You can finally play SimCity offline
thenextweb.com
thenextweb.com
Also, side note, there is nothing more frustrating then watching a game come out with DLC's over and over again when they still have major bugs in the core game. It seems so ridiculous to me.
The team working on DLC is going to be different to the team working on bugs in the core game. I'm not really sure what you expect a content artist to do in the effort to decouple SimCity from the online play it was connected to, and since they can't do much there they may as well work on flooding cities with Nissan Leafs instead and keep their job.
I suppose this is somewhat expected for a company that put out $440 worth of DLC for it's last title...
More toward my interest in submitting this article, I wonder what this means for us webapp developers. Should offline mode be taken more seriously? Or is this a game-only lesson?
Seriously, though, it's a tough one. In the one hand we have ever-advancing connectivity, making the shift to thin-client and server-side compute compelling, but in the other, over-centralisation, which results in poor resilience and risk management. If I had to put money on it, I'd wager that the overall direction over the next decade (assuming we're not all ash before it's out) is going to be towards distributed computation, but still within the client-server model we recognise. Beyond there... NFI. Quantum computers and unicorns.
Now, should apps have an offline mode? Yeah, if at all possible. Let's take Google Play Music as one example. By default, it's a streaming service. But if I lose connectivity I still want to listen to my music, so I can download the songs locally. Now, I just found out the other day that these files aren't downloaded locally forever, so when I left a service area my music stopped even though I had downloaded it previously. Frustrating to no end.
So yeah, if the app should have an offline mode and it makes sense to have an offline mode, don't neglect to put one in just because you want complete control. But in this case, EA was just being greedy, and didn't hide their intentions with a good enough excuse.
The problem is that they messed majorly with gameplay in a way that effectively created an entirely different type of game. For my part, I enjoyed Sim City as a way to tinker on my own, and have no desire whatsoever to play with others, and it seems that's the case for a lot of others too. When that's the case, I also don't want to be forced to be online when playing.
It means nothing for webapp developers in general, other than that you should be aware of how your users use your app and not suddenly release a version that turns everything upside down and expect not to upset a lot of users.
My biggest gripe is how small cities are in simcity. Add the whole traffic situation.
Not sure how many of the issues they resolved, I have not played the game since launch, but the small towns are kind of annoying.
What if it rains?
Hell, /.; reddit; hackernews are constantly showing that serving static text isn't even solved yet.
And in a couple years when they turn the servers off? it's fine for SimCity, now, because no one cares about online play but a lot of games just aren't going to be playable.
The "whole offline thing" is DRM, and it will break games people still care about with increasing frequency as major titles starts being affected.
Online only is a form of DRM, offline mode comes out over a year after the initial release. This "DRM" was super effective preventing piracy during the hype and popularity of the game.
Offline is inevitable for when they decide to take their servers down.
Assume X number of people boycotted it, but Y people couldn't pirate it so they paid for it. The X people will be very loud, but the Y people won't.
At current estimates, we sell 1m copies, and we'll get 5m pirates. If we put in really restrictive DRM, 100k of those original 1m sales will be put off, but we'll pick up one tenth of the pirates, putting us on 1.4m sales. Worth it!
The problem with this calculation is that the pirates are often based in 2nd world countries that don't have a culture of paying for media (e.g. Russia) so preventing piracy won't boost sales from these countries. But have you folks ever tried to convince anyone with money on the line that piracy numbers != lost sales?
It prevented me from pirating it...or buying it, for that matter.
http://www.cinemablend.com/games/SimCity-Offline-Mode-Achiev...
Were the units sold to the user base of "bought it because they couldn't pirate it" enough to cover the cost of implementing DRM and running/maintaining the online component?
What about the units lost due to the negative press at release as reviewers were unable to play the single player component?
Didn't they see that coming?
But I don't have time to play most games. 90% of the games I've bought on Steam I've put less than 5 hours into.
http://venturebeat.com/2014/02/28/how-to-maximize-your-onlin...
At least among whoever they got their data from
Most games I buy on steam I put in 40+ hours. I also follow the don't pre-order model. The last game I pre-ordered was Sword of The Stars 2 - and that was a 'never again' moment.
These days I wait until the lets plays and the like are out on YouTube.
The reward of saving yourself a few hours download time when it comes out, and a few £££, just doesn't line up with the risk of getting an awful game and feeling like a sucker for me.
In fact, I kinda like waiting months... or even year to check out a game. It gets past any hype about the game, and then all bugs/patches are done. And cheaper.
You can do anything at Zombo-dot-com . The only limit is your imagination.
Therefore, nothing is impossible in software. That's logic!
It's, at best, an advanced proof of concept of a 3d simcity in presentation, that escaped the lab and mutated into the mess that ended up being released.
I also quite liked the model of building up a region, with smaller towns exchanging resources to each other's benefit, but it could really have used some city size spots as well.
Having said all that, if you think of this as SimRuralCounty, its not a bad game. Its just not SimCity.