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    <title>Tag: maxis | ArchDaily</title>
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        <![CDATA[10 Things The “Cities: Skylines” Video Game Taught Us About Modern Urbanism]]>
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      <link>https://www.archdaily.com/619567/rebuilding-simcity-10-things-cities-skylines-says-about-modern-urbanism</link>
      <pubDate>Wed, 15 Apr 2015 10:30:39 +0000</pubDate>
      <dc:creator>Dario Goodwin</dc:creator>
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        <![CDATA[<p>Ask a random person in the street about their favorite hobbies, and it’s unlikely that they’ll say “<a href="http://www.archdaily.com/tag/city-planning/" target="_blank">urban planning</a> and traffic management” - yet when video games began to take off in the late 1980s city-building was one of the first breakout hits, in the form of <a href="/tag/maxis">Maxis</a>’ <em><a href="http://www.archdaily.com/tag/simcity/" target="_blank">SimCity</a></em> series. The huge success of the “Sim” series in general drove conversations about the value of simulation, as part of the general 1990s optimism about virtual worlds being the future. Sim games became the subject of <a href="http://web.stanford.edu/group/htgg/sts145papers/dchan_2003_1.pdf?utm_medium=website&amp;utm_source=archdaily.com" target="_blank">academic critiques of their philosophy</a> of the world, while city builders became a lot more than a game: in 2002, <em>SimCity 3000</em> was used as a semi-serious test for <a href="http://www.citymetric.com/horizons/2002-warsaws-mayoral-candidates-all-competed-game-simcity-and-future-president-won-733?utm_medium=website&amp;utm_source=archdaily.com" target="_blank">mayoral candidates in Warsaw</a>.</p>]]>
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