seven of them in all released between 2000 and 2003. Will Wright has confessed to some discomfort with the sheer quantity of them, but Maxis kept the quality just high enough, and they too sold in the tens of millions. Needless to say, lots of people — most prominently among them Will Wright and Luc Barthelet — got very, very wealthy in the process.

One can go so far as to say that Maxis, alongside the makers of early MMORPGs such as EverQuest, invented the modern approach of treating games as services, to be kept alive almost indefinitely by a steady stream of fresh content and a serious focus on community. By no means has this been an unmitigated positive for gaming — DLC and loot packs have deservedly garnered a terrible reputation in some corners, and that’s without even discussing such grift-adjacent boondoggles as Star Citizen and Shroud of the Avatar — but in this early, comparatively innocent age it worked a treat. As a supplement to the expansion packs, Maxis put up a lot of fresh content on The Sims website, which also gave fans the opportunity to share their own mods, objects, screenshots, and stories. Importantly in an era when CD burners had become commonplace, you needed a valid serial number to access all of this and become a full-fledged member of a community that was, estimated Will Wright, half of the reason people played the game. As he said, “If you register the game, you get more than a pirate would get.” This too doubtless drove sales.

The knock-on effects were enormous. The Sims essentially created the casual-game aesthetic that persisted throughout the aughts and beyond on portals like Big Fish Games and in series like Diner Dash: bright, colorful, pleasant environments and people, coupled to fictional premises with personal rather than epic stakes. Like The Sims itself, these games were the polar opposite of the ones preferred by the hardcore set, with their demanding, ultra-violent quests to save one more dark-fantasy world or other. You could dismiss the casual scene as Hallmark Channel pablum if you liked, but the fact remained that many people — especially women, who came to make up well over half of the casual player base — felt they had more than enough stress in their day-to-day lives already, and didn’t feel a need to seek out more of it in their interactive entertainments. Meanwhile, for publishers like EA, whose acquisition of Maxis had paid off beyond its wildest expectations, The Sims and what it spawned became the ultimate validation of the premise with which I opened this trio of articles: that the real money in games does not come from targeting gamers. By many reckonings, casual games would be outselling and out-earning hardcore games by a considerable margin by 2010.

A game this huge was bound to attract journalists, columnists, and academics. And did it ever. The Sims was SimCity times ten in that respect. It was widely lauded for finally cracking the puzzle of how to make a game with genuinely broad appeal, long after other misbegotten attempts like the “Siliwood” movement had been cast into the dustbin of history.

Other aspects of the game were perchance less laudable. It was hard for some to ignore how it restricted the simulated inhabitants of its world to conformist, bourgeois lives, in which happiness was derived from having the right interior accessories and a mate with a suitable income. In a contemporary journal article, Russell W. Belk pointed out how conventional and even retrograde — same-sex relationships excepted — the assumptions and expectations built into the game really were.

Many elements in this game represent a morality that is centered in the suburban America of the 1950s. Characters must get a job, get up early to catch their carpool (no telecommuting allowed), advance through a career path, earn more money, buy more things, clean house, and practice good personal hygiene. The Sims manual recommends having one spouse in a family stay at home and keep house. If possessions are bought on credit and the credit bills go unpaid, they are repossessed. The dating model of Hot Date is also retro in this age of hanging out and hooking up. Among the ways to impress a date (with greater intimacy being the payoff) are to bring flowers, go shopping together, give gifts, and take the date to more expensive bars and restaurants. The one who asks the other out does all the paying, and those with more money have a distinct advantage. Children must get enough sleep and food so that they don’t get picked up by the welfare worker or sent to military school. Maids and gardeners are also throwbacks to an earlier era when such pseudo-slavery was more democratized.

“A look at the homes and people uploaded by players onto The Sims’s website,” notes Belk, “will show much that mimics what is and has been and little or nothing that anticipates what might be.”

The Sims trivializes or ignores most of what really matters in human existence. Friends and romantic partners are interchangeable, a matter of changing numbers on a graph which you can see right there on the screen. Philosophy and religion and spirituality are nowhere to be found. Your Sim will never have her life changed by a book, sit at the bedside of a dying loved one, have an epiphany while out on a long walk, serve a country or a cause, create a work of art (even though she can learn to paint), commit a flagrant act of kindness, attend a funeral, or become the victim of a crime and have to choose whether to forgive or hate the perpetrator. The life the game presents is a plastic pantomime of the real thing.

There are no such things as social problems in The Sims. If your Sim has a problem, it’s her — or rather your — own fault. The only way to get ahead in its picket-fence world is to play the game of life according to the rules of the day. Some folks called it thinly veiled propaganda for the American consumer economy, of a piece with the hollow words of President George W. Bush when he said that the best way to be a patriot in the wake of the September 11 attacks was to go spend money at Disney World. (Never fear, Maxis had you covered with the Vacation expansion…)

Personally, I don’t get too up in arms about this commoditization of the human experience. I’m not even inclined to get too upset about the way the game places the needs of your Sim’s bladder on a level footing with her social needs; after all, it really is pretty darn hard to focus on anything else when you desperately need a toilet. I presume that few of the people who bought or played The Sims did so expecting life-changing epiphanies. Yet I can’t quite bring myself to ignore the perhaps uniquely American emptiness that yawns at the center of it either. In the end, it’s a social-status simulator in which everything and everyone are transactional. I’m sure that this is more an artifact of its algorithmic nature than any conscious or even unconscious attempt to inculcate a set of values, but it still leaves me with an uncomfortable feeling.

