chaimgingold
Joined 11 years ago
Joined 11 years ago
> - how much does it go into people and personalities of the team and stakeholders, besides the technical design of the game?
A lot; it all goes together.
> - it sounds like first part of the book is historical and talks about various games, second focuses strictly on simcity?
Yes. And not just games, but computer history and simulation practices (like system dynamics, cellular automata, artificial life) that influenced SimCity and shaped its reception.
Edwin Hutchins's Cognition in the Wild is one of my favorite books. It's very technical and ethnographic, but less historical. It doesn't deal with code, but that's because it's about the nitty gritty of navigation on a Navy ship (pre digital computing), and (here's the historical aspect) it compares this to some traditional Polyponesian navigational practices.
The closest thing off the top of my head are titles in MIT Press's Platform Studies series, like Racing the Beam, about the Atari 2600, which is historical and technical. https://mitpress.mit.edu/9780262539760/racing-the-beam/
Maybe Casey O'Donnell's Developer's Dilemma? https://direct.mit.edu/books/monograph/4469/Developer-s-Dile...
If you make a Venn diagram with history, ethnography, technical details, and code as different circles, the central intersection may not be huge, but I think there may be a lot more if you remove some of the constraints. But I want to see more work at this intersection, and I hope more people do it.
For example, he writes in Pieces of the Action (p. 262) of "an example of how easy it is to teach fundamental calculus," about a mechanic with a high school education who learned calculus by working on the differential analyzer. "It was very interesting to discuss this subject with him because he had learned the calculus in mechanical terms ‐ a strange approach, and yet he understood it. That is, he did not understand it in any formal sense, but he understood the fundamentals; he had it under his skin."
I think this is fascinating stuff, and chapter 2 goes deep into the subject. Chapter 1 is about Doreen Gehry Nelson and city simulations made by school kids--it's all about games, simulation, tangibility, and learning.
I agree! There's a lot of talented people out there. Hopefully someone will make something like that one day.
[1] Will Wright (designer of SimCity) will be interviewing me about the book on July 19th at 2PM ET. We thought it would be fun to turn the tables and have him interview someone else for a change. On Twitch, free, online, and live. Hosted by ROMchip. RSVP here: https://www.tickettailor.com/events/romchipajournalofgamehis...
[2] Stewart Brand wrote a brief review on X I'm still in disbelief over ("It is one of the best origin stories ever told and the best account I've seen of how innovation actually occurs in computerdom."). Read more here: https://twitter.com/stewartbrand/status/1800941614287946003