In 1989, a game was released in the United States.
This game, launched for PC, had a unique concept that was unheard of at the time.
It was a “city-building game.”
With its distinctive premise that gamers had never seen before, this game buzzed in the gaming community, selling about a million copies and spawning a popular series with a total of 12 spin-offs.
This game was none other than the origin of many simulation games, and the masterpiece of Will Wright, often referred to as the father of simulation games — “SimCity.”
In fact, the SimCity most people are familiar with is not the original SimCity Classic.
The very first SimCity Classic was in 2D and had a top-down view, making it hard to feel the essence of city management.
The game that truly introduced gamers to the concept of SimCity was “SimCity 2000,” released four years later in 1993.
It showcased three-dimensional buildings and cities in a quarter-view perspective, fully overhauling the interface to make building and managing cities more convenient.
Subsequent titles in the SimCity series can be traced back to “SimCity 2000.”
Most gamers, myself included, first encountered SimCity through “SimCity 2000,” getting lost in the addictive fun of simulation gameplay.
The joy of simulation games can be summed up as “the pleasure of testing imagination.”
Many games provide satisfaction to gamers’ imaginations, but simulation games are the ultimate version of this concept.
Players’ patterns in simulation games are quite similar.
They start by proceeding with the missions and campaigns set within the game.
They learn the rules and methods of the game, eventually reaching the ending with what they believe is the most efficient strategy.
And that’s when the real fun of simulation gaming begins.
American chemist Linus Pauling, who won the Nobel Prize twice, said something profound:
“Satisfying curiosity is the greatest source of happiness in life.”
I believe this quote encapsulates the essence of the joy found in simulation games.
Everyone who plays simulation games has thoughts like these:
“Can this work?”
“What happens if I do this here?”
“I think doing this will work!”
It’s this innate curiosity that arises while playing.
Unlike other games, which have structural limitations, simulation games allow players to explore those impossible scenarios.
And in that moment, a new content emerges that the gamers themselves create.
I was no exception.
“What happens if I cut off the water supply to the city?”
“If I blow up a nuclear power plant in the middle of town, how many people would die?”
“If a tsunami hits, how many floors of buildings will flood?”
I was filled with curiosity, and I conducted experiments in SimCity.
I watched as protests erupted due to high stress levels from the lack of water supply and sent in the army to suppress the rioters.
I built four nuclear plants in the city center and observed the consequences, with 100,000 casualties from simultaneous explosions.
As for the tsunami, I initiated it so violently that every city was submerged — it felt like a scene from a movie.
This phenomenon was true for other simulation games as well.
In the zoo management simulation “Zoo Land,” I watched guests and staff getting eaten by the animals in their enclosures.
In the roller coaster simulation game “Rollercoaster Land,” I experimented by making people vomit in the water below or intentionally constructing circuits that led to catastrophic failures.
I didn’t do this because I’m a psychopath.
When you play simulation games, everyone experiments in a way that’s enjoyable.
…Seriously!
Only those who haven’t caused a single guest’s death in “Rollercoaster Land” may throw stones at me!!
Anyway, what’s important is that for us who want to create things, there’s no game as suitable as “SimCity” for achieving a successful city.
Alright! It’s time for some fun game development.
*
Suddenly, with a declaration of game development, Yuren’s game planning presentation began.
As Yuren presented on SimCity and simulation games, Lauren turned to Jiren next to her and said.
“Jiren oppa…”
“What?”
“Wasn’t today our day off?”
“Yeah…”
“Then why are we having a game development meeting?!”
Today was Saturday, a public holiday, and thus a day to relax.
The meeting’s topic wasn’t about game development, but rather, “[Collecting ideas for our fun fantasy life and planning village development],” which was supposed to be a flex-related enjoyable time.
But when they regained their senses, they found Flex had vanished, and a game development meeting had taken its place.
Jiren sighed and replied wearily to Lauren’s comment.
“Well, this is the Irene School, and that person is Yuren, so…”
Sadness filled Jiren’s eyes.
Lauren had grown up watching Jiren, who used to be spirited and frequently escaped from Yuren to play.
