The Sims
The SimCity line of games was the most popular franchise for Maxis until the 2000 release of The Sims. In the SimCity games, the abstract goal was to create a balanced civic space by use of zoning, taxes, and the gauging of interests of the simulated populace, responding accordingly as an omnipresent governmental body or God.
The Sims franchise is much more popular. It is, in fact, the best selling PC game in history. In The Sims, we control the inner household economies and social endeavors of individuals and families in a suburban landscape exemplifying Texas-style sprawl. The abstract goal here is the personal happiness of the characters accommodated by the right mix of consumer goods and friendly encounters.
In The Sims, there is no mixed-use zoning or high-density development. The large single-family dwellings are spaced apart generously with expansive green lawn between. The easiest way to make a Sim character happy is to buy he or she something new within their budget. Lack of social interaction and unmanageably excessive living space takes a toll on Sim characters, but the game’s emphasis is squarely on consumerism.
Until Maxis releases a “Smart Growth” expansion pack to go along with their “Livin’ Large,” “House Party,” “Vacation,” “Superstar,” and “University” expansion packs, the CMACM team is at work tricking the game into creating a medium-density mixed-use environment in order to test the simulated citizen’s response to such an aberration.
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