Cabinet of Wonders • 92 implied HN points • 11 Feb 26
- Maxis framed its games as open-ended "software toys" that let players set their own goals and explore creatively.
- Their titles emphasized deep simulation and realism—SimCity 2000 was billed as almost impossible to turn off, and SimLife let players reshape land, climate, time, and physics.
- The catalogs positioned Maxis as a broader cultural brand with merch and books, suggesting simulation games can be educational, imaginative, and ripe for a modern revival.