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The joys of creation and destruction in SimCity 2000 | PC Gamer - reavestharrife

The joys of creation and destruction in SimCity 2000

SimCity 2000
(Image cite: Maxis)

PC Gamer magazine

(Image credit: Future)

This article first appeared in subject 354 of PC Gamer cartridge, in our PC Gaming Legends feature. Every month we execute exclusive features exploring the world of PC gaming—from behind-the-scenes previews, to incredible community stories, to fascinating interviews, and more.

I don't think city-edifice games, despite the perspective of looking mastered on all the tiny people and making decisions that can bring them happiness Beaver State ruin their lives, really make me smel like a divinity. I usually feel more equal a Peeping Tom mixed with an exasperated parent. I delight in just spying on my citizens to see what they're capable, and acquiring annoyed when they need something from me. "Finely, I'll human body you a hospital! Now stop bloody whining all of the time so I can get backrest to blissfully squinting the least bit the little cars driving around."

SimCity 2000 was a revelation to me. I'd played the original SimCity, but SimCity 2000 swapped from the top-down vista and 2D graphics to an mapping position, which ready-made my little cities feel absolutely alive and real. There was so much item packed into its pixels, giving every tiny house and green and skyscraper its ain personality. In a a couple of years I'd know my virtual metropolis's neighbourhoods and roads better than the one I actually lived in. After building an airport, I could happily watch the teensy, tiny aeroplanes inching across the screen for hours. I forever rushed to fles seaports with great care a bit boat would appear in the waterways. IT was like a live feed from a webcam six-pointed at a real metropolis, long before live webcams were smooth a affair. SimCity 2000 was one of the offse PC games to really sink its maulers into me, and I'd frequently eat dinner in advanced of the screen, non even playing but just observing.

And when I wasn't just staring at my city, in that respect was so more to monkey with. Taxes to increase when I ran into money troubles, underground views for laying down public-service corporation pipes and subway lines, and graphs showing various attributes of my city that... well, I probably ne'er really understood all the graphs. But at least they were there if I wanted to look at them.

(Image credit: Maxis)

And there was just something so mesmerising most peering behind at the little world I was building, seeing the cars on the roads I assembled obeying the little traffic lights, experimenting with urban center ordinances, watching the metropolis tardily grow until it was so incredibly big I'd just about trial out of room. And and then I'd set about a untested one.

Smash the system of rules

It was also exceedingly rare at the time: a spunky that had a source only no real ending, with no genuine win-state, OR flatbottomed a way to let you know if you should discontinue and get down over or hold workings on the city you had ahead you. IT was open-all over, and you could construct and manage your urban center indefinitely. Once I even leftover my game running overnight while I slept, just to see if IT could sustain itself. I'm pretty sure it was in unfavourable shape the next morning.

There was also the satisfaction that comes on with building something beautiful—knock it down indeed I could try to rebuild it again. Disasters could occur, with anything from earthquakes to carpenter's plane crashes to alien attacks, but I could launch them myself, too, if I wanted a bit extra dispute or if my city was humming along indeed nicely I'd vindicatory gotten a trifle bored. That's the danger of including a disaster computer menu at the top of the sieve. It's impossible non to click on that once in a while. Gravy. There's a flood Beaver State tornado operating room a thermonuclear fortuity. Hmm, maybe city constructor games do score Maine feel like some rather god after all, and non a selfsame precise one at that.

Christopher Livingston

Chris started playing PC games in the 1980s, started writing about them in the early 2000s, and (ultimately) started getting nonrecreational to write of them in the New 2000s. Following few years as a regular freelancer, PC Gamer hired him in 2014, plausibly so he'd stop emailing them asking for much work. Chris has a love-detest relationship with survival games and an unhealthy enchantment with the inmost lives of NPCs. He's also a fan of offbeat simulation games, mods, and ignoring storylines in RPGs indeed he can make up his own.

Source: https://www.pcgamer.com/the-joys-of-creation-and-destruction-in-simcity-2000/

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