Setting questions about values aside, many old-school gamers responded to The Sims by asking why they should want to take out virtual trash and water virtual plants when they do plenty of that sort of thing in real life. In this case, too, I kind of find myself agreeing with the critics. Is it worth taking time out from your real life to lead a mundane virtual one? Will Wright said to Computer Gaming World shortly after The Sims’s release that, based on Maxis’s early playtesting, six out of every ten people loved it, two were lukewarm on it, and two hated it. I lie somewhere between the second and third groups, for reasons that were pinpointed by reviewer Chris Lombardi in the same issue.

The fundamental challenge of The Sims, as in life, is to find the time to meet all of your Sim’s basic needs and still have time to boogie. Each day, you face questions like: Do I spend my two hours of free time tonight playing pool with my friends or studying for a promotion? Computer games until the wee hours or a good night’s sleep? A bath tonight or in the morning? It’s the juggling act that each of us performs every single day, each in our own way and to varying degrees of success. It’s life in all of its drab, humdrum detail, as well as in the little victories and achievements that make it all worthwhile.

What can I say? These do not strike me as Interesting Decisions in a ludic sense, any more than “life in all of its drab, humdrum detail” strikes me as an overly compelling ludic premise. For me, The Sims is a fiddly, relentless minutiae simulator. The problem is doubtless compounded by my genetic difficulty with games that don’t give me concrete goals to work toward. (This same difficulty is the reason that I struggle with the entirety of Maxis’s catalog, SimIsle excepted.) Sheepish as I am to admit this, if The Sims gave me a to-do list, maybe I would suddenly feel differently about it.

But having said all that, I’m well past the stage of life where I judge people for their entertainment preferences or try to convince them to like the things that I do. So, by all means, play The Sims if you enjoy it, subject only to the one caveat that I attach to all games: don’t do so too much, to the point of neglecting your real life that is filled with all of those other, more ineffable experiences that The Sims does not and cannot include.

Whether you happen to be a fan or not, there is no denying that The Sims changed the face of gaming forever, possibly even more so than Will Wright’s previous masterstroke SimCity. In so doing, it opened up what had become a dismayingly homogeneous industry to fresh aesthetics, themes, and approaches, paving the way for other games that I do enjoy more than this one. For this reason alone, Wright must be considered one of the most important — not to mention commercially successful — people ever to work in his field. It may be that the only person whose games have reached more and more diverse people and created more change in their image is his old friend Shigeru Miyamoto. That’s not bad for a man who never really wanted to be a game designer at all, who preferred the label of software toy-maker. Under either heading, Will Wright transformed the way that people play.



Did you enjoy this article? If so, please think about pitching in to help me make many more like it. You can pledge any amount you like.


Sources: The books Games That Sell! by Mark H. Walker; Building SimCity: How to Put the World in a Machine by Chaim Gingold; Game Design Theory & Practice (2nd ed.) by Richard Rouse III; Time, Space, and the Market: Retroscapes Rising, edited by Stephen Brown and John F. Sherry Jr.; A Pattern Language: Towns, Buildings, Construction by Christopher Alexander, Sara Ishikawa, and Murray Silverstein with Max Jacobson, Ingrid Fiksdahl-King, and Shlomo Angel. Computer Gaming World of May 2000; Retro Gamer 115.

Online sources include Tristan Donovan’s interview with Will Wright for the old Gamasutra site, “SIMply Divine: The Story of Maxis Software” by Geoff Keighley for GameSpot, “Will Wright Inspired to Make The Sims After Losing a Home” by Tracey Taylor for Berkeleyside, “The Kiss That Changed Video Games” by Simon Parkin for the New Yorker website, “The Untold Story of The Sims, Your First Favorite Jazz Record” by Alex Robert Ross for Vice, and an online chat with Will Wright conducted by CNN on January 20, 2000.

Where to Get Them: The Sims and all of its expansions can be purchased as a “Legacy Collection” on Steam.

 
 

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Y2K Will Be Quite Okay

Hi, folks…

I’ll have the last article in the series on Maxis Software for you next week. Today, I’m happy to say that the new ebook, covering the historical year 1999, is available, and on a far more timely basis than the last one at that. My thanks go to Richard Lindner, for developing the scripts that produce it, and to my hiking buddy Stefaan Rillaert, for modernizing them slightly and adapting them to run on Linux instead of Windows.

As always when we finish out another year of history, here’s a sneak preview for you of what I have planned for the coming year.

