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jigsaw

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About jigsaw

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    Resident
  • Birthday 04/12/1977

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    Adelaide, Australia

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  1. what's next for the SIMPEG people? are you going to move into C:S?? thanks for all the chats many years ago.
  2. they still have a way to go: http://www.digitalspy.com.au/gaming/news/a501111/simcity-sales-exceed-2-million-units-reveals-electronic-arts.html#~p9V1FaqTXUwOxv
  3. STOCKHOLM – April 14, 2015 – Paradox Interactive and Colossal Order, the city building genre’s new ‘It’ couple, have today revealed that Cities: Skylines, the monumentally successful city simulation game for PC, Mac and Linux has smashed through the 1 million sales barrier since its release on March 10. Widely hailed as the new benchmark for the genre, Cities: Skylines has captured the gaming public’s imagination with a staggering 33,000 mods having been created to date and made available via the Steam Workshop, with an average of 21,000 concurrent players continuously online since launch. Commenting on the continued success of the game, CEO of Paradox Interactive Fredrik Wester said, “We continue to be amazed at just how players have embraced Cities: Skylines. The game is still selling at a steady pace, which is remarkable for a game that has been on sale for well over a month. Once again, we want to thank everyone that has supported and continues to support this game.”
  4. At what cost to Lucy Bradshaw's career? She climbs the ladder on the blood of Maxis
  5. he had a big role to play in the making of SC13 whether we love his work or not. he was one of the people that served up the game in it's shape and form... pity it's not Bradshaw leaving.
  6. and where will you fit this in your city, when the tiles are too small?
  7. EA should of used advertising revenue to pay for the game>lower the cost>more users. just remember we make CC to replicate the real world, some of which is full of advertising.
  8. they love to forget that we kept this game alive for 8yrs without them.
  9. im just starting to get sick of the attitude from Lucy Bradshaw that it's my fault that i dont like their game, and it's the consumers fault that we are all unhappy with it.
  10. IMO, i think they made their money, now they have to just repair the PR damage. (made the money, lost face) just googling around the net you can see the size of this game.. it was HUGE last week on the day of release in countries all over the world... then the great crash occurred....... and judging by the sheer size of the anger/media/backlash, this game has affected a ridiculously large amount of people.... the gross size of the simcity fanbase is millions. and the i think EA/Maxis only now just realised how important and personal this game is to a lot of people.
  11. Maxis are no angels either........
  12. im trying to find an answer, but has anyone noticed how much bandwidth it uses? how thirsty is the always online feature on data per hour?
  13. you are trying to paint a picture, so why the hell would you want 11 other people to pick up a paintbrush and try to paint the one painting at the same time???????
  14. i think they will definately create>release a sequel or expansion to this for sure. i just dont know what type of sequel, and what direction, shape or form it will take. i've been around here for almost a decade now, and i only truly saw the size of the present simcity base this week with the launch (that's combining community/non-community numbers of people that are into simcity), and judging by the sales, pre-orders and sheer size of this launch (before it went to sh!t) you can see that demand for this game is epic... to sum it up; there is a lot of money in keeping this going, and millions of fans. but here is the other half of the story; yes they talked to the community, made themselves known and available. Sadly, it appears they had a inflexible agenda that was going to be pushed no matter how good or bad that agenda was (reminds me of my workplace at times). this agenda was never to be comprimised. the only contributions from the community were copying the most popular items released on the STEX/LEX over the last few years. from the very beginning we warned them about the big mistakes they were making, and they either refused to talk about it and argued to support it, telling us that it was a good thing. and behold on release day the magnitude of their mistake was seen. im not going to recycle the thousands of valid points we make, but i will say this; in comparison between SC4 and SC13, SC4 was a paint program that gave an artist a blank canvas, a palette of paints,colours and brushes to create their own masterpieces. the community expanded on this quite easily because of the incredibly high mod-ability that was built into the game (which is in the spirit of creativity). Anything could be created, the options were virtually limitless. blank canvas, paint whatever you want, however you want. SC13 is not built this way. it was not built on creativity, it was built on controlled decision making. it is controlled by servers, it is controlled by regions, it is controlled in the gameplay itself. the whole concept of resource management is just another layer of control. the level of modability has not been revealed at the moment, but from what we have seen, you will need a Masters degree in quantum physics to achieve making a mod or lot because the actual design of the game, because it is built on control. I also think they only see the STEX/LEX areas as a store, and a potential area to make money, not as an area to exchange ideas, creations, and collaborations. Multiplayer for a city builder is just stupid, (yet at the same time it was one of the biggest side-projects the community was striving for in SC4) but not to give us a choice is just another layer of control. again metaphorically, unlike SC4 which i just said resembled a blank canvas for artists, i see this game as an exotic connect-the-dots colouring book. it is mostly pre-determined, all you can do is fill in the gaps. and on that note, with multiplayer, do you really want several other people colouring in for you at the same time? is it not destroying one's creativity by forcefully sharing it? what will the future hold? what are the ramifications for this? well, i see 2 paths right now: 1. a 'Philosophical game revolution' of sorts takes place, EA changes their ways and the next version comes out with offline/online modes, single and mulitplayer options. EA will do a massive fanbase study by reading all the data online about what people want, and will strive to meet expectations. they will meet on common ground how to best protect against piracy, and 'let go' of some of the tight controls that is hampering the game. 2. they will spend a lot of money to cover this up and patch up the reputation that has been lost. the PR machine will be a full throttle and they will not change their stance, but will study on how to make their current approach more workable and improve on it. the control mechanisms will remain in force, but next time an enormous support team and resources will be at the ready. (EA interprets the launch disaster as a technical fault, not a philosophical one). option 2 is more likely in the corporate world we live in... the next 12months will be make or break. let's see how they deal with the community making stuff. let's see how Mods, BATs, LOTs etc and handled. will they take control of them, or will we be able to control them? will they let Simtropolis and other sites store game mods, or will it be centrally controlled????