History Videogame / SimCity

22nd Dec '17 2:47:50 AM Cryoclaste
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NOTE: The [[VideoGame/SimCity2013 2013 Simcity has its own page]].

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NOTE: The [[VideoGame/SimCity2013 2013 Simcity SimCity has its own page]].



* FictionalCurrency: Starting with [=SimCity=] 3000, the unit of currency is officially called the ''simoleon'' for Simcity 4 and Simcity 2013.

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* FictionalCurrency: Starting with [=SimCity=] 3000, the unit of currency is officially called the ''simoleon'' for Simcity [=SimCity=] 4 and Simcity [=SimCity=] 2013.



* GameMod: Hundreds of thousands of them, especially for ''[=SimCity=] 4'', are available on tens of fansites. Simcity 4 is so modifiable, the Network Addon Mod qualifies as an unofficial expansion pack!
** Simcity 2013 is also moddable, but was much more difficult to do so so less mods were made.

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* GameMod: Hundreds of thousands of them, especially for ''[=SimCity=] 4'', are available on tens of fansites. Simcity [=SimCity=] 4 is so modifiable, the Network Addon Mod qualifies as an unofficial expansion pack!
** Simcity [=SimCity=] 2013 is also moddable, but was much more difficult to do so so less mods were made.



* SceneryPorn: In every game except, possibly, the first, this has been a major emphasis (though secondary to the applicability of the simulation itself), to a degree determined by the technology available to the average consumer at the time. Broken as the base may be on Societies or Simcity (2013), nobody can deny that they have the capability to make absolutely beautiful cities.

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* SceneryPorn: In every game except, possibly, the first, this has been a major emphasis (though secondary to the applicability of the simulation itself), to a degree determined by the technology available to the average consumer at the time. Broken as the base may be on Societies ''Societies'' or Simcity (2013), ''[=SimCity=] 2013'', nobody can deny that they have the capability to make absolutely beautiful cities.



** The requirement of Water and Electricity are both initially optional as of SimCity 2013, however people will complain and then abandon their home if they're not given both after they move in. This system is necessary because power plants in this game cannot function without workers, nor water pumps in turn without power.

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** The requirement of Water and Electricity are both initially optional as of SimCity [=SimCity=] 2013, however people will complain and then abandon their home if they're not given both after they move in. This system is necessary because power plants in this game cannot function without workers, nor water pumps in turn without power.
21st Dec '17 7:03:18 AM Cryoclaste
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* AttackOfThe50FootWhatever: A traditional Disaster, whether it be Franchise/{{Godzilla}}, [[SuperMarioBros Bowser]], [[AlienInvasion Aliens]], [[AIIsACrapshoot a giant special effects robot]], [[TheSims Servo]] or an Epic creature from {{VideoGame/Spore}}.

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* AttackOfThe50FootWhatever: A traditional Disaster, whether it be Franchise/{{Godzilla}}, [[SuperMarioBros Bowser]], [[AlienInvasion Aliens]], [[AIIsACrapshoot a giant special effects robot]], [[TheSims [[VideoGame/TheSims Servo]] or an Epic creature from {{VideoGame/Spore}}.
5th Dec '17 2:28:12 AM DaNuke
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Added DiffLines:

* ColorCodedForYourConvenience: Zoned buildings of each different wealth tier and density level in the American tileset have a different dominant color. Tall red brick high-rises means high density middle-class, pastel-colored condominiums means rich high density, light green grass means middle-class or rich high density depending on the size of the lawn, dark brown factories means high density heavy industry, and light gray factories means high density modern industry.
3rd Dec '17 5:42:04 PM Kadorhal
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* GameMaker: Will Wright conceived it as a scenario editor for his WWII game ''Raid on Bungeling Bay'' and programmed it as such for the Commodore 64 in 1985, before expanding it to a full-fledged application. Several developers turned "the toy game" down because [[ItWillNeverCatchOn it wasn't ''arcadey''-enough]].

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* GameMaker: Will Wright conceived it as a scenario editor for his WWII game ''Raid on Bungeling Bay'' and programmed it as such for the Commodore 64 in 1985, before expanding it to a full-fledged application. Several developers turned "the toy game" down because [[ItWillNeverCatchOn it wasn't ''arcadey''-enough]]."arcadey" enough]].