  • Maxis in the 1990s and The Sims. We’re up to eyebrows in this already, so I assume that no further explanation is required.
  • Driving sims, a hugely neglected topic around these parts. I can’t hope to remedy that neglect entirely, but I can tell you about how these lifestyle-adjacent games came to be, and tell you about the one driving game that I ever got seriously into. (Hint: it involves Porsches.)
  • The somewhat anticlimactic later days of the Lemmings franchise, which did at least conclude with one last really good game.
  • Deus Ex.
  • Diablo II.
  • Icewind Dale and Baldur’s Gate II.
  • The Russians are coming! Most notably for our purposes, with Evil Islands, an idiosyncratic but engaging take on the CRPG.
  • Impressions Games and their historical city-builders.
  • Her Interactive. I’ve been promising something about the folks who found fame and fortune — on a modest scale, that is — through the unlikely vehicle of interactive Nancy Drew for years now. I’m finally going to do it this year. No, really, I am!
  • The ongoing struggle for relevance of the adventure genre in general: Discworld Noir; In Cold Blood; Stupid Invaders; Escape from Monkey Island; RealMyst; Fairy Tale About Father Frost, Ivan, and Nastya. (Try saying that last one three times fast…) Not an overly heartening list, but needs must.
  • The Longest Journey, because this adventure game does deserve its own bullet point.
  • No One Lives Forever, a groovy, desperately needed breath of lightness and whimsy for the gamer-dark, testosterone-overloaded FPS genre (even if it does totally rip off the Austin Powers aesthetic).
  • The uncanny popularity in Germany and parts of the rest of Europe of Aufbaustrategie games, as exemplified by the Settlers series and especially Anno 1602, the best-selling German game of all time at the turn of the millennium.
  • Technomage: Return of Eternity. I stumbled across this obscure curiosity of a console-style action-adventure from Sunflower Interactive, the studio responsible for Anno 1602, when I was doing some preliminary research on the latter game. I found myself weirdly charmed, not least by a script which has never heard of the concept of irony. So, here we are.
  • On the digital-culture front, I’m toying with the idea of an article on Napster and the disruption it caused, if I can squeeze it in.

Looking back over my last list, I see that I managed to do a reasonably good job of keeping my promises for a change. One exception is Discworld Noir, which gets pushed into the adventure article above. Another is The Longest Journey, which didn’t reach markets beyond Norway until 2000 or later, so it fits fine here instead. As far as Metal Gear Solid goes… I tried, folks. I really did. But I found it impossible to take seriously in any sort of way. If I wrote about it, I’d just spend all my time making fun of it, and that would just make those of you who enjoy this Japanese console aesthetic hate me even more. I’m sorry, Solid Snake fans. It’s not you, it’s me.

As usual, last-minute suggestions for year 2000 and pitches for things you’d like to see in future years are welcome. I can’t promise to act on all of them, but I will take them all under advisement, within the boundaries of scheduling, personal interest, expertise, and how non-boring I feel I can make any such articles.

If you’ve been enjoying my writing and like what you see above, please do thinking about becoming a Patreon patron if you haven’t already. You have free rein to choose any pledge level you’re comfortable with, from as little as $1 per article (which works out to $2 per month).

Speaking of which: it looks like I am going to be forced to switch over from per-article to monthly billing within the next months, thanks to a policy change at Patreon. I hope — and think that I have good reason to believe — that this will be a distinction without a difference, as I’ve been publishing two articles per month religiously for quite some years now. So, your new monthly rate will be either double your current per-article pledge or your monthly spending cap, whichever is smaller. If I ever can’t give you two article in a month under the new regime because real life gets in the way in some sense, I still have the option of pausing billing completely for a month. I will certainly never allow you to be charged for content which I cannot deliver.

But I’ll be talking with you patrons some more soon on this somewhat annoying topic. In the meantime, thank you for your support, in whatever way you provide it. I wish you all a great rest of the summer. Stay real, stay safe, stay outside as much as possible, and (particularly if you’re here in Europe) stay cool! See you next week with a monster of an article on The Sims



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Posted by on July 31, 2026 in Uncategorized

 

The Life and Times of Maxis, Part 2: SimWorld

Would you trust these two men with your investment? Jeff Braun and Will Wright shortly before Maxis’s IPO.


This article tells part of the story of Maxis Software.

Maxis came into 1994 riding high on the wings of SimCity 2000, the hit of the previous holiday season. They followed up that success with… SimHealth: The National Health Care Simulation. This may sound like satire, but it was all too real.

To be clear, SimHealth was not, say, a playful look at the life of a hospital, with eccentric doctors and bizarre made-up diseases. It wasn’t even an earnest simulation of performing surgery. No, this was exactly what it said on the tin, a simulation of healthcare in the most macro sense. It was, to put it another way, literally a simulation of government bureaucracy. If you were getting bored with saving fantasy worlds from evil wizards and fighting the Second World War over and over, said Maxis, you could buy this game and engage with some truly exciting dilemmas. “Who gets health insurance? What does it cover? Who pays for it? How do you control costs? How will your plan affect business, physicians, specialists, insurance companies, lawyers, medical research, and the average citizen?” Hours and hours of fun for the whole family, am I right? Um… am I right?

Ironically, this most defiantly esoteric Maxis game ever arose from the same set of circumstances that gave birth to the multi-million-selling SimCity 2000. The venture capitalists at Warburg Pincus Ventures, who had traded $10 million in cash for 30 percent of Maxis’s equity and a seat on its board in 1992, thought that the company could find a profitable sideline — or possibly even a mainline — in making simulations for Corporate America to use for internal training and planning. The sticking point was that neither Will Wright nor any of the other idealists around him had much interest in such things. Jeff Braun’s solution was to buy a little software house called Delta Logic, built around a couple of refugees from the wreckage of Digital Research, the firm that had made the most popular business-oriented personal-computer operating system in the world until Bill Gates and Microsoft came along. Since then, John Hiles, Greg Rossi, and their colleagues at Delta Logic had been tinkering with social simulations of various stripes. They were now to be rebranded Maxis Business Simulations, given a lot more money than they had ever had before, and set loose to realize the venture capitalists’ dreams. “There’s the potential for this new business to be bigger than the games business,” enthused Braun dutifully.

