9/20/2023 0 Comments Simcity socieSimCopter and Streets of SimCity provided the unprecedented ability to convert the 2D maps of SimCity 2000 into 3D environments and back again, allowing the player to explore and affect their cities from a first- or third-person perspective, and put them back into SimCity 2000 to observe the changes that occurred during their experience. The Urban Renewal Kit allowed users to produce their own building tiles to replace pre-existing game assets. SimCity 2000 grew so popular that it spawned a collection of other products, all designed to interface or otherwise communicate with the core title in some way. Finally, SimCity 2000 was the first SimCity game to make use of the query tool, which allowed the player to see detailed information about whatever tile they clicked on while using the tool, proving an invaluable asset for detailed management of particular city zones. Aside from all that, the game had a significantly improved tax and budget management system, allowing the user to tax individual zones (residential industrial, commercial) at different rates, issue ordinances that would increase or decrease profits from taxes and affect citizen happiness. New types of roads and methods of transportation could be constructed as well, like highways, bus depots, subways, airports, and train tracks, and the game also allowed for nine different types of power plants to be built, including wind turbines, natural gas, and hydroelectric dams, as well as more contemporary and hypothetical power sources, like nuclear power, fusion power and microwave power, which have the added danger that they might create massive disaster scenarios through their malfunction. The game also provided many new types of services and facilities that could be constructed, like prisons, schools, libraries, museums, and hospitals, as well as many structures built specifically to improve the environment and the happiness of citizens, like zoos, stadiums, marinas, and parks. Additionally the game provided much more realistic terrain, able to provide construction surfaces of different elevations as well as subterranean layers that could be used to run subway lines and water pipes through mountains and beneath city streets. SimCity 2000 diverged from the standard top-down presentation of the original and provided players with a dimetric camera position that could be rotated around four times to present different perspectives, as well as zoomed in on twice. Released in its first incarnation on the PC in 1993, SimCity 2000 represented a significant step forward in the graphical and technical standards of the franchise, and the game was ultimately so successful that its presentation and complexity have been used as the basis for its sequels. With SimCity still being Maxis' best selling product despite the release of several other games along the "Sims" line ( SimAnt, SimEarth, etc), the decision was made to produce a new SimCity title, designed to take advantage of recent hardware advances. As the size of the city increased, so did the responsibilities of the player to maintain its various problems, and only the best player able to multitask effectively could handle all of the various issues at one time. The ultimate point of the game was to build and maintain a self-sustaining city, with a functional network of police and fire departments to handle crime and emergencies, and a happy and growing population of citizens willing to pay taxes to support the city's infrastructure of roads and industrial sectors which produce the majority of jobs. SimCity provided the player with two options to start out They could become the mayor of a new city beginning from one of several stages of development, or they could take the role as the mayor of one several existing cities though a variety of scenarios involving situations such as recovering from severe boredom, traffic congestion, severe crime or natural disaster. The first game born from this desire to create was the original SimCity, initially developed and released for the Commodore 64 and later the Amiga, Macintosh, and PC in 1989. The inter-dependency and generative nature of these factories, coupled with Wright's enjoyment of creating new maps for this game, gave birth to the driving desire to produce a city building simulation, since he found the act of creating new levels more enjoyable than playing the game itself. This game put the player behind the controls of a helicopter in a simple top-down shooter, and has players flying around a series of islands, searching for factories to destroy. Created by Will Wright, the idea behind SimCity apparently came during the development of Wright's first game, Raid on Bungeling Bay.
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