SimCity 2000

Fred Haslam and Will Wright turned a reluctant sequel into the definitive city builder

By the time Fred Haslam was pitched on making a sequel to SimCity, Will Wright had already spent five years on the original game and had no appetite for doing it again. The pitch came at a Maxis company dinner in December 1990, just as Wright and Haslam had finished SimEarth, and Wright made clear he was happy to hand the project off. What followed was three years of work that produced something more than an update and more than a sequel. SimCity 2000, released in 1993, became the definitive version of an idea that Wright had invented and Haslam expanded into something closer to its full potential.

The most visible departure from the original was the shift to an isometric perspective, trading the flat top-down view of SimCity Classic for a pseudo-3D presentation that made cities feel inhabited rather than diagrammatic. This was not purely cosmetic. The isometric view enabled terrain with genuine elevation, which meant hills, valleys, and waterways became features to plan around rather than background decoration. Placing a road across a hillside now required consideration of the slope. Coastlines and rivers shaped where districts could develop. The city was no longer a grid imposed on a neutral surface but something that had to negotiate with the land beneath it.

The decision to introduce underground construction was equally transformative. Players could now route water pipes and subway lines beneath their cities, separating utility infrastructure from surface-level planning in a way that made larger and more complex urban systems viable. The simulation had always been, as Wright once described it, a caricature of how a city works rather than a realistic model, but SimCity 2000 was a more detailed and nuanced caricature than its predecessor. The economic model required players to manage taxes, municipal bonds, and public service budgets with enough granularity that a city could plausibly slide into debt through mismanagement, and arcologies, those science-fiction self-contained urban units capable of housing enormous populations, gave players a long-term objective that the original had never offered.

The core programming for the MS-DOS version was handled by Jon Ross, Daniel Browning, and James Turner, and the project marked Maxis’s transition from C to C++ as its primary development language. The scenarios that shipped with the game were grounded in recent history in ways that gave them a particular texture: players could work through the aftermath of the Oakland firestorm of 1991 and Hurricane Hugo’s damage to Charleston in 1989, as well as the Great Flood of 1993 in Davenport, Iowa. These scenarios made the game feel connected to the world it was abstractly simulating, and the in-game newspaper mechanic that delivered headlines, opinion polls, and disaster warnings gave even the open-ended sandbox mode a voice and a sense of ongoing consequence.

Commercially it was the clearest success Maxis had produced, selling 1.4 million units in the United States between 1993 and 1999 and reaching global sales of 3.4 million across all platforms by early 2002. It won Best Simulation at the 1994 Codie Awards, the fifth consecutive win in that category for Maxis, and was runner-up for Computer Gaming World’s Strategy Game of the Year, losing to Master of Orion. It was eventually acquired by the Museum of Modern Art in New York, which added it to its permanent collection as a work of software design worthy of preservation alongside other significant cultural objects.

Maxis was acquired by Electronic Arts in 1997, and Wright moved on to other projects, eventually producing The Sims and Spore before leaving the company. SimCity 2000 remained the high-water mark of what the studio had built independently, a game whose influence could be traced through every subsequent city builder in the genre and whose design assumptions about what a simulation ought to feel like shaped a generation of developers. The phrase “Reticulating Splines”, which appeared on the loading screen and which Wright inserted because it sounded technically impressive without meaning anything in that context, became one of gaming’s more durable in-jokes. It was exactly the kind of thing the game could get away with: confident, slightly absurd, and entirely in on the joke.


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