That didn’t happen, although a surprising number of projects came and went during the less than two years that Maxis Business Simulations was a going concern. There were a simulation of an oil refinery for Chevron, a simulation of the power grid for the Pacific Gas & Electric Company, a simulation of a telephone network for a communications consultancy, a simulation of pollution management for the Environmental Protection Agency, and a simulation of the closure of a military base (?) for the new Maxis subsidiary’s hometown of Monterey, California. With the exception of a prototype version of SimRefinery, none of the actual software that resulted from these initiatives has been preserved, to whatever extent it came to exist at all. Constant churn was a fact of life at Maxis Business Simulations. It seems safe to say that the idea of doing corporate or civic planning via interactive simulations was one of those that looked better on paper than it tended to turn out on the computer screen.

SimHealths origin story isn’t that different from most of the other Maxis Business Simulations projects. It began when the Markle Foundation, a bedrock of old-school American philanthropy, requested a simulation to illuminate one of the hottest political debates of the 1990s, as it seems to be of every decade: what, if anything, to do about the uniquely strange and byzantine American healthcare system. President Bill Clinton, who in January of 1993 became the first Democrat to occupy the Oval Office in twelve years, made reforming healthcare on a more efficient, equitable basis the flagship issue of his first term. So far, so good. But then he decided to place the project under the stewardship of his unelected wife Hillary Clinton, who was already at this early date a lightning rod for Republicans and no small percentage of independents. It turned into an epic fiasco, burning up most of the president’s political capital without benefiting anyone and setting the stage for a brutal midterm shellacking at the hands of the Republicans. Indeed, many political scientists argue that the current, hyper-partisan era of American politics dates from those 1994 midterms, when Republicans under their future Speaker of the House Newt Gingrich first learned to characterize their Democratic opponents as not just misguided about means but evil in intent.

Is this the weirdest game ever to be reviewed in Computer Gaming World?

If this is the case, then SimHealth stands today as an oddly touching artifact of the Before Times, when there was still more than lip service paid to the notion of politics as a good-faith quest for the policies that yield the most good for the most people. In that spirit, the Markle Foundation decided to make SimHealth available to everyone as a boxed… well, I suppose the word “game” is the only one to use, considering that it was sold in the games section of those stores who were willing to sell it at all, and considering that it was given a two-page review by Computer Gaming World magazine, alongside the likes of Wing of GloryAlone in the Dark 2Carriers at War IIRavenloft, and Aces of the Deep. (One of these things was not like the others…)

SimHealth even played like a game, albeit one with unusually sober — not to say boring — subject matter; in some ways, it was actually more of a game than Maxis’s earlier SimEarth or SimLife. You start out with your political party having just won an election, and have to try to maintain your mandate and with it your chosen approach to healthcare through the elections that follow. Everything about it is incongruous. Once it was decided to release SimHealth publicly, the main Maxis office pitched in with art drawn in the house style; inevitably, it brings to mind nothing so much as good old SimCity. All told, SimHealth stands today as one of the more bizarre games ever to be put in a box and sold. One doesn’t know whether to hail it for its chutzpah or laugh at it. Whatever else you can say about it, it certainly didn’t embrace the then-prevalent gaming mono-culture of sci-fi, fantasy, and war.

The discussion that sprang up around SimHealth was, to the extent it sprang up at all, dogged by the same fallacies that swirled around SimCity. For all that SimHealth presented itself as an early example of a “serious game” with something to say about the real world, there was no reason to believe that this purported “simulation,” created by a few harried programmers in well under a year, could possibly be modeling anything as complicated as a national healthcare system for one of the more populous and diffuse countries in the world with any sort of accuracy. Approaching it as a gamer would — because how else was he supposed to approach it? — Computer Gaming World’s Keith Schlesinger quickly found a winning strategy.

All you have to do is adopt an extreme libertarian ideology, eliminate all federal healthcare (including Medicare!), and cut other government services by $100-300 billion per year. The polls never sink below 57 percent favorable, and the behavior point total is almost a perfect 400. You can set the game to “Run to the End” and breeze to victory while hardly touching the mouse or keyboard. Institutions wax and wane, but the “invisible hand” of the free market keeps everything pretty much in line.

There is one catch: the entire private insurance industry goes bankrupt in the first three months of the game! That means no one has any protection even from catastrophic disease and injury. One wonders what people are doing about this. Why aren’t [they] rioting and burning down Main Street?

Once they’re through celebrating this endorsement of their views, even the extreme libertarians among us may, if they’re being honest with themselves, feel a twinge of concern at the pernicious idea that simulations like this one are somehow modeling abstract truths instead of being a morass of oversimplifications, biases, and highly questionable judgment calls on the part of their designers. I do suspect that the anecdote above arose by accident rather than out of any deliberate attempt to instill an ideological slant into the software. In fact, to their credit I suppose, the designers of SimHealth included an “Assumptions” menu which lets players tinker with the most fundamental rules of the simulation itself. But it does rather raise the question of what the point of it all is. What am I meant to learn from SimHealth if even the designers aren’t sure what the rules should be? The whole project was noble and well-meaning — and also kind of useless.

Unlike SimCity, though, SimHealth came and went quickly enough that the debate around it hardly got started. By the time it was released to retail in early 1994, Maxis was already in the process of divesting themselves of their brief-lived Business Simulations division. “The gap between building simulations for entertainment and simulations for businesses was too great,” said an older and wiser Jeff Braun. “One was a product, the other was a service.” The former Maxis Business Simulations would soldier on independently for a while as Thinking Tools before closing up shop for good.

