Will Wright: The Systems Thinker Behind SimCity, The Sims, and Spore

In 1980, a young Will Wright helped drive a modified Mazda RX-7 from Brooklyn to Santa Monica in just over 33 and a half hours to win the illegal US Express street race. The same man went on to create SimCity, The Sims, and Spore, games famous for having no finish line at all. This episode traces how a Montessori education, the loss of his father at age nine, a fascination with Go and tabletop war games, and five years of college across multiple majors with no degree shaped a mind obsessed with complex systems.

We follow the epiphany during Raid on Bungeling Bay, when building islands in the level editor proved more fun than bombing them, the publisher rejections of a city game with no way to win, the fateful 1986 pizza party meeting with investor Jeff Braun, and the 1991 Oakland firestorm that destroyed Wright’s home and inspired The Sims. Along the way we cover SimEarth, SimAnt, Spore’s Metabrain, his BAFTA fellowship, and a Battlebots robot that wrapped opponents in tape.

  • How Conway’s Game of Life and emergence theory became the foundation of the software toy and possibility space concepts
  • Why the Maxis board hated the virtual dollhouse idea and how EA’s 1997 acquisition finally greenlit The Sims
  • How The Sims surpassed Myst as the best-selling PC game and earned EA over a billion dollars
  • Spore’s Metabrain, which distributed millions of player-made creatures into other players’ galaxies
  • Wright’s post-EA ventures including the Stupid Fun Club, the crowdsourced TV show Bar Karma, and his view that failure is the greatest teacher

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