Electronic Arts bringing back ‘SimCity’ franchise after 10-year absence
washingtonpost.com
washingtonpost.com
The SimCity games I've played in the past rely too heavily on separated zoning and car traffic, often with broken transit AI (sims don't go backwards to reach a nearby transit stop) and no concept of walkability. While I don't think you should have to build your SimCity in a new urbanist style, it would be nice to make it an option.
The rigid separation of zones drove me nuts when I last played SimCity 4. Here in Vienna it's completely normal to have flats, shops and offices in every building. As far as I know this is even more extreme in Asian cities.
What I would love to see would be a triangle slider for zoning where you could for instance say this block should be 60% residential , 25% industrial and 15% commercial. Maybe some industries or commercial venues will require higher percentages to settle but this could also be an interesting tool.
My engineering ethics class covered a case in Houston, which has 0 zoning of any kind (or at least it did in the late 80's early 90's at the time of the events we covered. things might have changed) and the effects of putting a heavy metal incineration plant near government subsidized housing and elementary schools.
I distinctly recall more than a few rail-only cities that flourished a lot better than any of my road-based or mixed-transportation cities ever did. Seemed vaguely unrealistic, until I realized what SimCity is actually about. At its heart, SimCity is about two things: 1) Acquiring residents; and 2) keeping the lives of those residents as comfortable and stress-free as possible. (Seriously -- the game would require you to take this to almost Wall-E levels of extremity).
- Roundabouts
- Traffic Circles
- Shared Spaces (no separation between road and sidewalk)
- Light Rail
- Street Cars
- High Speed Rail
- Bus Stops that didn't take up a whole block space
- People Movers (like the one in Miami, FL)
- Bike Lanes / Bike Paths
- Bridging neighborhoods together with sidewalks
- Walk-able Plazas that residents would actually use instead of being lazy
- Small 2 lane highways
- Bridge control
- Better street control so that every intersection doesn't force cars to stop and go.
And why on earth did they claim the Mono-Rail was the fastest public transit and best for intercity connectivity?! Monorails are notoriously slow and terrible for anything other than amusement park transportation.
My largest complaint regarding Sim City 4 was that the transportation add-on was almost essential to the game, yet it was an add-on, and cost extra.
Roundabouts are typically smaller (down to a mini-roundabout with an island just a metre or two across, compared with traffic circles which can be hundreds of metres in diameter). As a result, roundabout traffic typically moves slower, and they're MUCH safer.
Maxis announced that SimCity 3000 was going to be full 3D, and in fact demonstrated early versions of it to the press, but the project was too ambitious, took far too long, and the technology was not quite there yet. Maxis almost ran out of money before they could ship it.
At that point EA bought Maxis, fired all the people who had been fucking around for years trying to implement the full "VR Cyberspace" experience instead of just the next version of SimCity, reverted to the original design of a sprite based version of SimCity instead of full 3D, invited the reporters who they'd shown the 3D SimCity and explained that now it was going to be 2D like SimCity 2000 but with higher quality graphics, and they finally delivered SimCity 3000.
Going 3D at that time in history meant that the quality of the graphic would take a huge hit, as well as the rendering speed, and fewer people would be able to run it because it would require a high end computer, so it was just not worth it.
Using 2D pre-rendered sprites means that the artists can use as many polygons, rich textures and lighting techniques as they want in 3D Studio Max, and tweak them until the sprites look perfect, and that's exactly what the user sees. You just could not approach anywhere near that quality with 3D graphics at the time. Of course things are a lot different now!
That was during the time that The Sims was also in development. One reason The Sims was successful is that it did not try to be full 3D, and ran well on low-end computers (the old computer that little sister inherits from big brother when he upgrades to a gaming machine). It used a hybrid 2D/3D system of z-buffered sprites, with an orthographic projection constrained to four rotations, three zooms, and only the characters were rendered with polygons into the pre-rendered z-buffered scene, using DirectX's software renderer.
I developed the character animation system and content creation tools for The Sims, and when the EA executives were reviewing the technology to decide if they should buy Maxis, to justify our approach I bought them a copy of Scott McCloud's book Understanding Comics, which explained a concept called "masking" -- http://www.themedianinja.com/glenn/legacy/default_links/anim... ...
Hergé's Tintin comics are a great example of how that works: The idea is that by making the background environment very realistic (i.e. rich pre-rendered sprites from high poly models), and the characters themselves more abstract (i.e. efficient real time 3d texture mapped low poly models), the readers (players) can more easily project themselves into the scene and identify with the characters. Much in the same way an abstract happy face can represent everyone, while a photograph of a person's face only represents that person.
The other fortunate consequence was that it was easy for players to create their own characters and objects by editing the textures and sprites with 2D tools like Photoshop, without requiring difficult 3D modeling tools like 3D Studio Max, so that enabled a lot of user created content by kids instead of professional artists, which was essential to the success of the game.
After looking at the "SimCity Announce Trailer Insider's Look" -- http://www.youtube.com/watch?v=T70evBJE93s -- I have high hopes for the new version of SimCity, and I think it could be better than even the original ambitions of SimCity 3000. The best indication that it will be great is that Ocean Quigley is still the creative director, who's the original art director from Maxis, and he's also the one who came up with the hybrid "holodeck" idea that The Sims used.
