I doubt that this way of playing will be possible in the new Sim City.
I can't imagine they've really got that. Either GlassBox is simplified, or made more efficient, or important parts of it are run locally. Either way, using it as a reason to have it online-only is a sham. It's just DRM, the same kind as Assassins Creed's online-only protection.
I'll buy it anyway. I wouldn't even care about the DRM, it's everything else that I'm hearing that scares me.
It may be not be a valid reason for you, but Sim City ran significantly faster than Civilization V on my machine. To me, they both perform a massive number of simultaneous simulations, and Sim City's performance is near instantaneous.
That said, there's one huge factor none of the beta players can take into account when judging Sim City's performance: no one has been able to build massive, multiple-city metropolises, as play time was limited to hour-long sessions.
I believe your city will impact theirs and vice-versa.
[...] As anyone who's played one knows, one of the simplest pleasures
of any SimCity game, dating back to the 1989 original, is the
consequence-free "What if?" scenario. The kind where you obliterate
your city by triggering an apocalyptic wave of fires, earthquakes,
tornadoes, and monster attacks, then time-warp it back to pristine
condition by loading a saved game. When I asked Lead Producer Kip
Katsaelis if the 2013 SimCity would allow that same pleasure in its
Glass Box-powered cities, the answer was a simple, disappointing "No."
The online connectivity Maxis has built in means that reloading saved
games will be impossible, even when no one else has a city in your
region.Spreading around saved game files and using tools to mess with the games memory to cheat is something that has prevented a true Ranking system and online play in almost all games.
These server-side requirements would mean that the $ is stored server side and it will be harder to cheat.
It was pretty much either have always on connectivity or require punkbuster and disable many online cooperative features.
Fine EA. I'll accept it.
You can easily develop a way to rank how productive, profitable, clean, and happy cities in a game like SimCity are. If you weigh these factors and provide a number then you have a ranking. Maybe global leaderboard was a bad example but there are numerous other features that might require this kind of online only gameplay that we haven't experienced yet.
I say don't knock it until you try it. Not the beta, not the videos of others playing, the real game.
If the new strategy really kills the game then I'm sure someone will create a fake server patch or method of playing offline.
I would argue that every single-player game is forced to allow infinite saves and redos, by the fact that virtualization with memory snapshotting exists. (For a networked game like this one, you must just first reimplement a "private server" for the client to talk to, and then run that within the same virtualized container, so that a snapshot tracks their combined state.)
However, I think forcing this into Sim City is just a bad idea, and contrary to my expectations from such a game.
Psychologically speaking, failure is not a good teaching tool. Learning is much more effective through experimentation and success.