Building SimCity

How to Put the World in a Machine

Foreword by Janet H. Murray
A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing.

Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations.

Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis’s complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright’s career; Maxis’s failure to back The Sims to completion; and the company’s sale to Electronic Arts.

A lavishly visual book, Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity’s operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo’s manga-style “Dr. Wright” character design, just to name a few.
“In his new book Building SimCity, Gingold meticulously describes the history of the people and ideas that shaped simulation games. Gingold's book recognizes that games are rarely the result of a single person's efforts. Building SimCity includes the collaborators—programmers, artists, interface designers, writers, and business partners—who helped make the game an unlikely commercial success. It also situates SimCity in the wider context of 20th-century computing, design, and education.”
—Los Angeles Review of Books
Chaim Gingold is a designer and theorist whose work has been featured in Wired, CNN, and the New York Times. He worked closely with Will Wright on Spore and designed the Spore Creature Creator.
Series Foreword
Foreword
Janet H. Murray
Acknowledgments
Introduction: SimCity’s Mystique
Part I: Simulation’s Grasp
1 Building Imaginary Cities
2 Simulation as Analogy
Part II: Paving the Road to SimCity
3 System Dynamics: A Society of Bits
4 Cellular Automata: Synthesizing the Universe
5 A Children’s Construction Set
Part III: SimCity’s Architects
6 Designing SimCity
7 Maxis at the Crossroads
8 How SimCity Works
9 Playing SimCity
The World in a Machine
Appendix: Reverse Diagrams
Notes
References
Index

About

A deep dive into the trailblazing simulation game SimCity, situating it in the history of games, simulation, and computing.

Building SimCity explores the history of computer simulation by chronicling one of the most influential simulation games ever made: SimCity. As author Chaim Gingold explains, Will Wright, the visionary designer behind the urban planning game, created SimCity in part to learn about cities, appropriating ideas from traditions in which computers are used as tools for modeling and thinking about the world as a complex system. As such, SimCity is a microcosm of the histories and cultures of computer simulation that engages with questions, themes, and representational techniques that reach back to the earliest computer simulations.

Gingold uses SimCity to explore a web of interrelated topics in the history of technology, software, and simulation, taking us far and wide—from the dawn of programmable computers to miniature cities made of construction paper and role-play. An unprecedented history of Maxis, the company founded to bring SimCity to market, the book reveals Maxis’s complex relations with venture capitalists, Nintendo, and the Santa Fe Institute, which shaped the evolution of Will Wright’s career; Maxis’s failure to back The Sims to completion; and the company’s sale to Electronic Arts.

A lavishly visual book, Building SimCity boasts a treasure trove of visual matter to help bring its wide-ranging subjects to life, including painstakingly crafted diagrams that explain SimCity’s operation, the Kodachrome photographs taken by Charles Eames of schoolchildren making model cities, and Nintendo’s manga-style “Dr. Wright” character design, just to name a few.

Reviews

“In his new book Building SimCity, Gingold meticulously describes the history of the people and ideas that shaped simulation games. Gingold's book recognizes that games are rarely the result of a single person's efforts. Building SimCity includes the collaborators—programmers, artists, interface designers, writers, and business partners—who helped make the game an unlikely commercial success. It also situates SimCity in the wider context of 20th-century computing, design, and education.”
—Los Angeles Review of Books

Author

Chaim Gingold is a designer and theorist whose work has been featured in Wired, CNN, and the New York Times. He worked closely with Will Wright on Spore and designed the Spore Creature Creator.

Table of Contents

Series Foreword
Foreword
Janet H. Murray
Acknowledgments
Introduction: SimCity’s Mystique
Part I: Simulation’s Grasp
1 Building Imaginary Cities
2 Simulation as Analogy
Part II: Paving the Road to SimCity
3 System Dynamics: A Society of Bits
4 Cellular Automata: Synthesizing the Universe
5 A Children’s Construction Set
Part III: SimCity’s Architects
6 Designing SimCity
7 Maxis at the Crossroads
8 How SimCity Works
9 Playing SimCity
The World in a Machine
Appendix: Reverse Diagrams
Notes
References
Index