* MascotMook: The Monster in this game shows up pretty much all over the place, from the main menu to the GBA port's help screens. It's so iconic, it's impossible to think about ''[=SimCity=] 2000'' without thinking about the Monster. Which is funny, since the Monster ''rarely'' shows up in-game, unless you activate it with the Disasters menu.

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* LevelEditor: An interesting example in regards to ''[=SimCopter=]'' and ''Streets of [=SimCity=]'', which load ''[=SimCity=] 2000'' levels, thus making ''[=SC2000=]'' a level editor for them.
* MascotMook: The Monster in this game shows up pretty much all over the place, from the main menu to the GBA port's help screens. It's so iconic, it's impossible to think about ''[=SimCity=] 2000'' without thinking about the Monster. Which is funny, since the Monster ''rarely'' shows up in-game, unless you deliberately activate it with the Disasters menu.
12th Nov '17 11:14:39 PM FGHIK
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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 -- 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.

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* ''[[VideoGame/SimCity2013 SimCity]]'' [[VideoGame/SimCity2013 (2013)]] was designed by Maxis, who has indicated that intended this game will to 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 -- 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.
12th Nov '17 11:05:58 PM FGHIK
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* ''[=SimCity=] 3000'' (1999) was mostly a graphical and feature update. Originally it was going to be in full 3D, but this was abandoned. The graphics stayed isometric but were promoted to high-definition, new variables were added including fire hazard, approval rating, water and garbage pollution, neighbor deals (which were quite unfair), and support for bigger cities that could reach the million inhabitants with a bit of luck. (It also eliminated hydroelectric power plants that lasted forever, so you could no longer leave your city running overnight and come back to a prospering metropolis with a million Simoleons in the bank; this was counterbalanced by a much more forgiving revenue system that made it much easier to maintain power plants) A later expansion, called ''Unlimited / World Edition / UK Edition'', added a scenario editor, a building editor, as well as Oriental and European building sets. This was [[VideoGameRemake remade]] as ''[=SimCity=] DS''[[note]]some people however argue that [=SimCity=] DS is just [=SimCity=] 2000 with 3000's skin slapped on and some minigames thrown in- the game suffered the same loading times and scrolling issues that plagued the console ports of [=SimCity=] 2000[[/note]] and also for iDevices under the title ''[=SimCity Deluxe=]''.

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* ''[=SimCity=] 3000'' (1999) was mostly a graphical and feature update. Originally it was going to be in full 3D, but this was abandoned. The graphics stayed isometric but were promoted to high-definition, new variables were added including fire hazard, approval rating, water and garbage pollution, neighbor deals (which ([[AdamSmithHatesYourGuts which were quite unfair), unfair]]), and support for bigger cities that could reach the million inhabitants with a bit of luck. (It also eliminated hydroelectric power plants that lasted forever, so you could no longer leave your city running overnight and come back to a prospering metropolis with a million Simoleons in the bank; this was counterbalanced by a much more forgiving revenue system that made it much easier to maintain power plants) A later expansion, called ''Unlimited / World Edition / UK Edition'', added a scenario editor, a building editor, as well as Oriental and European building sets. This was [[VideoGameRemake remade]] as ''[=SimCity=] DS''[[note]]some people however argue that [=SimCity=] DS is just [=SimCity=] 2000 with 3000's skin slapped on and some minigames thrown in- the game suffered the same loading times and scrolling issues that plagued the console ports of [=SimCity=] 2000[[/note]] and also for iDevices under the title ''[=SimCity Deluxe=]''.
8th Nov '17 3:38:30 PM FGHIK
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* BunnyEarsLawyer: Yourself; assuming you are halfway competent, the city's residents will happily overlook your golfing in office hours and your toga parties.

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* BunnyEarsLawyer: Yourself; assuming you are halfway competent, the city's residents will happily overlook your golfing in office hours and your toga parties. They're probably just happy you aren't [[VideoGameCrueltyPotential the other type of mayor]].
29th Oct '17 4:08:49 AM SirPellucidar
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Added DiffLines:

* UrbanLegendOfZelda: The mysterious ''lost arco'', a crystalline structure which may have been present in the game at one point but was removed before it was published, yet rumors abounded about ways to unlock it.
25th Oct '17 9:25:43 AM Theriocephalus
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->''"Is it time—to be Mayor?"''

