Jump to content
Sign In to follow this  
buzzyboy

Cities XL is NOT an MMO

92 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 

Well i just wanted to add my two cents to all thats going on.

I have played just about every big MMO out there...beginning with Everquest one and two, Wow, LOTR, Eve, ect.

All of these games are a pay by month.  All of these games offer hours and hours of gameplay.  The game offers 

quests, player vs player, player vs element, crafting ect...you get the idea.  Theres a lotta bang for your buck.  You are

also "playing" actively with other players from around the world.

I played the beta of XL.  About a week in I posted that I thought the game would fail..I was jumped on for such an 

early response. But I stand by my comment.

XL is NOT an MMO by an standards set by previous games.

Offering game CONTENT is NOT an MMO, thats called an expansion pack or an update. Also Chat windows and Trading with other players surely cannot be called MMO either.

It really amazes me that this company has the gall to call it such.  To me, and this is only my opinion, this is a silly 

ill planned attempt at making money...Jumping on the MMO bandwagon and hoping that game players will blindly

be lead into paying for something that most other games call Multiplayer Options.

I really believe this game is doomed. Its a small group of people that love city builders and its a smaller group within

that, that would pay a monthly fee.

I love SC4 and this web site and community. Thanks for letting me stop by and vent.


Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Couldn't agree more. Ive played eq2 for 3 years and i do know what mmo means. Recently i noticed that some developers started to add mmo tags and monthly fees to completely non-relevant games, releasing small patches and updates under the pretense of addons that you supposed to pay for. Check out Railworks, they released crappy game for 40 bucks and then dozen of small updates that add up to another 220 bucks. I believe that Sims series and Cities XL are basically made in the same rip-off scheme.

My point is - i do not have to pay monthly fee to receive updates or features that should have already been in a single player game like Cities XL. Peoples that think otherwise either never played real mmo's or got too much money on their hands. It could be also that new generation of young players doesn't understand that updates and addons used to be free not so long ago and only recently started to get unreasonable price tags.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

the only thing i want from the PO is the extra content. if only they would sell it to solo players for a one off fee...

apart from that PO is pointless. a chat box and trading with players is not an MMO. it only just qualifies as 'multiplayer'

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

I think that chat box qualifies as a.. chat box. You can chat for free all over the internet you don't have to pay 10 or 6 or w/e amount of money to do that in game each month. As far as trading goes - you could trade energy/garbage/water in simcity 3000, trading with a person rather than AI would hardly qualify as multiplayer in 1999, let alone 2009.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Cities XL should always have been mainly about the single player experience. city building as a genre, at least not in this format, doesn't lend itself to an MMO. a little bit of multiplayer would have been fine, but it should have been a free extra, not taking preference over solo mode. i would also rather had waited for the game to be properly finished, and all about the single player experience, rather than a half finished, not very good MMO, where solo players are completely ignored by MC and are stuck with the original half finished game. If MC would just release PO content for use in single player i would be happy. of course i wouldn't mind paying if the content was good, but i would rather it be a one off fee and you own the content, rather than 'renting' it with a subscription.

Perhaps if they released PO content to single players every six months, in a expansion pack that contained the last six months PO content (including mass transit). That would mean that PO subscibers still have the advantage of getting extra content first, but solo players would still be happy because they would get the content in the end. like i said, i wouldn't mind paying up to £20 for that, which is about six months PO subscription anyway, but i would get to use the content in solo mode and keep it indefinately.

it could also mean that alot of the people that aren't buying this game because they don't like the PO will buy it. i just don't like thae fact that i can pay all that money and as soon as i stop paying i loose all my cities and my extra content.

come on MC. solo players paid for the game too!

i can't believe i am begging a game company to let me buy their content. usually it is the game company trying to get the customer to buy stuff!

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Aurelis

I think that chat box qualifies as a.. chat box. You can chat for free all over the internet you don't have to pay 10 or 6 or w/e amount of money to do that in game each month. As far as trading goes - you could trade energy/garbage/water in simcity 3000, trading with a person rather than AI would hardly qualify as multiplayer in 1999, let alone 2009.quote>

i couldn't agree more.

Share this post


Link to post
Share on other sites
Posted:
Last Online: A long, long time ago... 
 

When I first heard that they were going to make this game MMO, my initial reaction was disbelief. Then I got to thinking, how could one actually make a city builder into an MMO?