In his (excellent) article on this side quest, Phil Salvador of The Obscuritory states that Maxis sold about 50,000 copies of SimHealth. I find that number extremely surprising, assuming it’s correct — not because it’s so low but because it’s so high. My guess would have been more in the range of 5000 copies — and that’s if I was feeling generous.


Regardless of the exact numbers that SimHealth did, we can say with confidence that Maxis’s second and last Sim title of 1994 sold far more. SimTower: The Vertical Empire still stands today as the best-remembered Sim game of the 1990s that isn’t a SimCity. That said, this particular apple didn’t fall that far from the SimCity tree. Your task in SimTower as well is that of building a functioning community — but here you’re to do it all inside a single skyscraper. It feels only appropriate that the game was conceived and coded in Japan, where people have long been in the habit of living small and vertically.

Yoot Saito, the mastermind of SimTower, was once memorably described by Jeff Braun as “a rock-star groupie who became a rock star himself.” He fell in love with SimCity not long after its release: “I didn’t leave the Macintosh for almost 24 hours. I so much admired the creator of this genius and crazy software.” He chased Will Wright into a hotel lobby during a MacWorld exhibition like a screaming girl from A Hard Day’s Night. He then proceeded to tell his cornered hero about his idea for a SimCity inside a single building. One thing led to another, and in late 1994 Maxis brought his SimTower to the West.

Your goal in SimTower — and yes, you do have a goal — is to eventually erect a five-star building, meaning one that has at least 100 floors and at least 10,000 more or less happy residents, with a cathedral as the cherry on top of the imposing sundae. How you do this is entirely up to you. Your biggest challenge, the direct equivalent to SimCity’s need for efficient roadways and subways, is your elevator system; get this wrong and your gleaming utopian tower will soon collapse into impatience and discord. As Yoot Saito would be the first to tell you, the rest of the game was really born out of his odd fascination with elevator systems.

Late one night, I was waiting in my building’s lobby for an elevator. There are two cars in my building’s shaft. I pushed the button, but instead of the closest car coming to my floor, the farthest car arrived first. In my usual questioning way, I asked myself, “What happened here? How are these cars logically synchronized?” That was the beginning of SimTower.

Yoot Saito was truly a man after Will Wright’s heart.

SimTower has many of the cute, juicy touches that lent personality to the Japanese ports of SimCity. Add a restaurant to your tower, and a food critic will stop in to eat and pass judgment. Play the game on Christmas, and Santa Claus will fly overhead. SimTower isn’t as deep or complex as SimCity 2000, but this was probably more of a plus than a minus for the nascent casual-gaming market of the mid-1990s. It became a surprise hit for Maxis, giving them their second holiday season in a row with a new game near the top of the bestseller charts. Suddenly the bottom line was looking pretty darn good.

As a result, Jeff Braun made a fateful decision, one that he would later deem “a big mistake.” He took Maxis public on May 25, 1995. It “was just sort of the thing to do, and it just felt right,” he says. This year would prove the first of the dot.com boom, highlighted by Netscape’s $3 billion public bow in August. Maxis’s own $35 million IPO may have been a vastly more modest affair on the face of it, but the cachet of SimCity and SimTower were enough to get Jeff Braun and Will Wright mentioned in some of the same conversations as Netscape’s dynamic duo of Marc Andreessen and Jim Clark. In December of 1995, Braun showed up alongside Andreeseen in Newsweek’s list of “The Net 50,” despite the fact that Maxis had yet to release a game that connected to the Internet in any sort of way. Newsweek was blissfully unfazed: “Look for Braun to start moving his world of fantastic simulations to the Internet sometime next year.” Maxis took out a lease on the glass-enclosed sixth floor of a glitzy high-rise in Walnut Creek, California.

In addition to the generalized furor over all things tech, the Maxis IPO was fueled by the excitement surrounding educational and edutational software. These categories were widely considered to have a very lucrative future in the offing, as school administrators bought the new generation of multimedia computers and looked for things to do with them in classrooms at the same time that parents were doing the same at home. If Maxis perhaps wasn’t quite of the category, their games’ non-violent nature and engagement with real-world topics placed them solidly adjacent to it. Their new Sim games of 1995 reflected a desire to align themselves still more closely.

SimTown was a kid-friendly, simplified version of SimCity, wrapped in a bright, cartoony aesthetic. “This town is run by kids!” screamed the back of the box. Unfortunately for Maxis, children tend to require less simplification than many adults think they do, even as they can smell adult condescension from a mile away. SimTown wasn’t a big seller.

SimIsle: Missions in the Rainforest was a worthier effort with a lot more heart and soul put into it, so much so that I’m prepared to call it the hidden gem in the 1990s Maxis catalog. Developed in collaboration with a British house called Intelligent Games, it plunks you down in a tropical archipelago of 30 islands. But instead of settling for being just another “SimCity except somewhere else,” SimIsle brings some fresh ideas to the table. Each of the islands constitutes a set-piece scenario, complete with a set victory condition and a defined endpoint. As Computer Gaming World wrote in its review, SimIsle has “a lot of good old SimCity charm with a bit more game than is customary in the series.” It replaces the usual Sim abstractions with a distinctive and compelling sense of place, fed by digitized photographs and an evocative soundtrack. At times, it feels less like a Maxis Sim game than it does an early version of Tropico.

