Showing posts with label sim city. Show all posts
Showing posts with label sim city. Show all posts

Sunday, June 9, 2013

SimCity: Launch Woes And Perplexing Political Statements


The launch of SimCity has been... interesting? Disastrous? Obvious to everyone at the exact moment they found out it was going to require a constant connection to EA's servers? Entirely avoidable? Let's go with interesting.


What if you wanted to play a private game by yourself while the servers were offline, or while you didn't have access to the internet? You're out of luck for no good reason. Multiplayer is so important that you're not allowed to play without it, even though you can totally play without it - provided you're logged in to the servers.

At first no one could play SimCity at all because the servers were unable to handle the task. A minor inconvenience, to be sure. Then basic functionality was stripped away to make the game somewhat playable some of the time.
Even ignoring the server issues, SimCity has a surprising amount of rough edges. Sims, traffic, power, water, and sewage all behave in the exact same way, dribbling into the first available building instead of heading anywhere in particular. The first casino you can plop down is the only one that can actually make a profit. Emergency vehicles all respond to the same minor fire as the rest of the city burns to the ground. There is a constant demand for industry even when it's not needed at all. As it turns out, you don't need any industry or commercial buildings as long as you have a few parks. Hugely important gameplay systems go unexplained, and can only be grasped by trial and error, often revealing ideas that are completely counter-intuitive.
In spite of all this, the act of playing is incredibly pleasant. The music is pretty much perfect, as is the act of dropping buildings into place and zooming in to inspect your handiwork. More often than not, I'll find myself tinkering around for hours before stopping because of a server issue, a glaring bug, or obnoxious design decision. There's a lot of potential in the game. It's too bad that EA pushed the always-online down everyone's throats, that Maxis couldn't iron out the most glaring problems, and that the game is ultimately a series of puzzles with specific solutions rather than an open-ended toybox. Even though the circumstances surrounding this game are very different, in some ways it's reminiscent of Spore.
I've also been surprised by some aspects of SimCity's design that seem to have sprung from the mind of an Ayn Rand acolyte. A progressive tax system, for example, simply cannot be put in place. Why? Wealthy sims have lower tolerances for tax rates than medium and low wealth sims. They will complain and ultimately move away if they have to shell out more than 10%. While this initially seems like a tongue-in-cheek commentary on real life, there's no way around it. This is presented something you have to accept.
Of course, this is also a game where the government is completely in control of every building in a city, so I'm not suggesting it's a Tea Party simulator. I'm just saying that there are a lot of eyebrow-raising moments that could be misinterpreted as an endorsement of some wacky political beliefs.
  • Only lower class, uneducated sims commit crimes. They are also the only ones who make mistakes, get into accidents, and set fires.
  • When the godzilla-like giant monster rampages through a city as part of a disaster scenario, it crushes everything in its path save for buildings that fly the Don't Tread On Me flag.
  • In another disaster, the meteor storm, only the parts of town that "deserve it" are devastated.
  • The game fudges the amount of sims in a city, only simulating a tiny fraction of a population. So, basically, only 1% of the sims really matter.
  • When you look at an expanded map of the Titan Gorge region, you'll note that the trees are arranged in such a way as to create a political cartoon of a wimpy scientist making up global warming and feminism.
  • You're expected to respond immediately when a rich sim's house is too close to a low income building. When there are shooting deaths, however, you don't have the ability to limit the sale of guns.

Friday, June 7, 2013

'SimCity' creator calls new 'SimCity's' launch 'inexcusable'

SimCity 

Just when Maxis thought it was safe to go back into the "SimCity" source code to patch some of its controversial new game's hiccups, Will Wright, the company's co-founder and creator of the original "SimCity" series, dropped a bombshell on his former employer.

Speaking in an interview with the gaming site GameIndustry International, Wright, who first created "SimCity" more than 20 years ago and left Electronic Arts (EA) in 2009, called the less-than-auspicious launch of the new "SimCity" game "inexcusable."

"I feel bad for the team," Wright said of his former colleagues at Maxis. "I could have predicted - I kind of did predict there'd be a big backlash about the DRM [digital rights management] stuff. It's a good game; I enjoy playing it a lot. It was kind of like, 'EA is the evil empire,' there was a lot of, 'Let's bash EA over it.'"

Maxis and EA landed in hot water almost immediately after "SimCity" launched in March. While "always-online" requirements have sparked inevitable controversy for everything from standalone games like "Diablo III" to gaming hardware like the new Xbox console, "SimCity" faced an additional problem: the very same always-online requirement that frustrated gamers was also overwhelming EA's servers and causing the game to crash. Despite issuing an apology for the game's poor launch performance, Maxis and EA refused to budge on "SimCity's" always-online requirement.

Wright told GameIndustry International that this obstinacy in the face of pervasive performance issues was what made Maxis and EA's errors so glaring.

"That was basically inexcusable, that you charge somebody $60 for a game and they can't play it," Wright said. I can understand the outrage. If I was a consumer buying the game and that happened to me, I'd feel the same."

Wright noted that "SimCity" may be suffering from a "perception" problem since players expected the game, like all of its predecessors in the series, to be able to run offline. But the fact that many players and critics showed that "SimCity" ran fine (if not better) when it wasn't played online certainly didn't help its producers make their case.

Wright's comments came just as Maxis confirmed that a third update for "SimCity" would be released this week. According to the developer's patch notes, the new update will focus primarily on improving the game's traffic simulation — a feature that was criticized by many reviewers and players for causing bugs and leading to miles-long traffic pile-ups. The developer has still remained silent about a potential offline mode for "SimCity," however.