Several sections of text in the post open videos and news sites to support what i'm saying.
The short of this whole post is avoid SimCity. Seriously.
SimCity is a well
regarded franchise with many PC owners having at least dabbled in the
city building simulation at some point. There are a lot of people out
there who fondly remember a disaster ravaging their perfectly laid
out metropolis which made the anticipation for the newest instalment
huge.
Anticipation which
unfortunately has been met with a game that is crippled at it's
earliest design choices and execution. To get the good out of the way
first, SimCity is a good idea. In fact there are a few good
ideas present in the latest version of SimCity. More so than
previous games, the latest SimCity puts an emphasis on city
specialisation and region interactivity. Two ideas which are
fantastic. City specialisation lets you focus on a specific path.
Your city can focus on
tourism and attract sims from across the region, driving up revenue
for commercial businesses in your town and providing a pay check for
the city when events are profitable (e.g a sports game at your
stadium!). If you pick a plot of land with natural resources hidden
underneath, your city can grow wealthy exploiting that resource. Set
up a number of oil drilling or coal mining plants accompanied by a
trade post and watch the money roll in. Alternatively, you can keep
the raw resources and manufacturer finer goods, metals and petrol to
sell at a higher price or use in your region. There is a distinct
shift towards micromanagement. Before where you might plop a police
station every three streets, now you might be best served upgrading
the one police station you have. Most key buildings in SimCity allow
you to upgrade, providing additional features or unlocking more
specialisation options.
Region interactivity is
another plus point. In previous SimCity games you could connect to
faceless cities that bordered your town and exchange power, water or
sewage for an arbitrary amount of cash. Now your cities (or those of
your friends) can trade power, garbage disposal facilities, water
etc. with each other too. It creates an asynchronous multiplayer
which allows people to work together to provide the sims of the
region with everything they need. One person could specialise in
education and the sims will travel from the industrial city they live
in to educate themselves. Or at least they should... in theory.
It's difficult to pin
point why certain features of SimCity just don't work. On one hand
it could be the overloaded servers which you are required to
log into just to play, even if you want to play on your own (more on
this later). Or it could be odd AI bugs that really hinder the
experience.
There have been countless
reports of the A.I and simulation in SimCity being somewhat broken.
The Sims will take the shortest route to their destination, even if it isn't the quickest. They won't cross the road to use a bus stop,
opting to drive instead. This could lead to everyone piling into
small side avenues where main thoroughfares and avenues remain wide
open. Your mass transit systems could just choose to ignore a turning
or split in their route and ignore entire sections of the city that
are “covered”, in theory, by bus routes. I had a group of low
wealth sims complaining that they had no where to shop or work. But
at the same time I had a group of low wealth shops complaining that
they had no shoppers or workers. How???
The sims and advisors
in the game will constantly seek expansion, which is understandable
in the first few hours of city building but infuriating when you have
completely filled the incredibly small map size provided. When you
have no room to build anything (in the entire region), having the
game harp on at you about “more workers” is really, really
annoying.
The region interactivity
just doesn't seem to work like it's supposed to either. There is a
delay between interactions. For example I could volunteer up some of
my police service to the next town but that won't kick in straight
away, leaving my sims in the undefended town unhappy and unprotected
until the game decided to catch up. I had built a huge university
with lots of room and services to cover the entire region yet the
sims on my adjacent towns complained of no education and flat out
refused to go to the four schools, two high schools, college and
university I had built just one town over. Now this could be because
of the server issues EA and Maxis have been having with the launch of
the game.
And thus we come to quite
possibly the most prominent issue in the game. Online connectivity.
You must log into their servers to be able to play the game at
all. The launch of an online only game is always troublesome. SimCity had major issues, especially for North American users who had
hours upon hours of down time. I, personally, have had a hand full of
problems but nothing to the extent of what other players have been
suffering. I've failed to connect on two occasions and I've had
delayed response from the server when playing at times (region
interactions, claiming city locations). In an effort to reduce the
server load, Maxis temporarily removed features from the game. One of
the key features being the ability to speed up time to Cheetah speed.
The removal of this feature means … a lot of waiting around until
you can get the money you need.
However, interestingly, a
recent report on Rock, Paper, Shotgun shed light on the idea
that this online DRM isn't required for the game. EA and Maxis
have gone on the record stating that the online connection is a
requirement for the game to run because some of the calculations are
done server side. The RPS report states (from a source within Maxis)
that this is not true. In fact players have reported being able to
play for extended periods of time while connection to the server has
been lost without being removed from the game. How is this possible
if the online connection to the server is that critical? Could
the online DRM just be a requirement to curb piracy and provide the
platform to drip feed their players new content as microtransations
(there are already items on the in game store ready to buy!)? This is
a sign of a growing shift within the gaming industry from games as a
product to games as a service.
It is unfortunate that
such a beloved franchise has been hampered with design flaws and poor
execution. Cities are small because they want to promote region play.
However region play doesn't work all that great and the cities are so
small that there's only so much you can do. Draconian online DRM
limits when and how you can play the game, seemingly unnecessarily.
Wonky A.I serve to frustrate and make the experience a chore
sometimes.
There are some shining
ideas underneath the rubble. Here's hoping things change and that E.A
crawl off into a corner and die, i'd gladly pay extra for that to
happened if it appeared in the in game store.
UPDATE: Following the news posted by Rock, Paper, Shotgun it seems that a modder has found a away to disable to artificial online requirement and play offline indefinitely. Online features such as region tools and save/load games obviously don't work correctly. Your cities are, however, saved onto their servers once you reconnect back to the online service. The UK Modder also stated that it is possible to edit the highways covering the region anywhere, even outside of the boundaries provided by Maxis and E.A. On top of this "bigmaps" were apparently referenced several times in the games code indicating that larger plots could be an additional microtransaction DLC in the future.
A Reddit post outlines all the recent discoveries made by the community. These include an inflation of the population, the ability for offline saves and the inclusion of terraforming tools (a feature removed from the newest edition of SimCity).
This is getting interesting.
UPDATE: Following the news posted by Rock, Paper, Shotgun it seems that a modder has found a away to disable to artificial online requirement and play offline indefinitely. Online features such as region tools and save/load games obviously don't work correctly. Your cities are, however, saved onto their servers once you reconnect back to the online service. The UK Modder also stated that it is possible to edit the highways covering the region anywhere, even outside of the boundaries provided by Maxis and E.A. On top of this "bigmaps" were apparently referenced several times in the games code indicating that larger plots could be an additional microtransaction DLC in the future.
A Reddit post outlines all the recent discoveries made by the community. These include an inflation of the population, the ability for offline saves and the inclusion of terraforming tools (a feature removed from the newest edition of SimCity).
This is getting interesting.
T
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