History Videogame / SimCity

15th Aug '17 5:24:51 PM nombretomado
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The series also spawned a number of spin-offs ''other than'' VideoGame/TheSims, some of which are listed below. Most of them tend to be "''[=SimCity=]'' [[XMeetsY meets such-and-such]]."

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The series also spawned a number of spin-offs ''other than'' VideoGame/TheSims, some of which are listed below. Most of them tend to be "''[=SimCity=]'' [[XMeetsY [[JustForFun/XMeetsY meets such-and-such]]."
13th Aug '17 3:49:16 PM Zuxtron
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* TheDevTeamThinksOfEverything: Averted in some things. While there will always be things the developer of a WideOpenSandbox game doesn't think of players doing, in 2013 the developers didn't seem to give much thought to people building large, low density cites (thus looking the way most residential districts look), which quickly run out of room due to the small city size and have barely enough population to specialize in anything.
22nd Jul '17 1:18:59 AM TropesForever
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* BowtiesAreCool: Dr. Wright.
16th Apr '17 4:06:34 PM Generality
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* ''VideoGame/SimEarth'': ''[=SimCity=]'' meets a planet. Take a terrestrial planet from formation to the point where its sun goes red giant, through the evolution of life and development of civilisation along the way. The "largest scale" Sim game, ''VideoGame/{{Spore}}'' excluded. Notable for coming with a {{Doorstopper}} of an instruction manual.

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* ''VideoGame/SimEarth'': ''[=SimCity=]'' meets a planet. Take a terrestrial planet from formation to the point where its sun goes red giant, through the evolution of life and development of civilisation along the way. The "largest scale" Sim game, ''VideoGame/{{Spore}}'' excluded.included. Notable for coming with a {{Doorstopper}} of an instruction manual.
16th Apr '17 4:00:16 PM nombretomado
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* ''VideoGame/SimEarth'': ''[=SimCity=]'' meets a planet. Take a terrestrial planet from formation to the point where its sun goes red giant, through the evolution of life and development of civilisation along the way. The "largest scale" Sim game, ''{{Spore}}'' excluded. Notable for coming with a {{Doorstopper}} of an instruction manual.

to:

* ''VideoGame/SimEarth'': ''[=SimCity=]'' meets a planet. Take a terrestrial planet from formation to the point where its sun goes red giant, through the evolution of life and development of civilisation along the way. The "largest scale" Sim game, ''{{Spore}}'' ''VideoGame/{{Spore}}'' excluded. Notable for coming with a {{Doorstopper}} of an instruction manual.
16th Apr '17 5:33:02 AM DaNuke
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* ''[[VideoGame/SimCity2013 SimCity]]'' [[VideoGame/SimCity2013 (2013)]] was designed by Maxis, who has indicated that this game will be more of a direct sequel to ''[=SimCity=] 4'' than ''Societies'' was. It also introduces online multiplayer to the series proper, a game mode that has not been explored since the long-forgotten ''[=SimCity=] 2000 Network Edition.'' However, due mostly to poor planning, server overload and bugs wrecked its release. Periodic updates over a period of eight months restored the game to approximately the level of functionality promised on launch, albeit with major bugs still gone unsquished. Late the same year, an expansion was released: ''Cities Of Tomorrow'', focusing on bringing cities into TheFuture by building huge [[{{Arcology}} Arcologies]] called Mega Towers, unlocking new technologies with an advanced Academy, or taking over the region as O{{megaCorp}} and dispensing the highly addictive {{phlebotinum}} Omega while gradually overtaking all facets of Sim life.