Some of the islands are to be developed for tourism, some for resource extraction or industry, some as wildlife preserves. There’s an environmental message to SimIsle, but you’re never beaten over the head with it in that way that can make some other Maxis games feel so simultaneously noble and dull. “If you want to explore what happens when you tarmac an entire island, that’s your affair,” said lead designer Matthew Stibbe. “Alternatively, you can see if it is possible to marry economic growth, with all its benefits, to ecological safety.” The game succeeds in making you want to preserve and conserve as much as possible, by making its archipelago an interesting and even exciting place to explore. Finding a new species of flora or fauna or an unsuspected ancient ruin is a genuine thrill. Destroying such things can be devastating, but sometimes you feel like you have no choice if you want to satisfy a scenario’s goals. You often have to settle for preserving what you can. These agonizing tradeoffs convey a different sort of realism than most Maxis games, showing the world to be a messy place where exploitation and conservation are less binary choices than a precarious balancing act.

In keeping with this Sim game being not only about nature, science, and other such abstract forces, it features, for the first time ever — outside of the SNES SimCity, that is — individual people. You can accomplish things on your island only by directing “agents,” each with a picture, a capsule biography, a personality profile, and a unique set of skills and abilities, from “flora and forestry” to “construction,” “negotiation” to “local ecology.” You can even find agents with underworld connections, if that’s your bag; setting up a drug trade is a possibility for the unscrupulous player. Your agents can improve their skills with experience and training, further tightening the bond between you and them. The lack of just such a personal touch is one of the reasons that most Maxis Sim games leave this player feeling kind of cold. Everybody is different, of course, but I have to say that SimIsle is the direction that I wish Maxis had begun to take much earlier and had stuck to thereafter.

The agents system of SimIsle smacks oddly of Sir-tech’s cult classic Jagged Alliance, which came out the very same year.

Indeed, the places where SimIsle disappoints me most are the ones where it misses opportunities to take its freshly “game-like” approach still further. The archipelago itself positively begs for a larger campaign to structure your play. As it is, though, SimIsle maintains no memory of what you’ve done before as you go from island to island; nor can you take the same team of agents with you. But this failing isn’t enough to keep it from becoming my personal favorite Maxis game. I first played it shortly after its release, played it again more briefly for this article, and really wish I had the time to play it some more. I highly recommend it to anyone who is left a little cold by the rest of Maxis’s catalog for any or all of the same reasons that I am.

Sadly, SimIsle was not rewarded for its uniqueness. It was no more commercially successful than SimTown, being written off by most gamers as just more of the same, from a publisher that had become rather too much of a known quantity. From the perspective of the marketplace, the bloom had come off the Sim rose just as the post-IPO firm was supposed to be taking flight.

SimGolf wasn’t a bad effort as golf simulations went, but it never had a prayer against the Links juggernaut.

So, by 1996, the Sim line was flailing, casting about for the right combination of familiarity and freshness that could make it feel relevant again. There were no fewer than five new Sim-branded games that year, and they were well and truly all over the place. SimPark was a simulation of a wildlife park, but with the kid-friendly branding and simplifications that had made their dubious debut in SimTownSimTunes was a visual music-making system that could have been released under any of a dozen educational-software imprints. And SimGolf was nothing more nor less than a straightforward golf simulator, dumped onto a market that was already full to bursting with the things. One of the most distinctive brands in the industry just a couple of years earlier, the Sim line was now being diluted to the point of meaninglessness. Was it for adults or children? Was it games or educational software? Was it products in the mold of SimCity or just anything upon which you could conceivably slap the label of “simulation?” Maxis seemed to want the answer to all of these questions to be “Yes,” full stop. The result was just confusion.

Even the stuff that ought to have been in their wheelhouse didn’t quite pan out. SimCity 2000: Network Edition added online-multiplayer functionality to the venerable city-builder; rumors of this product were presumably the reason that Newsweek had buzzed about Jeff Braun “moving his world of fantastic simulations to the Internet.” But the sales of the finished product weren’t anything like Maxis had hoped. This may have been because they did nothing to update the graphics or interface, leaving the Network Edition looking like exactly the three-year-old game it otherwise was. But more likely, it was down to the questionable value proposition of a multiplayer SimCity. How was such a thing supposed to work, given that competition was so conspicuously absent from the franchise’s DNA? Maxis’s approach was to let you divide a city into different zones, then place one person in charge of each of them, to compete or cooperate as they chose. It felt more forced than exciting.



You may have noticed that the name of Will Wright has appeared in this article much less than it did in the one before it. There’s a reason for that: after completing (the non-networked) SimCity 2000, he had stepped back from day-to-day game development to work on various “research projects.” One of these tried to make a reality out of the idea he had presented at the 1990 Game Developers Conference, for a new ecosystem of interoperable games. He was no longer so bold — or naïve? — as to imagine the entire industry joining him in this effort right away, but he did think it could be a very good thing for Maxis games at least to learn to talk to other Maxis games, as summarized in Game Developer magazine:

Most Maxis games occupied some of the same intellectual real estate, which made them natural candidates to extend into each other. For example, one of the central strategies a player can use in SimCity is to develop a mass-transit system to help the city grow. In A-Train, a game Maxis imported from the Japanese company Artdink, the goal is to help a community expand using a commuter rail line. In the same vein, the monster towers of the future in SimCity 2000 are similar in nature to those players build in another Japanese game imported by Maxis, SimTower.

Thus the SimWorld project was born. The goal of this project was twofold. It would allow Maxis to create future games with the capability to extend and merge into other preexisting and future games. And it would leverage SimCity and the millions of hours of playtime that people have invested in SimCity saved games into new markets.