First of all, there would need to be a spirit of cooperation. Cities on the planets could be grouped into countries. Each city within the country would share resources automatically. Why? Because mayors don't trade in commodities like offices and manufacturing, the free market should do this. Thus, it would be handled by the simulation. Distance would also be a factor. For example, if you have a shortage of fuel, it would not be a problem as long as a close neighbor within your country has fuel, because it can be assumed your sims would seek out the supply of fuel like people do in real life, not wait around for the mayor to provide it. This shared bond between cities would become less efficient with distance. Neighbor connections should also be realistic... a road connection lets you connect to other cities by road. An airport lets you go farther. An airport in a nearby city could also service yours.

Secondly, the population should move in and out of cities and not just spawn/disappear magically. In this manner, a city that sucks might have people move out in favor of another city. Because of this, you would actually have to compete with others, even within your own country, to make your city appealing. This would encourage everyone to make the best city possible. It would also be possible for sims to commute from your town to another for work if the cities are close. Careful, though. If the commute gets too grueling, they'll just move closer to work.

Trade between countries would also be possible. This would have to be done through trade deals, no automatic sharing here.

Some other cool ideas: Sports teams between cities and countries could face off and the game could provide updates on which teams are playing and who wins the "game". Also, there could be special buildings, like capitol buildings, where only one is allowed per country. Little roads would start to develop on the planet view for cities that are linked by road. Planes would fly around to/from cities with airports. Ships in the oceans, too.

That's just my take on how a city builder MMO should work, but let's see what CXL has:

A trade window

A chat box

Even worse, the location you choose on the globe affects nothing, the globe is just a pretty graphic. There are no realistic distances. A simple neighbor connection allows trade with the other side of the globe.

One could come up with many ways to make a city builder MMO.  Unfortunately, CXL doesn't do any of them.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

So... let me get this straight.

Your claiming that a persistent world in which many players have the ability to interact with each other and trade with each other while online is not an MMO. I basically just defined an MMO.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 
Gameplay-wise CXL is not a MMO.... chat ant a trade function doesn't make an genuine MMO game.... this label applied to CXL is misleading at best.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: niloluiz

Gameplay-wise CXL is not a MMO.... chat ant a trade function doesn't make an genuine MMO game.... this label applied to CXL is misleading at best.quote>

The game does theorietically support 1000s of players in the same city interacting with each other.  It also has a persistent world which is basically the definition of an MMO.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

You fail. The MMO label doesn't say which genre of game it is. Going on quests and beating the ~~ out of other players is called an MMO RPG. Cities XL is an MMO city builder, which kind of implies you won't be wandering around looking for a Magical Axe +2, but perhaps trading with other players' cities.  

~Edited for language~

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

yes but you have to be able to define things in some way. otherwise i could just say, the internet is an mmo. we are thousands of people interacting with each other now. so this forum is an mmo forum. this is the problem with genres these days, yes we want variation, but there is no point in desperatly trying to mix genres that have no relevance to each other.

if everything that knightrider said was in the game, then it would be an mmo. thats the kind of level i would set to be a minimum for an mmo. a chat window is not mmo style interaction any more than this is. it doesnt have to involve beating each other up but still...

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: 0wn3d

Originally posted by: niloluiz

Gameplay-wise CXL is not a MMO.... chat ant a trade function doesn't make an genuine MMO game.... this label applied to CXL is misleading at best.quote>

The game does theorietically support 1000s of players in the same city interacting with each other.  It also has a persistent world which is basically the definition of an MMO.

quote>

Looking exclusively from this angle you are correct. However the term genuine MMO invokes a broader definition in what CXL doesn't fit, at least compared with the average gameplay standard of the MMOs available today.

The "interaction" is the same of a hipotetical public chat room that have animated/3d avatars on a virtual 3d room representation of the traditional chat list. It has thousands of people "interacting" on the same server, the chat rooms can be permanent, but that doesn't make this sophisticated chat room into a MMO.

So far, with the exception of the trade mechanism (which includes the blueprint/megastructures system) and the visit mode that transform the city on a 3D chat room, there's no other MMO gameplay aspect. And those aspects represents a slim portion of the gameplay. 90%+ of all the on-line gameplay is pure solo-play that require no interaction whatsoever. When and if this changes, then we can call CXL a authentic MMO, on the broader definition of the term.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Lukfi

Cities XL is an MMO city builder. quote>

No it's not. You build your cities 100% ALONE...

