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GameSpot
GameSpot's SIMply Divine: The Story of Maxis Software


Part 1: It's a Playground
  • The Idea
  • Success Begets Success
  • The Inevitable Follow-Up
Part 2: Raining on the Parade
  • Into the Abyss
  • But It's 3D!
Part 3: The Saving Grace
  • A New Focus, A New Mission
  • Third Time's Still A Charm?
Part 4: A New Dollhouse
  • And the New Dolls...
  • Into Outer Space
  • A Positive Prognosis
Behind the Games
A New Focus, a New Mission
From the outset, Barthelet laid down the law. "I told people from day one: We are going to be a PC studio that does top ten products, and if we did that we'd stay in business," he recalls. Surprisingly, that's not what everyone at Maxis wanted to hear from its new leader. "A lot of people weren't interested in this - they wanted to do their own little projects and didn't care if they would sell. Those people left."

The first six months saw a total reorganization at Maxis, with the entire top-level management and most of the sales and marketing team exiting the company, including company president Sam Poole. Barthelet stripped Maxis down to a few key development teams and cut loose the Austin developer Cinematronics, who was still at work on games such as Crucible. "In reality, those games might have been top 75 or top 100 games.

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Marty the mouse during happier times at Maxis' office, prior to receiving his pink slip.
I only want top 10 games," he says in manifesto-like fashion. Barthelet also gave Marty the mouse a pink slip and killed the pending sports brand. Only one game slipped through the cracks and was released, a vehicular-combat game named Streets of SimCity, talk of which is today verboten around the office.

Perhaps most troubling to Barthelet was the current state of the SimCity brand, a cornerstone of the acquisition deal.

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Streets of SimCity would be one of Maxis' greatest follies.
When he finally sat down to play SimCity 3000 in 3D, Barthelet was shocked and dismayed. "There was absolutely no explanation as to why SimCity 3000 needed to be 3D," he says matter-of-factly. Instead, the game would go back to its roots and simply augment the SimCity 2000 gameplay experience.

It was time to start over. Barthelet brought Lucy Bradshaw over from EA to help spearhead the SimCity 3000 project in November 1997. "When I got here, it had basically been agreed that we needed to take the game in a new direction," she says. For the entire SimCity team, embarrassed by its previous work on the project, Barthelet and Bradshaw were a breath of much-needed fresh air. "There was finally no more running through the fog not knowing where we were going," says art director Quigley.


"Here you have one of the top three game designers... and his product was not staffed."

- Luc Barthelet on Will Wright's next game.

With SimCity 3000 under control, Barthelet addressed an even more pressing concern: What to do with Will Wright, one of gaming's most visionary designers. "Prior to the acquisition, there was no understanding of what Will was doing," Barthelet says. "Here you have one of the top three game designers in the industry, and his product was not staffed. We came here and said, 'Hey, wait a second... this game is probably more important than SimCity!'" Over the next few months, EA would search the world for the best talent to bring to work with Wright.

For Wright, his new found comfort and isolation from financial pressure was a welcome change. For years, he had wanted to create a new game - an open-ended human environment simulator of sorts - but never had the resources to do it. Indeed, he was now free of the constant meddling of accounting types. "The best thing is that I never have to talk to the CFO of EA on a day-to-day basis," he says wryly. "When we were public, the CFO would swing by my office all the time and say, 'Will, do you really need this computer?'"

Wright's newfound enthusiasm was echoed across the board. Employees would take a weekly Yoga class together at the office, and "Maxis Anniversaries" would take place to celebrate employees who had worked for Maxis through thick and thin.

By early 1998, Maxis would be on track again with SimCity 3000. Everyone inside Maxis knew that no matter how much sycophantic banter was out there about the new Maxis, SimCity 3000 would have to speak for itself... with a little help from a former mayor of New York.

Next: Third Time's Still a Charm?