The most intriguing Sim title of 1996 was also the first concrete manifestation of all this. SimCopter was a helicopter simulator, marking the brand’s first foray into first-person vehicular simulators of any sort and Maxis’s first foray into 3D graphics. But this was a helicopter simulator with a difference. You could take a city you’d built in SimCity 2000, load it into SimCopter, and fly around looking at your handiwork close-up. No one could say it wasn’t a cool gimmick.

SimCopter did have other things to enjoy as well once you got past the gimmick. The flight simulator itself was pleasantly forgiving, making it stand out in a genre that usually wanted to make games only for the hardcore of the hardcore. Best of all, SimCopter took a lesson from SimIsle in structuring the time you spent with it more than did your typical Maxis game. If you play in “career” mode, you take the role of an urban helicopter pilot tasked with putting out fires — mostly figuratively, occasionally literally. In addition to extinguishing the literal conflagrations, your assignments can involve traffic jams, rooftop rescues, crowd control, police chases, medical evacuations, and VIP taxi flights. If you do well, you earn money and points and advance to better helicopters, bigger cities, and more difficult (and profitable) missions.

It’s surprisingly engaging, although it can leave you wanting more in the longer term. The reality that there are less than ten types of mission in all, procedurally generated over and over, sets in well before the campaign is over. “We could not miss Christmas, which meant we really couldn’t aim too high,” admits Will Wright. “Had we had another six to eight months to work on it, I think it would have turned out much, much better.” (How many times has a game developer said this?)

Immediately after its release, SimCopter and Maxis were embroiled in an unwelcome but kind of hilarious controversy, when it was discovered that the virtual citizens over whom the helicopter flew included crowds of strapping young men in Speedos who enjoyed kissing one another. The source of the transgression proved to be a gay Maxis artist named Jacques Servin, who wished to make a statement about the “aggressive heterosexuality” of game culture: “I’ve always wanted to be an activist, but activism is so moribund now. Do you think these heads of corporations are going to walk into an art gallery and say, ‘Oh, wow, I was wrong?’ Symbols are so much more powerful where you don’t expect them.” Servin was fired by Maxis after his handiwork hit the press — not, the company was careful to say, for being gay, but for inserting unapproved content into its game. Nonetheless, a brouhaha with the gay advocacy group ACT UP followed, despite Servin’s own statement that his former employer was actually “very enlightened” about sexual orientation. This was publicity that Maxis emphatically didn’t need, managing to cast them in an unfavorable light with the accepting and the bigoted alike. It became one more data point to contribute to the growing impression of a company for which absolutely nothing was going right anymore.

I never saw any men in Speedos during my time with SimCopter; Maxis patched them out of the game just as quickly as they could. But never fear, the Internet preserves all.

Just eighteen months after the IPO, Maxis was looking like a hot mess. From a high of $50, the stock price was down to barely $10. None of their Sim games since SimTower had done very well, nor any of the grab bag of non-Sim oddities they had published on behalf of other studios. Meanwhile the excitement over educational software that had done so much to fuel the IPO was starting to look misplaced, for the same reason that the buzz over non-game multimedia CD-ROMs was fizzling out: the World Wide Web was eating those offline software markets alive.

Development had begun on a new SimCity, traditionally the company’s savior, but that wasn’t going well either, having gotten bogged down in a bid to make the game fully 3D. A free-floating 3D camera, noted Will Wright,

takes what used to be a very simple, Lego-like thing and turns it into AutoCAD. “What am I looking at? Oh, I see, I’m facing the building two inches away.” It becomes that kind of experience. So that was part of it. The other part was the technology. Without going with really severe restrictions on what you could build, we just couldn’t have a decent frame rate and have the level of detail that we could have in an isometric viewpoint.

Both of these issues were exaggerated by the need to cater to the casual players who made up so much of the SimCity base, who were neither comfortable with the latest generation of 3D games nor had computers that were up to running them all that well.

Maxis’s investors pronounced themselves “concerned” by the direction of the company, which was on track to lose more than $2 million in 1996. What revenues there were were mostly still being generated by SimCity 2000, now a steady-selling staple of the world’s budget bins. But even that wouldn’t last forever.

Jeff Braun was forced out of the company he had co-founded by his own board of directors in August of 1996. His replacement in the CEO’s chair was one Sam Poole, a former Disney executive who had joined up as sales manager at the time of the IPO. His marching orders from the board were clear: find a buyer before the ship of Maxis went under.

In June of 1997, Electronic Arts stepped up. No cash changed hands, only stock, worth $125 million on paper. “I entered the deal with a lot of trepidation,” says Will Wright. “I knew there were going to be layoffs, but not doing the deal would have meant even more layoffs down the road.” For its part, EA made it clear that it was buying Maxis for just one reason: to get its hands on the SimCity brand, the one item in the Maxis portfolio that it considered to be worth anything at all. Whatever was left of the old dream of SimEverything died the moment the contract was signed. As far as EA was concerned, Maxis was a one-product studio.

The last couple of shambling embodiments of the old spirit, in the form of products that had been a little too far along in the pipeline to cancel, came out in the months just after the acquisition. Streets of SimCity operated on the same principle as SimCopter, letting you drive instead of fly around your handmade city. But for some reason — one has to suspect the intervention of someone at EA, looking jealously at Activision’s hit Interstate ’76 — your car had guns to shoot the other cars on the road with. The whole thing was as ineptly implemented as it was abjectly tone-deaf. Had EA actually understood the brand it was buying? You know, the one that was always described as not being violent in the way of all those other videogames?