  21.gif

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: logan86

yes but you have to be able to define things in some way. otherwise i could just say, the internet is an mmo. we are thousands of people interacting with each other now. so this forum is an mmo forum. this is the problem with genres these days, yes we want variation, but there is no point in desperatly trying to mix genres that have no relevance to each other.

if everything that knightrider said was in the game, then it would be an mmo. thats the kind of level i would set to be a minimum for an mmo. a chat window is not mmo style interaction any more than this is. it doesnt have to involve beating each other up but still...quote>

Your clearly forgetting that MMO really means MMOG which means Massively Multiplayer online GAME.  Unless you consider the internet a game, its not an MMOG.  Your also forgetting that MMO is not a genre... MMORPG would be a genre, and so would MMOCB.  Completely different genres.

Originally posted by: niloluiz

Looking exclusively from this angle you are correct. However the term genuine MMO invokes a broader definition in what CXL doesn't fit, at least compared with the average gameplay standard of the MMOs available today.

The "interaction" is the same of a hipotetical public chat room that have animated/3d avatars on a virtual 3d room representation of the traditional chat list. It has thousands of people "interacting" on the same server, the chat rooms can be permanent, but that doesn't make this sophisticated chat room into a MMO.

So far, with the exception of the trade mechanism (which includes the blueprint/megastructures system) and the visit mode that transform the city on a 3D chat room, there's no other MMO gameplay aspect. And those aspects represents a slim portion of the gameplay. 90%+ of all the on-line gameplay is pure solo-play that require no interaction whatsoever. When and if this changes, then we can call CXL a authentic MMO, on the broader definition of the term.quote>

A public chat room that has animated or 3d avatars in a virtual 3d room IS an MMO.  How do you fail to understand that?  Go check out Second Life.  The game really is a giant sophisticated chat room, and yes its considered an MMO.

You also clearly havn't made a city of over like 50,000 people, because once you get there, and especially above 100,000, unless you can be completely self sufficient the game relies heavily on the trading system.  The only way to make a ton of money is through exports, and the only way to get certain things is through imports if your not on a balanced map.  Obviously in the beginning there is no trade, there isn't supposed to be trade.  The beginning is supposed to be easy, but when you make a big city its very possible to have over 100 trade contracts.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: 0wn3d

Originally posted by: logan86

yes but you have to be able to define things in some way. otherwise i could just say, the internet is an mmo. we are thousands of people interacting with each other now. so this forum is an mmo forum. this is the problem with genres these days, yes we want variation, but there is no point in desperatly trying to mix genres that have no relevance to each other.

if everything that knightrider said was in the game, then it would be an mmo. thats the kind of level i would set to be a minimum for an mmo. a chat window is not mmo style interaction any more than this is. it doesnt have to involve beating each other up but still...quote>

Your clearly forgetting that MMO really means MMOG which means Massively Multiplayer online GAME.  Unless you consider the internet a game, its not an MMOG.  Your also forgetting that MMO is not a genre... MMORPG would be a genre, and so would MMOCB.  Completely different genres.

Originally posted by: niloluiz

Looking exclusively from this angle you are correct. However the term genuine MMO invokes a broader definition in what CXL doesn't fit, at least compared with the average gameplay standard of the MMOs available today.

The "interaction" is the same of a hipotetical public chat room that have animated/3d avatars on a virtual 3d room representation of the traditional chat list. It has thousands of people "interacting" on the same server, the chat rooms can be permanent, but that doesn't make this sophisticated chat room into a MMO.

So far, with the exception of the trade mechanism (which includes the blueprint/megastructures system) and the visit mode that transform the city on a 3D chat room, there's no other MMO gameplay aspect. And those aspects represents a slim portion of the gameplay. 90%+ of all the on-line gameplay is pure solo-play that require no interaction whatsoever. When and if this changes, then we can call CXL a authentic MMO, on the broader definition of the term.quote>

A public chat room that has animated or 3d avatars in a virtual 3d room IS an MMO.  How do you fail to understand that?  Go check out Second Life.  The game really is a giant sophisticated chat room, and yes its considered an MMO.

