I’m currently reading the book “Game On!” About video game history, and had to verify.
When initially designing The Sims, Wright spent a great deal of time researching the fan community of the hugely successful Quake and Quake 2. “I was amazed at the time people were pouring into making their own custom levels,” he told Wired. “So with The Sims, we wanted to make it possible to modify everything. Players could use it as a storytelling platform.”
https://www.shortlist.com/news/15-things-you-probably-didnt-know-about-the-sims-4
This is awesome. He said indeed also that he had himself a lot of fun designing levels and places for video games, so he though making a video game out of the very process of designing a level would be cool.
A project from Will Wright that always fascinated me is SimAnt, a game from 1991 where you build an ant colony.
Yeah, apparently SimCity itself was the result of Will Wright working on an helicopter shoot’m up and realising he had fun making maps for it.
That’s an interesting starting point for codifying a whole genre of games.
Sim ant was so awesome at the time, holy shit.
I lost entire weeks of my childhood playing at being an ant.
Now that I’ve typed that out,
bugbig chunks of my childhood suddenly make more sense.Edit: dammit. I’m leaving that typo because it’s perfect.
Building a world was quite novel back then.
Subjectively at least - and this might be rose-tinted glasses influencing my judgment - it feels like it was more common, that certain genres were almost expected to come with an accessible level/map editor. I think I spent more time with the one from Age of Empires than the actual game.
Farcry and farcry 2 were my map editors of choice