Interview with Will Wright, co-designer of SimCity 2000 Q: How did you ever get the idea for the original SimCity (now SimCity Classic)? A: I started working on SimCity back in 1985, when I was designing a landscape for another game I was working on. The idea was to blow up the landscape - cities, roads, islands. But I had more fun creating the landscape than blowing it up, so I thought I would work on a city building game. Q: How does SimCity 2000 differ from SimCity Classic? A: SimCity 2000 has all the things we wanted to put in SimCity Classic when it came out in 1989, but couldn't because computers weren't sophisticated enough. We also have four years' worth of customer suggestions of the things they want to see in SimCity 2000. A lot of those suggestions are being incorporated into the game. Q: What customer suggestions have you incorporated into SimCity 2000? A: A lot of people wanted more precise control over zoning, so we've made the unit squares much smaller. You also have the option to create low- or high-density zonesin residential, commercial, and industrial areas. Another common suggestion was expanding the types of power sources beyond the original coal and nuclear plants. So we've added gas, oil, solar, wind, hydroelectric, microwave, and fusion power. All of them have advantages and drawbacks, depending on how you build your city. Then there's a whole collection of new structures and city services that people aksed for, to make their cities more realistic-schools, universities, libraries, museums, hospitals, prisons, marinas, zoos, freeways, subways, bridges, and train stations. Q: How are the graphics of SimCity 2000 different? A: We've made incredible improvements to the graphics! To start with, they're three-dimensional, with mountains, foothills, valleys, lakes, streams, and waterfalls. You can zoom into the landscape at three levels of magnification, and rotate the landscape 360 degrees to see "behind" mountains and buildings. Q: How is gameplay different in SimCity 2000? A: As we've made the game more realistic, it's become more "personal" to play. You really feel that you are responsible for this city full of demanding, opinionated people. For instance, there's an on-screen newspaper to tell you what's going on and what people think of you. As mayor, you'll have advisors to help you make decisions about running the city. There's also more of a competitive element in SimCity 2000. If you're a successful mayor, you're rewarded with a mansion and a statue dedicated to your genius. But you also have to compete with four "neighboring" cities - they're actually off-screen, but they affect the game. If the city's business environment and quality of life decline, the neighboring cities will lure your citizens and industries away. Q: Is SimCity 2000 hard to learn? A: We hope not, because one of our main goals in designing SimCity 2000 was adding all the new features while keeping the game as easy to learn as the original SimCity. So we took the additional complexity and hid it beneath the surface. You can start playing SimCity 2000 just like you would play the original SimCity, and you can dive down into the complexity when you're ready for it. An example of hidden complexity is SimCity 2000's new water system. There's a whole underground level where you can lay pipe for transporting water to different areas of the city. When you first start to play SimCity 2000, you can ignore the water system - pipe will automatically be laid under buildings as they develop. But the city population won't get really big until you optimize the water system. You do that by placing pumps, main pipes, storage tanks and desalinization plants so that water is distributed efficiently. In general, we've designed SimCity 2000 so that you can start playing immediately, learn the new features as you go, and be rewarded for learning with a better city. This interview was conducted by Sally Vandershaf with Will Wright, while Will was slaving away at his Mac and programming his eyeballs out. It was edited by two slobbering tech support goons who hadn't had their cup of coffee yet.