You also clearly havn't made a city of over like 50,000 people, because once you get there, and especially above 100,000, unless you can be completely self sufficient the game relies heavily on the trading system.  The only way to make a ton of money is through exports, and the only way to get certain things is through imports if your not on a balanced map.  Obviously in the beginning there is no trade, there isn't supposed to be trade.  The beginning is supposed to be easy, but when you make a big city its very possible to have over 100 trade contracts.

quote>

all of this is completely contradictory. firstly you told me to remember that mmo means a GAME, and then you go and say a public chat room that has 3d avatars is an mmo.

but also though, in any other mmo of any description, you are with other players interacting with them in many other ways than just talking and trading. for a start you are doing things together, not seperately. in cxl you are by yourself, looking at a chat window with people spamming trade ads at you.

really though i think the real issue here is this. no one would care whether it could be classed as an mmo or not if there wasnt one unique thing about mmo's compared to all other games. only an mmo requires a montly fee. so its so contraversial, because they are trying to claim its a genre which by its very nature requires things like monthly fees. but they are doing this without providing any features of that genre. its so true that the feautres would have barely counted as multi player a few years ago.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: 0wn3d

Originally posted by: logan86

yes but you have to be able to define things in some way. otherwise i could just say, the internet is an mmo. we are thousands of people interacting with each other now. so this forum is an mmo forum. this is the problem with genres these days, yes we want variation, but there is no point in desperatly trying to mix genres that have no relevance to each other.

if everything that knightrider said was in the game, then it would be an mmo. thats the kind of level i would set to be a minimum for an mmo. a chat window is not mmo style interaction any more than this is. it doesnt have to involve beating each other up but still...quote>

Your clearly forgetting that MMO really means MMOG which means Massively Multiplayer online GAME.  Unless you consider the internet a game, its not an MMOG.  Your also forgetting that MMO is not a genre... MMORPG would be a genre, and so would MMOCB.  Completely different genres.

I agree with the above statement. So with that said it is time to go back to my mmorpg addiction and gather some iron ore and extract some material and build a new sword so I can beat up on some miners in the mine. So if anyone is looking for me I will be up to my ears in a fight of my life and they will just have to come and find me. O and bring some beer.

Chow

Originally posted by: niloluiz

Looking exclusively from this angle you are correct. However the term genuine MMO invokes a broader definition in what CXL doesn't fit, at least compared with the average gameplay standard of the MMOs available today.

The "interaction" is the same of a hipotetical public chat room that have animated/3d avatars on a virtual 3d room representation of the traditional chat list. It has thousands of people "interacting" on the same server, the chat rooms can be permanent, but that doesn't make this sophisticated chat room into a MMO.

So far, with the exception of the trade mechanism (which includes the blueprint/megastructures system) and the visit mode that transform the city on a 3D chat room, there's no other MMO gameplay aspect. And those aspects represents a slim portion of the gameplay. 90%+ of all the on-line gameplay is pure solo-play that require no interaction whatsoever. When and if this changes, then we can call CXL a authentic MMO, on the broader definition of the term.quote>

A public chat room that has animated or 3d avatars in a virtual 3d room IS an MMO.  How do you fail to understand that?  Go check out Second Life.  The game really is a giant sophisticated chat room, and yes its considered an MMO.

You also clearly havn't made a city of over like 50,000 people, because once you get there, and especially above 100,000, unless you can be completely self sufficient the game relies heavily on the trading system.  The only way to make a ton of money is through exports, and the only way to get certain things is through imports if your not on a balanced map.  Obviously in the beginning there is no trade, there isn't supposed to be trade.  The beginning is supposed to be easy, but when you make a big city its very possible to have over 100 trade contracts.

quote>

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: 0wn3d

A public chat room that has animated or 3d avatars in a virtual 3d room IS an MMO.  How do you fail to understand that?  Go check out Second Life.  The game really is a giant sophisticated chat room, and yes its considered an MMO.

quote>

Sorry but it's not... MMO stands for Massively MultiPLAYER Online.  A chat room that has no gameplay whatsoever doesn't make it's participants "players" as there is no game going on a 3D representation of a excel table doen't make this table a game..  .... Second life is much more than a chat room so it's a poor example to support your definition.

You also clearly havn't made a city of over like 50,000 people, because once you get there, and especially above 100,000, unless you can be completely self sufficient the game relies heavily on the trading system.  The only way to make a ton of money is through exports, and the only way to get certain things is through imports if your not on a balanced map.  Obviously in the beginning there is no trade, there isn't supposed to be trade.  The beginning is supposed to be easy, but when you make a big city its very possible to have over 100 trade contracts.

quote>

You can trade with Omnicorp, a static AI "trader", the same of the Solo-Play.....   so you aren't really required to interact with other players to build your city.

