This is what happens when the marketing department takes over a company.
(I would have been perfectly happy with SC4k with curved roads, mixed-use zoning and a few fixes for highways and such).
This is what happens when the marketing department takes over a company.
(I would have been perfectly happy with SC4k with curved roads, mixed-use zoning and a few fixes for highways and such).
And it only is poised to get worse over time, especially now that ARM is superseding x86 for a lot of computing. Is it reasonable to expect everyone to know how to run VMs of old operating systems (where you are already in questionable legal water if you download isos of, say, Windows 98, which is no longer available for money but still is copyrighted forever).
And titles like "Baldurs Gate Enhanced Edition" I feel hurt the industry hugely by presenting the legal departments an excuse to deny source release, because later on they could touch the game up for a few weeks and sell it all over again. Same way companies like Square will re-release 20 year old games like Final Fantasy rather than do source releases on the original engine code. Except for most games they won't see a re-release, and they will just drift into the binary purgatory of unrunnable titles.
We expect English Students to study classic texts. It is hard to impossible (especially with legal considerations) for programmers to play the classics, let alone investigate the source code.
It is a very great shame that so much is effectively locked away and going to be lost.
Chaim Gingold, Simulation for Games: http://classes.soe.ucsc.edu/cmps179/Spring13/
Mark Sample, Criminal Code: The Procedural Logic of Crime in Videogames: http://www.samplereality.com/2011/01/14/criminal-code-the-pr...
http://www.nytimes.com/2012/12/12/opinion/global/jobs-produc...
You won't get much with just the engine source when what matter in those games is the art and general content. Plus this did not stop people to hack the BG saga into BGTuTu.
Also, http://www.gemrb.org/
Also, the Infinity Engine was used in half a dozen titles, and while it is detrimental that pretty much nobody releases game assets under permissive terms, my point is that games are lost to obscurity because their engines don't work. For better or worse, the game data is just as compatible with its engine as it ever was.
While it's nowhere near as fancy as the latest version, there are other directions to take it than adding lots of bells and whistles and complexity.
It's simplicity makes it idea for general education, as well as specifically learning about programming, game development and modding, and it's much easier for younger children (and even adults) to grasp and understand.
Doreen Nelson wrote the original SimCity teacher's guide, and her life's work has been "Design Based Learning", like Seymour Papert and Alan Kay's "Constructionist Education" philosophy. I believe SimCity Classic could be developed into a fun and wonderful educational tool, inspired by that work.
About Design Based Learning: http://www.csupomona.edu/~dnelson/intro.html http://www.csupomona.edu/~dnelson/library.html
These are delightfully retro but timeless videos that are inspirational and still totally relevant to SimCity:
City Building Education: A Way to Learn. Written and produced by Doreen Nelson and David Olney through the Office of Charles Eames, l976. 11 mins. (This is well worth watching for the music by Morton Subotnick!) http://video.csupomona.edu/DNelson/CityBuilding-245.asx
Classroom City. Written, directed and produced by Doreen Nelson, l981. Looks at City Building's methods in various classroom settings: traditional, migrant teacher training and educationally handicapped. Students from the first City Building class of l969 are revisited. 16 mins. http://video.csupomona.edu/DNelson/ClassroomCity-245.asx
The new Simcity is nothing I wanted and really broke the game for me. I dont think I will be playing this franchise ever again, sadly.
I even tried Cities in Motion, and dear god is that micro-management hell for me.