Multiplayer soon became one of the game's headlining features, as well as a main selling point in the marketing leading up to its launch. All of that emergent storytelling that comes out of people working together or not working together are stories about real cities, too." "I wanted to be able to set up, with my friends, a little region and work together or sometimes compete with each other make a whole bunch of crime and export it into their city to mess it up. "My personal goal, because I have two sons, was I wanted to be able to play with my family," says Librande. The thought of having players team up to construct cities in neighbouring regions, and interact with one another by trading resources, sharing services, or polluting the common environment, seemed like a natural step towards further realism. But he recalls the team at Maxis was largely on board with the idea. "It was definitely like we needed to do it because at that time every game had multiplayer components, or was expected to have multiplayer," says Librande. Although it did make one request: SimCity should step outside the single-player bubble and embrace the fad of the moment-multiplayer. Stone Librande, lead designerĪs the project ramped up and more developers joined, EA largely took a back seat. It was definitely like we needed to do it because at that time every game had multiplayer components, or was expected to have multiplayer. You want to think of it as humans moving through these systems, from place to place." You don't want to think of a city as a collection of buildings and streets.
"I had a sign above my desk that said 'Cities are people, not buildings,'" says Librande. Unlike past games in the series, this SimCity would model the behaviour of individual people, cars and businesses to more organically and realistically replicate city life. "We wanted to make it more dynamic," says Quigley, who hoped the new engine would more responsively visualize the interactions of the city's inhabitants.