Which reinforces the point that gameplay-wise there's almost nothing MMO in this game (yet).

But each one adopt the criterias and definitions that better suits it's vision of things. If for you the game is MMO enough and, more importantly, it's fun and entertaining than that's what matters for you in the end.

Whether enough people will think the same way to support the current model of the PO, it's another story however.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: logan86 all of this is completely contradictory. firstly you told me to remember that mmo means a GAME, and then you go and say a public chat room that has 3d avatars is an mmo.

but also though, in any other mmo of any description, you are with other players interacting with them in many other ways than just talking and trading. for a start you are doing things together, not seperately. in cxl you are by yourself, looking at a chat window with people spamming trade ads at you.

really though i think the real issue here is this. no one would care whether it could be classed as an mmo or not if there wasnt one unique thing about mmo's compared to all other games. only an mmo requires a montly fee. so its so contraversial, because they are trying to claim its a genre which by its very nature requires things like monthly fees. but they are doing this without providing any features of that genre. its so true that the feautres would have barely counted as multi player a few years ago.

quote>

Its not contradictory, because the point is that the public chat room in a 3D world IS A GAME.  And again, referring to MMO as a genre.  MMO is not a genre...  Its simply a component of a game, theres a reason that WoW and those types of games are MMORPGs, its because RPG is the genre,  MMO is just the "type" of RPG.  You can have an MMOFPS, MMORTS, or MMOCB.  MMO is not a genre itself, and it does not by its nature require monthly fees.  Guild wars is the prime example of an MMO without monthly fees.

You do realize that it actually costs them a lot to be able to run the PO?  Think about the massive amounts of data they have to store....  They are also transfering a ton of data, which means they need a ton of bandwidth.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: logan86

[

really though i think the real issue here is this. no one would care whether it could be classed as an mmo or not if there wasnt one unique thing about mmo's compared to all other games.

quote>

Exactely. This discussion is moot.

What will tell loud and clear if the game is a genuine MMO is the Market, not me or anyone here....

If the answer is "NO" than MC either will implement the necessary changes to turn CXL into a authentic MMO, or it will drop the MMO idea altogether what I believe is more likely than any other possibility....

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: 0wn3d

Its not contradictory, because the point is that the public chat room in a 3D world IS A GAME. 

quote>

20.gif It's not....   it's called "INTERFACE".  The same way that a program that transform the WINDOWS desktop into a 3D representation (there are various programs that do that) doens't make windows desktop a game.

It's just a 3D interface.  A game must have some objective, the fun and entertaining factor being the 1st. A chat room, even a 3D chat room is primarily a communication tool, not a game.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: niloluiz

Originally posted by: 0wn3d

A public chat room that has animated or 3d avatars in a virtual 3d room IS an MMO.  How do you fail to understand that?  Go check out Second Life.  The game really is a giant sophisticated chat room, and yes its considered an MMO.

quote>

Sorry but it's not... MMO stands for Massively MultiPLAYER Online.  A chat room that has no gameplay whatsoever doesn't make it's participants "players" as there is no game going on a 3D representation of a excel table doen't make this table a game..  .... Second life is much more than a chat room so it's a poor example to support your definition.

quote>

Ehum well... i suppose one could say that chatting with peoples while playing with "yourself" would classify you as a player.. otherwise chat rooms aren't MMO's of any sort-_-

Originally posted by: niloluiz

Originally posted by: logan86

[

really though i think the real issue here is this. no one would care whether it could be classed as an mmo or not if there wasnt one unique thing about mmo's compared to all other games.

quote>

Exactely. This discussion is moot.

What will tell loud and clear if the game is a genuine MMO is the Market, not me or anyone here....

If the answer is "NO" than MC either will implement the necessary changes to turn CXL into a authentic MMO, or it will drop the MMO idea altogether what I believe is more likely than any other possibility....

quote>

I think that in the end it will be same as with Railworks sim - small fan base willing to pay for the game+monthly fees+small addons now and then. Bet it will catch up with railworks less than in a year.. just 230 bucks to go.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Everquest is an MMORPG, one type of MMOG. By calling it an MMO, you're basically calling it a Massively Multiplayer Online, which doesn't really make a lot of sense.

