A New Yorker article published in 2006 quoted Will Wright as being an advocate of the Montessori method of teaching. Wright argues that kids given sufficient materials and left to their own devices will educate themselves far more thoroughly than any structured program.
SimCity was apparently born from the legendary game designer's love for self-discovery:
”SimCity comes right out of Montessori—if you give people this model for building cities, they will abstract from it principles of urban design.”
Which is a valid point of view if you're a genius like Wright, but the average SimCity player is eventually just going to write “PENIS” with railroad tracks before giving up, Montessori education or no Montessori education.
I am very much an average Sim player. I did well enough with SimCity for the Super Nintendo and (gasp) Commodore 64. When I picked up SimEarth for the SNES (developed by FCI instead of Maxis), I expected the game to merely be a global re-imagining of SimCity, intuitive and easy to jump into. Instead, I was met with something almost completely different that required a bit more book learning than “Commercial zones do really well next to residential zones.” SimEarth is full of controls, dials, variables, and there is little graphic reward: you won't see massive cities bristle from the wilds as civilisation progresses, and full-scale nuclear war is disappointingly toothless. Yet, something about the SNES installment of the earth simulator is laid-back to the point of being almost therapeutic. I never developed my totalitarian Tyrannosaurus Rex empire because I largely had no idea what I was doing, but I was content to try over and over.
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