SimEarth
SimEarth: The Living Planet is a life simulation video game developed and published by Maxis in 1990, designed by Will Wright as the follow-up to SimCity.[1]In the game, players act as planetary managers, guiding the evolution of life on a simulated world over a span of up to 10 billion years by manipulating atmospheric conditions, continental drift, climate patterns, and biological processes to foster microbial origins into advanced civilizations capable of interstellar travel.[1][2]
Drawing on concepts from the Gaia hypothesis, the simulation incorporates dynamic interactions among geological, biological, and meteorological systems, allowing emergent phenomena such as mass extinctions, intelligent species development, and environmental catastrophes influenced by player interventions like introducing life forms or deploying orbital mirrors.[3][4]
Originally released for Macintosh and MS-DOS platforms, SimEarth was later ported to systems including Amiga, Super Nintendo Entertainment System, and Sega CD, earning acclaim for its ambitious scope and educational depth despite a steep learning curve documented in its extensive manual exceeding 200 pages.[1][5]
The game's defining characteristic lies in its non-linear, open-ended gameplay, where success metrics vary from sustaining biodiversity to achieving cosmic migration, underscoring Maxis's pioneering approach to complex systems modeling in entertainment software.[4][2]