Cities XL has a persistent online server, therefore it meets criteria for an MMOG.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Persistent online server of what? Sorry but your city does nothing if your not logged on. If you don't log in even if all your trades time out or get canceled your city doesn't change. Trading away 200 tokens of Fuel to make your budget positive, All the trades got canceled? Quick log out and trade via the website so you don't lose money in the city. Because again if your not logged in to your city it will sit at a negative budget and lose no money till you log in. That's not persistent in anyway shape or form.

CitiesXL has a online savegame storage device, and a basic trade function that I would be surprised if it requires more power then a higher end desktop. In fact there is a Distinct lack of anything that the server handles for you besides saying yep your +3 tokens this and -4 that from trades.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Aurelis

Couldn't agree more. Ive played eq2 for 3 years and i do know what mmo means. Recently i noticed that some developers started to add mmo tags and monthly fees to completely non-relevant games, releasing small patches and updates under the pretense of addons that you supposed to pay for. Check out Railworks, they released crappy game for 40 bucks and then dozen of small updates that add up to another 220 bucks. I believe that Sims series and Cities XL are basically made in the same rip-off scheme.

quote>

True Railworks seems to be quite expensive and lacking(some features anyway) for a modern Rail Simulator, however if you look at similar games IE: Microsoft Train Simulator( quite an aged titles), and Trainz, the price of the game and addons is reasonable.  In fact I'd estimate with the wealth of quality addons for MSTS it'd probably match or beat that $220 figure for Railworks addons. 

The difference is that the price is justified with those games, whereas the price with CXL not so much. 

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: Omniassiah

Persistent online server of what? Sorry but your city does nothing if your not logged on. If you don't log in even if all your trades time out or get canceled your city doesn't change. Trading away 200 tokens of Fuel to make your budget positive, All the trades got canceled? Quick log out and trade via the website so you don't lose money in the city. Because again if your not logged in to your city it will sit at a negative budget and lose no money till you log in. That's not persistent in anyway shape or form.

CitiesXL has a online savegame storage device, and a basic trade function that I would be surprised if it requires more power then a higher end desktop. In fact there is a Distinct lack of anything that the server handles for you besides saying yep your +3 tokens this and -4 that from trades.quote>

Its more or less persistent... the planet view is completely persistent, and cities are as persistent as they will ever get.  Would you prefer to have every city viewable from the planet view, and then when your done loading all those buildings a year later you can play the game?  The world is persistent, regardless of what you think.  The cities are persistent (They don't go away when you log off... they just kind of "freeze").  Trade is persistent (And it does go away after a certain period of time, if your online or not).

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Calling it an MMO is ridiculous. The only thing "multiplayer" about this game is the stupid commodities exchange they have set up which quite frankly only adds frustration and the wack-as chat box I can't get rid of. As far as city builders go, I think it's actually pretty good. Not perfect, but still pretty good. Too bad it's ruined by a stupid business model.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: UrbanLegend

Calling it an MMO is ridiculous. The only thing "multiplayer" about this game is the stupid commodities exchange they have set up which quite frankly only adds frustration and the wack-as chat box I can't get rid of. As far as city builders go, I think it's actually pretty good. Not perfect, but still pretty good. Too bad it's ruined by a stupid business model.quote>

Because you don't like it its stupid.... that makes sense.

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Yes I agree - They called it a MMO too fast, even before it was out.

But later down the road I do believe it would be named an MMO. Chat is basically defined within MMO because MMO is Online Multiplayer Interaction, and Chat fits in within those definitions. Massive or not, MMO is given as a label for predictions of the games popularity.

This is the first Cities XL release remember!? We didn't bash Simcity for it's release (which was waay worse).


We, stardust, are the oddest observers of self (a.k.a. the universe).

I'm just a group of atoms typing this.

What do I know?

Share this post


Link to post
Share on other sites
Posted:
Last Online:  
 

Originally posted by: kellydale2003

This is the first Cities XL release remember!? We didn't bash Simcity for it's release (which was waay worse).quote>

Actually the original 1989 SimCity was way better. And there wasn't an internet to bash it back in 1989.

Share this post


Link to post
Share on other sites

Sign In or register to comment...

To comment in reply, you must be a community member

Sign In  

Already have an account? Sign in here.

Sign In Now

Create an Account  

Sign up to join our friendly community. It's easy!  

Register a New Account

Sign In to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×

Thank You for the Continued Support!

Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

Make a Donation, Get a Gift!

Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!

STEX Collections

By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

Each donation helps keep Simtropolis online, open and free!

Thank you for reading and enjoy the site!

More About STEX Collections