SimCity's Creator Calls SimCity Launch "Inexcusable"

Illustration for article titled SimCity's Creator Calls SimCity Launch "Inexcusable"

Will Wright created SimCity. Will Wright did not work on the digital clusterfuck that was is the 2013 version of SimCity, though, so what did he think of the game?


The game itself, he says it's "good", and that he enjoys "playing it a lot". But in an interview with, he talks more about the game's launch, and now that he no longer works at developers Maxis, his thoughts were about the same as yours or mine.

"I feel bad for the team", he says.

"I could have predicted - I kind of did predict there'd be a big backlash about the DRM stuff. It's a good game; I enjoy playing it a lot."

"It was kind of like, 'EA is the evil empire, there was a lot of 'Let's bash EA over it,'" he adds. "That was basically inexcusable, that you charge somebody $60 for a game and they can't play it. I can understand the outrage. If I was a consumer buying the game and that happened to me, I'd feel the same."

Will Wright: Games "falling way short" as a medium []


See, this is partially where content unlocking would work well, microtransactions and DLC.

One of the best things about free games, is that there is no buy in, meaning that if the game is crap, you lose nothing but a little time. Now, that's not to say that Sim City was crap, but it wasn't in the best condition on launch.

If players were able to play maybe, build a small city for free and then pay the additional amount to unlock the rest of the content, then they could opt out if the server was having these kinds of issues. No loss from a consumer perspective.

Free games are in the best interest of the consumer, you basically pay what you think it is worth. It's just that the design of monetization isn't really refined yet. And it tends to be heavy handed and overly aggressive.

It's like demos, but separate demos are a bit of a waste of time and resource. So a more integrated unlock system would work better.