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Fans Have Driven SimCity Innovations, Social Side

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George Pigula, an associate producer working on the new SimCity, says that the community has persuaded the development team at Maxis to introduce many of the changes that are part of the new vision for the venerable city builder.


13 Comments

or something...
I don't think many fans were clamoring for an internet ball and chain at the expense of features they actually liked.
This is as true as that Realistic Wind Waker remake.
I love how they say this is the first time multiplayer has ever been done in SimCity. Was SimCity 2000: Network Edition that long ago?
Yeah, and the Network Edition was an option (take it or leave it), not a requirement.

Apart from that, I think this was pretty much a non-article, i.e. next to no content, just some hollow phrases.

Hollow not because they go into this or that direction that I like or dislike, but because they are not backed up with any examples, evidence, or detail.
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A Nonny Moose
Nov 17, 2012 - 01:14 AM
The very idea of "social interaction" makes my blood run cold. This is probably why I mistrust the whole thing and wonder if we are seeing a reincarnation of SC:S.
I love how this article is the polar opposite of what fans drive for.

A Nonny Moose, on 17 November 2012 - 01:14 AM, said:

The very idea of "social interaction" makes my blood run cold.
And look what you're doing here. Socializing and talking about the game on this website... duh.


The difference being on here he has the choice to interact or not, and this is a website to discuss and share ideas about the game... not a game in itself where you are reliant upon others to influence your game. What if he wants some quiet time to enjoy the game on his own for a few hours? Impossible with SC2013 and if it ends up like the other social games he will be forced to rely on others to get a decent city.

SC2013 forces this interaction without choice, and another persons city can influence your own, imagine if you had spent hours building up a clean prosperous city and then your neighbour builds a high polluting city... the pollution drifts across and ruins your city... Not good.

The difference being on here he has the choice to interact or not, and this is a website to discuss and share ideas about the game... not a game in itself where you are reliant upon others to influence your game. What if he wants some quiet time to enjoy the game on his own for a few hours? Impossible with SC2013 and if it ends up like the other social games he will be forced to rely on others to get a decent city. SC2013 forces this interaction without choice, and another persons city can influence your own, imagine if you had spent hours building up a clean prosperous city and then your neighbour builds a high polluting city... the pollution drifts across and ruins your city... Not good.


Except that's not how it works. Players have the choice to make region's private if they choose. Or even open one that's exclusive to people they know.

The only amount of actual forced online interaction is the global ecomomy. Anything on the actual Region level of play can be done completely solo, no teamwork required.

lew1984, on 21 November 2012 - 08:18 AM, said:

The difference being on here he has the choice to interact or not, and this is a website to discuss and share ideas about the game... not a game in itself where you are reliant upon others to influence your game. What if he wants some quiet time to enjoy the game on his own for a few hours? Impossible with SC2013 and if it ends up like the other social games he will be forced to rely on others to get a decent city. SC2013 forces this interaction without choice, and another persons city can influence your own, imagine if you had spent hours building up a clean prosperous city and then your neighbour builds a high polluting city... the pollution drifts across and ruins your city... Not good.
Except that's not how it works. Players have the choice to make region's private if they choose. Or even open one that's exclusive to people they know. The only amount of actual forced online interaction is the global ecomomy. Anything on the actual Region level of play can be done completely solo, no teamwork required.


there shouldn't be any forced interaction. The balancing done for multiplayer at the expense of features that are changed or gone that people aren't happy about wouldn't even need to be considered if they separated multiplayer and single-player and coded an offline sandbox mode. There's no valid reason that they've given for this...if it's too time-intensive for release then tell people that they'll patch one in after release.
Well you guys are right about a single player mode but I wonder how deep that will be considering the heavy push by the marketing for multiplayer and co-operative city building in regions? Trading and co-operation in online play will be a big feature in this game. Anyhow like all things its best to see how it turns out on release.
This is just more empty marketing talk.

lew1984, on 21 November 2012 - 08:18 AM, said:

The difference being on here he has the choice to interact or not, and this is a website to discuss and share ideas about the game... not a game in itself where you are reliant upon others to influence your game. What if he wants some quiet time to enjoy the game on his own for a few hours? Impossible with SC2013 and if it ends up like the other social games he will be forced to rely on others to get a decent city. SC2013 forces this interaction without choice, and another persons city can influence your own, imagine if you had spent hours building up a clean prosperous city and then your neighbour builds a high polluting city... the pollution drifts across and ruins your city... Not good.
Except that's not how it works. Players have the choice to make region's private if they choose. Or even open one that's exclusive to people they know. The only amount of actual forced online interaction is the global ecomomy. Anything on the actual Region level of play can be done completely solo, no teamwork required.


Assuming everything you said works successfully, which it likely won't, what happens when the servers inevitably shut down?

Assuming everything you said works successfully, which it likely won't, what happens when the servers inevitably shut down?


When (not if) the servers shut down nobody can play the game anymore because it severs one the the main mechanics of the game, the Global Economy. This is a very bad thing. I really hope Maxis figures out a way to simulate the global economy and allow local single player games before servers are shuttered.

I don't see how that relates to the point I was making though.