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By Michael Raybuck

By Michael Raybuck. Early Years. Key personnel Difficulties with publishers Establishment of Maxis Software Concepts and difficulties “Software toys”. Initial Success. Early projects and releases “SimCity” franchise Self-guided period Branching out Serious games.

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By Michael Raybuck

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  1. By Michael Raybuck

  2. Early Years • Key personnel • Difficulties with publishers • Establishment of Maxis Software • Concepts and difficulties • “Software toys”

  3. Initial Success • Early projects and releases • “SimCity” franchise • Self-guided period • Branching out • Serious games

  4. Expansive Business Measures • HQ transfer • Initial Public Offering • Corporate developments • Cinematronics, LLC • Acquisition by EA

  5. Post-Acquisition to Present • Absorption and restructuring • Releases under EA • “The Sims” • Expansions and sequels • “Spore” • Full integration

  6. SimCity • Published 1989 • Unconventional gameplay • “Software toys” • Lack of win/loss conditions • Urban planning and user design • Adaptations and port history • Acclaim and awards • Legacy

  7. Assorted “Sim___” Titles • Dozens released 1990-1998 • Primarily simulations • Games to what extent? • Integration with SimCity titles • Educational use

  8. SimRefinery and SimHealth • Released 1993, 1994 • Simulations instead of games • Emphasis on management • Instructional intention • Abandonment of ‘serious game’

  9. The Sims • Released 2000 • Life simulation and gameplay elements • “Interactive dollhouse” • Free will versus management • Critical and financial success • Contribution to independence • Expansions, sequels and spin-offs

  10. Spore • Released 2008 • “God game” • Stages of life • User-generated content • Procedural generation • Community integration • Acclaim and awards

  11. SimCity (2013) • Released 2013 • Re-envisioning of “SimCity” • GlassBox engine • Increased complexity • DRM controversy • “Always on” failures • Reception, criticism, and sales

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