Seeing Jiren’s empty gaze made Lauren feel a sense of fear for the first time in her life, imagining that it could be her own future.
“Indeed, our school seems crazy. From now on, I’m going to work freelance!!”
Lauren tried to escape the meeting room, but she felt an oppressive weight as if her weight had tripled, preventing her from moving.
Panicking, she turned to see Jiren, who had cast a weight-reduction spell on her.
“Are you really gonna try to run away from Yuren after getting caught by me in ten seconds? You’ve got to be kidding…”
“Giving up is easier. Lauren, I gave up last year.”
Suddenly, Julia, who had moved beside them, chimed in to assist Jiren.
Julia’s eyes looked just as empty.
“Plus, if even one person drops out, it makes it painful for the rest.”
“Exactly, so Lauren, just give up and accept it.”
Seeing the vacant expressions of the two, who had transcended giving up to find enjoyment, Lauren felt fear once again.
Is that what it looks like to be brainwashed?
Ultimately, Lauren couldn’t bear it any longer and exploded.
“Waaaaaah!!! I want to play!!! I just want to play!!! Woe is me!!!”
Quickly, Julia covered Lauren’s mouth, silencing her.
Yuren, who heard the brief commotion, commented.
“Huh? What’s wrong, Jiren? Do you want to add something to the game?”
“It’s nothing. Just ignore it and continue, please.”
“Yeah, Yuren, don’t mind us and keep presenting.”
While Jiren and Julia kept Lauren subdued, they whispered to Yuren.
Through years of experience, the two had learned that solving Yuren’s game development desires would ironically provide them the most comfort.
Only Lauren’s silent screams for freedom echoed throughout the conference room.
*
The development of “SimCity” progressed astonishingly quickly.
There were three reasons for this.
First, they had to complete the verification through the development of SimCity before starting to design their own homes.
With everyone’s personal homes on the line, their motivation to work was over 200%.
The second reason was that everyone had accumulated so much experience in game development that they had gone beyond needing prompts.
Now, even if I said nothing, everyone was thoroughly carrying out their tasks.
In fact, they were bringing improvements that I hadn’t even mentioned yet to demonstrate right there, leaving me speechless.
While Sora was one thing, to see Noirin and the other priests reaching this level was truly astonishing; it felt as if they were making incredible “game development weapons.”
The last reason was that unexpectedly, everyone was having fun developing the simulation game.
As they began implementing various simulation content, everyone started putting in their own ideas.
For example, saying things like:
“The resurrection of the demon lord should definitely be an event of disaster, right?”
“I think it should be added. It was an event that happened hundreds of years ago but is one of the certainly recorded disasters.”
“If he resurrects, how many demons do we summon?”
“Hmm… we should have at least ten thousand showing up, right?”
Jiren and Karen casually added a disaster event.
Later, it turned out to be an event where the resurgence of the demon lord coincided with a volcanic eruption, leading ten thousand demons to obliterate a nearby village.
Personally, I felt the nuclear meltdown was a more merciful event.
“Hey, if the mana concentration rises this high, people are going to burst!”
“My grandpa told me there are things like this in volcanic areas. We need to include it for that purpose!!”
One of the elements composing the environment of the other world was mana concentration.
However, areas with extreme mana density could cause the mana cores of anyone other than elves or seasoned wizards to burst or go berserk from overabsorption.
I hadn’t ordered this, but somehow Julia created and included it.
“Um… why does a city-building simulation game need a weapon shop?”
“Well, it’s necessary for the mercenaries and adventurers who need weapons, right?”
“Do weapon shops only sell guns nowadays?”
“Th-That’s different, I mean…”
Barren created a weapon shop.
A weapon shop that only sold guns.
“Sora, my student, have you incorporated the Roots of the World Tree?”
“Yes! Irene-nim!! It’s been applied below ground!!”
“Just like I expected from Sora!”
Is it just Sora and the Master that are working normally?
Really… I’m not going wrong!
What they were doing in the simulation game is human nature!
Once again, I felt that everyone was fundamentally the same, and I pushed forward with the development of SimCity.