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* ''[[VideoGame/SimCity2013 SimCity]]'' [[VideoGame/SimCity2013 (2013)]] was designed by Maxis, who has indicated that this game will be more of a direct sequel to ''[=SimCity=] 4'' than ''Societies'' was. It also introduces online multiplayer to the series proper, a game mode that has not been explored since the long-forgotten ''[=SimCity=] 2000 Network Edition.'' However, due mostly to poor planning, server overload and bugs wrecked its release.release -- badly enough to prompt Paradox to greenlight its current major competitor ''Cities: Skylines''. Periodic updates over a period of eight months restored the game to approximately the level of functionality promised on launch, albeit with major bugs still gone unsquished. Late the same year, an expansion was released: ''Cities Of Tomorrow'', focusing on bringing cities into TheFuture by building huge [[{{Arcology}} Arcologies]] called Mega Towers, unlocking new technologies with an advanced Academy, or taking over the region as O{{megaCorp}} and dispensing the highly addictive {{phlebotinum}} Omega while gradually overtaking all facets of Sim life.
2nd Apr '17 3:30:43 PM Twentington
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* CutSong: Apparently there were supposed to be twelve additional songs in the ''Rush Hour'' expansion pack, but some four or five were removed in the final product.
8th Mar '17 6:41:29 PM Tightwire
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* ''[=SimPark=]'': ''[=SimCity=]'' meets a nature reserve. In North America. Doubles as an enviromental educational tool and a way to hear people constantly whining about there not being enough cars. Like ''SimTown'' its mostly geared towards children.
* ''[=SimSafari=]'': ''[=SimCity=]'' meets a safari park. Like Sim Park, but in Africa.
* ''Streets of [=SimCity=]'': Actually a major break from the resource simulation genre, instead being a driving sim -- with some combat elements thrown in, no less. Perhaps most notable for two things: you can upload ''[=SimCity=] 2000'' maps into it, and it was a rather remarkable forebearer of much later open-ended games like ''VideoGame/GrandTheftAuto'' (except that the player is stuck in his car, and it was naturally much more primitive; that said, it even shares many similar themes, if you can believe that) Sadly, it had a number of ObviousBeta bugs that kept it from gaining a wide audience.

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* ''[=SimPark=]'': ''[=SimCity=]'' meets a nature reserve. In North reserve in North-West America. Doubles as an enviromental educational tool and a way to hear people constantly whining about there not being enough cars. Its disasters include Kudzu (a rapidly spreading weed) and a garbage dump. Like ''SimTown'' its it's mostly geared towards children.
* ''[=SimSafari=]'': ''[=SimCity=]'' ''[=SimPark=]'' meets a safari park. Like Sim Park, park in the savannas of Africa. It is a similar environmental education game, but in Africa.
you also hire employees from the nearby village, helping to bring the people out of poverty by supporting their economy rather than through charity.
* ''Streets of [=SimCity=]'': Actually a major break from the resource simulation genre, instead being a driving sim -- - with some combat elements thrown in, no less. Perhaps most notable for two things: you can upload ''[=SimCity=] 2000'' maps into it, and it was a rather remarkable forebearer of much later open-ended games like ''VideoGame/GrandTheftAuto'' (except that the player is stuck in his car, and it was naturally much more primitive; that said, it even shares many similar themes, if you can believe that) Sadly, it had a number of ObviousBeta bugs that kept it from gaining a wide audience.
6th Mar '17 6:40:04 PM Bauglir100
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Added DiffLines:

**In ''2000'', you can get rid of rioters by lowering the terrain that they're standing on until it becomes water. That's right, you can [[KillItWithWater drown]] [[BadBoss your own]] [[KickTheSonOfABitch malcontent citizens]].


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* HoistByHisOwnPetard: Rioters can be snuffed out by fires that they started themselves.
4th Oct '16 9:57:47 AM Androgeos
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* NotInMyBackyard: In ''3000'', ''4'', and ''2013'', how zones are developed and how desirable they are is a considerable gameplay factor: while uneducated plebes and the low-level businesses and factories they work for can pop up anywhere, middle and upper-class citizens and businesses will only want to set up house and shop in unpolluted areas close to their workplace/employees/customers and places with good schools, hospitals and other city-provided services. Places like landfills and power stations will drive away all but the most destitute of sims, while parks, plazas, landmarks and reward objects will attract the wealthy.

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* NotInMyBackyard: In ''3000'', ''4'', and ''2013'', how zones are developed and how desirable they are is a considerable gameplay factor: while uneducated plebes and the low-level businesses and factories they work for can pop up anywhere, middle and upper-class citizens and businesses will only want to set up house and shop in unpolluted areas close to their workplace/employees/customers and places with good schools, hospitals and other city-provided services. Places like landfills and power stations will drive away all but the most destitute of sims, while parks, plazas, landmarks and reward objects will attract the wealthy. Finally, any irradiated area is a universal no-no—even the poorest Sims won't bother settling down in such areas.
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http://tvtropes.org/pmwiki/article_history.php?article=Videogame.SimCity