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->''"Is it time—to time -- to be Mayor?"''



Eventually, ''[=SimCity=]'' proved to be so successful, it managed to spawn 5 sequels over 18 years:

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Eventually, ''[=SimCity=]'' proved to be so successful, it managed to spawn 5 five sequels over 18 eighteen years:



The game is open-ended. There is no ''win'' condition (although in 2000 if you've built enough launch [[Main/{{Arcology}} arcologies]] "the exodus" occurs and all your sims fly off to live in space), but it is not an EndlessGame either; you can tell if you're doing better or worse, but [[WideOpenSandbox you can keep doing it as long as you want, resources permitting]]. It should be noted, however, that certain versions of the game do have a ''Game Over'' scenario. For example, certain versions of ''[=SimCity=] 2000'', ''3000'', and ''4'' will end with you getting kicked out of office if your city's treasury enters the red for a certain period of time.

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The game is open-ended. There is no ''win'' condition (although in 2000 ''2000'', if you've built enough launch [[Main/{{Arcology}} arcologies]] "the exodus" occurs and all your sims fly off to live in space), but it is not an EndlessGame either; you can tell if you're doing better or worse, but [[WideOpenSandbox you can keep doing it as long as you want, resources permitting]]. It should be noted, however, that certain versions of the game do have a ''Game Over'' scenario. For example, certain versions of ''[=SimCity=] 2000'', ''3000'', and ''4'' will end with you getting kicked out of office if your city's treasury enters the red for a certain period of time.



NOTE: The [[VideoGame/SimCity2013 2013 Simcity has its own page]]

to:

NOTE: The [[VideoGame/SimCity2013 2013 Simcity has its own page]]
page]].



* [[CarFu Helicopter Fu]] - [=SimCopter=] let you win a criminal-catching mission by ''[[VigilanteExecution crushing the suspect to death by landing on him]].'' [[SelfImposedChallenge Required very precise flying skills to do it without taking damage]], but [[VideogameCrueltyPotential a definite guilty pleasure]].

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* [[CarFu Helicopter Fu]] - CarFu: [=SimCopter=] let you win a criminal-catching mission by ''[[VigilanteExecution crushing the suspect to death by landing on him]].'' [[SelfImposedChallenge Required very precise flying skills to do it without taking damage]], but [[VideogameCrueltyPotential a definite guilty pleasure]].



* IsometricProjection: ''2000'' and ''3000'' and their derivatives.

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%% (Zero content example) * IsometricProjection: ''2000'' and ''3000'' and their derivatives.



* CyberCyclops / GiantSpider: The Monster is one of the flying, robotic, one-eyed, laser-shooting variety.

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* CyberCyclops / GiantSpider: CyberCyclops: The Monster is one of the flying, robotic, one-eyed, laser-shooting variety.
15th Sep '17 2:22:15 PM nombretomado
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A SimulationGame released in 1989, and the first ''Sim'' game "created" by Creator/WillWright (actually a team of developers, most notably Don Hopkins, who go largely uncredited etc.). It's been around for a while: the original was widely released, it could be played on first-generation {{Apple Macintosh}}es (i.e. the ones with black-and-white screens) and popular [[UsefulNotes/ZXSpectrum 8-bit]] [[UsefulNotes/AmstradCPC micro]][[UsefulNotes/{{Commodore64}} computers]].

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A SimulationGame released in 1989, and the first ''Sim'' game "created" by Creator/WillWright (actually a team of developers, most notably Don Hopkins, who go largely uncredited etc.). It's been around for a while: the original was widely released, it could be played on first-generation {{Apple UsefulNotes/{{Apple Macintosh}}es (i.e. the ones with black-and-white screens) and popular [[UsefulNotes/ZXSpectrum 8-bit]] [[UsefulNotes/AmstradCPC micro]][[UsefulNotes/{{Commodore64}} computers]].
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