SimSafari was more defensible, if not ultimately all that much more compelling. It was another game in the mold of SimTown and SimPark, a “kid-friendly,” simplified version of the SimCity approach. But one might be excused for asking how big a difference there really was between building a “wildlife” park, as in SimPark, and a “safari” park, as in SimSafari.

Meanwhile back at the Maxis ranch, major if fairly predictable changes were afoot. Relieving Sam Poole of his duties, EA parachuted in a manager named Luc Barthelet to fix whatever ailed its acquisition and to get that all-important third SimCity back on track. In a report back to the mother ship that surprised absolutely no one, Barthelet bemoaned a lack of “focus” and “structure.” He set out to re-instill these qualities. “I told people from day one: we are going to be a PC studio that does top-ten products, and if we did that we’d stay in business,” he says. “A lot of people weren’t interested in this. They wanted to do their own little projects, and didn’t care if they would sell. Those people left.”

Barthelet may not have been an overly cuddly or sentimental sort, but his tough love was probably just what the moribund next-generation SimCity needed. He could see no reason why that game needed to be 3D. Stop screwing around, go back to the tried-and-true isometric view, and just get it done, he said. Ocean Quigly, the project’s art director, compares his early days on it to “running through the fog not knowing where we were going.” The fog was now lifted and a compass provided.

SimCity 3000 would prove another picture-perfect sequel. By some metrics, it expanded dramatically on its predecessor, with the possibility to construct 400 instead of just 100 different types of buildings in a city up to four times as big, all with sharper graphics and a cleaner interface. But it was still the SimCity that its fans and the media knew and loved, exuding a “don’t fix what isn’t broke” philosophy from its every pixel. The additions were largely commonsensical and cosmetic. The larger selection of buildings let you give your city a distinctive American or European aesthetic; the likes of the Statue of Liberty and the Eiffel Tower were waiting for you right there in the menu. Borrowing a page from Civilization II, a franchise it had partially inspired (have I mentioned that game design is always a dialog?), SimCity 3000 had a panel of municipal department heads to offer their advice to mayors who happened to be in doubt. (Also like in Civilization II, some of their advice was wise, some of it self-servingly parochial.) The biggest conceptual leap was to turn your city from an isolated specimen under glass into a part of a larger nation, complete with other towns with which you could trade electricity, water, or sewage services and enter into other sorts of business arrangements. There was still no structure beyond abstract building for its own sake, no campaign or thread of narrative, placing it at odds with some other city-builders, such as the historical ones made by Impressions Games. That said, a substantial percentage of SimCity players probably wouldn’t want it any other way. This SimCity product was as in harmony with its brand as Streets of SimCity had been off-key.

Maxis learned some of the advantages of hooking up with a deeper-pocketed parent when the time came to demonstrate the game publicly for the first time at the 1998 E3 trade show: EA flew former New York City Mayor Ed Koch in to promote SimCity 3000 in person. Sure, as a spokesman Koch was better primed to entice the mainstream media than the E3 gamer crowd — but then, that was kind of the point, wasn’t it? EA knew well where its SimCity bread would be buttered.

The original targeted release date was the Christmas of 1998, but Maxis couldn’t quite get it done to their satisfaction. Rather than let this make-or-break game out in a less than ideal state, Luc Barthelet convinced the EA brass to let them hold onto it a few months more. SimCity 3000 finally shipped in February of 1999, whereupon it became clear that the franchise’s winning streak would continue, as it became Maxis’s first really successful game since SimTower four and a half years earlier. In fact, it became the best-selling single computer game of 1999. (Admittedly, its release date so early in the year did give it a longer runway than almost all of the competition.) Luc Barthelet had his top-ten game and then some; the old SimCity magic of mixing casual with hardcore appeal still worked. This was a game that your Starcraft-playing buddies could enjoy as much as your middle-aged dad. By the end of 1999, Maxis could boast of having sold more than 7 million copies of its three SimCity games over the past decade. In comparison to this figure, the sales of all of their other games combined constituted little more than a rounding error.

There was one thing that did separate SimCity 3000 from its two predecessors: Will Wright contributed practically nothing to it. “It was a running joke around Maxis that whenever the SimCity team would come to ask me for advice I would go running,” he says. “They finally gave up. You know, the day they shipped SimCity 3000 was one of the happiest days of my life. They proved that we have a team within Maxis that knows how to build a SimCity without my involvement.”

Yet Will Wright was still employed at Maxis. So, just what was he doing, wondered plenty of people at the time. The answer to that question would soon turn the games industry on its head, making all of SimCity’s success look like the merest prelude to this, the mad scientist’s main act.



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Sources: The books Games That Sell! by Mark H. Walker; Building SimCity: How to Put the World in a Machine by Chaim Gingold; Game Design Theory & Practice (2nd ed.) by Richard Rouse III; SimIsle: The Official Strategy Guide by Douglas R. Brumley, Phil Powell, and Selby Bateman; The Secret History of Mac Gaming (expanded edition) by Richard Moss. Computer Gaming World of June 1994, April 1995, December 1995, March 1997, and May 1999; Retro Gamer 115; The American Prospect of March/April 1994 and March/April 1997.

Online sources include the collection of Maxis articles by Phil Salvador at The Obscuritory, Tristan Donovan’s interview with Will Wright for the old Gamasutra site, and “SIMply Divine: The Story of Maxis Software” by Geoff Keighley for GameSpot.

Where to Get Them: Of the Maxis games described in this article, only SimCity 3000 is currently available as a digital purchase.

 

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