He's giving a talk about it at GDC called "Inside the Glass Box": http://schedule.gdconf.com/session/13473480/Inside_the_Glass...
http://www.hardwareclips.com/video/7183/Sim-City-5-Inside-th... http://www.hardwareclips.com/video/7186/Sim-City-5-Inside-th... http://www.hardwareclips.com/video/7187/Sim-City-Inside-the-... http://www.hardwareclips.com/video/7188/Sim-City-Inside-the-...
But then I had a crazy idea. Could we have a sim-city + transport tycoon in one massively-multiplayer game where people choose which variant they want to control? I'd pay lots of money for the possibility to play that. Imagine the situation where you actually have to look profitable to other players for them to invest in further development of your city by providing their services...
I'm far more excited by this then by another mindless space-marine-kills-aliens game.
I'm counting Football Manager over other sports games because in other sports games you actually control the players, whereas in Football Manager you only get to be the manager, and most of what you do in terms of buying and selling players, dealing with contracts, selecting players for a match, designing tactics and so forth are all classic sim-game stuff with lots of going through menu systems and toggling switches and moving sliders and none of the arcade stuff. Even matches you just sit there and watch (in abbreviated highlight form, or with an eye on match data), and occasionally make substitutions or tactical adjustments. If you didn't actually like soccer a great deal, you wouldn't really care; if you did, you might be willing to pay for new features and roster updates every year or two.
Instead, you have to dish out $80 for the "deluxe digital edition" which is of course only available on Origin.
Unfortunately, it sounds like it will be PC-only (or PC/Mac, depending on which article you believe).
Here is a screenshot of the page with the actual article content highlighted.
http://demenzia.net/shots/online_journalism_nowadays.png
On most screens, only the title is visible above the fold.
What's up with this trend? It seems like it's happening with every movie, game, and TV franchise more than 10 years old.
To take an existing example, Star Trek (2009) is not a sequel or a prequel to Star Trek (1966-2008). It's a new piece of work rendering the old line as complete.
You would have players create families of Sims, where they would have full control over their individual Home and families, then add on the ability to get elected to a sort of community leader role with control over neighborhoods, then elected Mayor with full control over the entire city. Maybe even add Governers that have some power over collections of cities to for a state and wold be able to build certain infrastructure between cities. Maybe add another tier above that where a few selected players would be able to become Leaders of Nations and create laws and create national Infrastructure and the like. Of course in this system, all players are elected to positions, creating a sort of Sim Government kind of thing.
Theoretically such a game would appeal to a wide range of gamers, from the casual gamer just creating a couple Sim families to the hard-core gamer with being able to manage huge and complex societies amde up of other players.
One problem is that the different layers want to run at different time scales, so you have to decouple the flow of time of each layer, and somehow reconcile things when you move up and down between them. And of course a multi player game can't have the same clock for everybody, so players will get out of synch with each other. Spore avoids that problem by not synchronizing player time, just sharing user created content asynchronously.
Thanks for the slicecity link.
http://www.simslice.com/Slicecity.htm
Description: Slice City - "the other city that never sleeps". This city is awake and alive with hustle and bustle 24/7! Citizens use businesses, homes, parks, etc. for work and play, and these all cost you money to maintain. The happier the little people are in their habitat, the harder they will work, and the more profit you will make from them. Well-maintained cities can encourage more citizens to move in there. This will not only increase your population, but also your city size... and your profit margin. Cities that are neglected or not well-maintained will cease growing, or slowly deteriorate until they are nothing but piles of rubble. Using the various "disasters" (including a tornado option) can do that in much less time. ;) So to maximize your worker's output, keep all structures "refurbished". Your citizens may even help you do that on occasion too. And if you need more help, ask The Gardener. :)
The citizens also need power from the Power Plant to do any expanding. The Power Plant started in the "ON" position, but you can "Power it down" (by clicking on it) to stop your city from growing any further, and to keep your daily profits/costs stabilized (good for those that like the small town feel). "Power it up" again to allow for potential growth to resume (good for those that like the larger city life). City costs, profits and growth (if any) are calculated each midnight (between 11:55pm and 12:05am).
Lastly, click here for a few Slice City Gameplay Tips. If you come up with a good one, let us know and we can add to the list. We also have extra addon objects for you on our Slice City Addons Page. We sincerely hope you enjoy this, and if you have any questions or comments, please contact us :)
It even has its own add-ons:
It's an important point, whether the series is returning to it's roots of complexity from ten years ago, or if it will be a continuation of the franchise's modern-day releases. But the article leaves a very confusing impression.
I suppose they might mean to highlight this is the first SimCity game developed by Maxis themselves since 2003, but with Will Wright gone and 10 years of staff turnover, is there really much difference between a SimCity game being developed by "Maxis" instead of by any other outside developer?
I was having a chat with a friend about Minecraft and how it's an "on ground" version of SimCity, at a much simpler level of building (literally) from the ground, out, and up.
I would really like to make a swimming pool without a ladder and a sim swim in it, and watch it drown evil laugh on the ipad.
So long progress, relationships and work...hello lost hours and regrets.
http://www.reddit.com/r/IAmA/comments/qmi0w/iama_maxis_devel...