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Major SimCity misconceptions dispelled

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Many have said they want an offline SimCity, such a game would require much more code to adequately give the same feel of the online game’s economy. SimCity has been designed to be the first fully open-ended city-simulator that can promise completely unpredictable gameplay challenges tied into the market system, such a feature is impossible without thousands of lines of code which would rapidly bog down the performance of even the richest gamer’s rig.

Another downside many have cited is the city-tile size, such a restriction prevents slower computers from bogging down, furthermore, no SimCity game has ever been to realistic scale, EVER. SimCity has always been a game that bridges gaps between demographics, and creating a game that would only be accessible to those with higher-ended systems would go against the nature of SimCity as a game with a wide appeal. Whether or not there will be a way to expand the city borders is yet to be seen, and until such is confirmed to not be in the game, deriding the game for not having it is premature. There have been hints that expansion of city tiles will be possible by release, and if not by then, it may be included in an expansion.

Yet another common complaint I’ve heard the community demand from Maxis is the subways. Many have said it’s because they actually are giving us “SimSuburb”. Subways would necessitate an entire layer devoted solely to the representation of the subway tracks and trains, and the second, that players wouldn’t be able to easily see the subway working without switching to this layer. Maxis has designed this game so that players can see exactly what their city is doing with as little fuss as possible.

Yes, SimCity 2013 is a deviation from the previous games, but the man who developed the idea for SimCity had, many years ago, acknowledged that the previous games had worked themselves into a niche. However, that this game is a deviation from the SimCity norm does not mean this game is destined to fail, it means this game is a different iteration of the franchise.


  Edited by CaptCity  
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SimCity is still being developed, just because something isn't in the game right now, doesn't mean it won't be in the final game.

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Another downside many have cited is the city-tile size, such a restriction prevents slower computers from bogging down, furthermore, no SimCity game has ever been to realistic scale, EVER.

My beef isn't so much with the scale, or with the citysize per se, but with the gaps inbetween cities. Imagine a 2x2km CBD, surrounded with stretches of empty land - frankly, that's totally unrealistic. Or in other words, with this new SimCity it's impossible to build a sprawling metropole because of this restriction. I can understand the problems the developers wrestled with, it's just imho they should've tried harder to find a better solution.

Yet another common complaint I’ve heard the community demand from Maxis is the subways. Many have said it’s because they actually are giving us “SimSuburb” or some other ludicrously slanderous reason, while ignoring the real, and stated twofold reason: subways would necessitate an entire layer devoted solely to the representation of the subway tracks and trains, and the second, that players wouldn’t be able to easily see the subway working without switching to this layer. Maxis has designed this game so that players can see exactly what their city is doing with as little fuss as possible

That seems very unbelievable. The developers clearly take pride in all the different data layers they've incorporated into the game, e.g. the watertable, resource maps, crime maps, etc., etc. In fact, you've got to switch between layers regulary to keep track of what's going on in the city. So what's holding them back to make another layer for the subway? Seriously, most mayor cities have subways, even if it's only one or two lines.

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Another downside many have cited is the city-tile size, such a restriction prevents slower computers from bogging down, furthermore, no SimCity game has ever been to realistic scale, EVER.

My beef isn't so much with the scale, or with the citysize per se, but with the gaps inbetween cities. Imagine a 2x2km CBD, surrounded with stretches of empty land - frankly, that's totally unrealistic. Or in other words, with this new SimCity it's impossible to build a sprawling metropole because of this restriction. I can understand the problems the developers wrestled with, it's just imho they should've tried harder to find a better solution.

Yet another common complaint I’ve heard the community demand from Maxis is the subways. Many have said it’s because they actually are giving us “SimSuburb” or some other ludicrously slanderous reason, while ignoring the real, and stated twofold reason: subways would necessitate an entire layer devoted solely to the representation of the subway tracks and trains, and the second, that players wouldn’t be able to easily see the subway working without switching to this layer. Maxis has designed this game so that players can see exactly what their city is doing with as little fuss as possible

That seems very unbelievable. The developers clearly take pride in all the different data layers they've incorporated into the game, e.g. the watertable, resource maps, crime maps, etc., etc. In fact, you've got to switch between layers regulary to keep track of what's going on in the city. So what's holding them back to make another layer for the subway? Seriously, most mayor cities have subways, even if it's only one or two lines.

I know what you mean. I keep repeating the same solution over and over again, look up my posts if you want to know what I was talking about. But the point is there IS A SOLUTION to this. Maybe not my solution, but they COULD have done something. They CHOSE not too. Unfortunately, I will CHOOSE to purchase this game against my better nature. I know this game isn't worth the disc it will be printed on, but I just want to try it out. Maybe after it drops in price some..

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looking forward to many years of sim-recession and austerity when the sim-market collapses.

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    I don't buy this argument at all. Generating numbers is easy. And I really doubt there will be that much unpredictability in the market. Unless that's an admission by them they are going to allow the trolls and the trade guilds free reign on the market. Is that what they're saying?

    Yeah, getting numbers is easy, since most programming languages feature a "Randomize" function to do just that, however, creating as realistic an economy as is possible with multiplayer input is incredibly difficult. Any first-year programming student can slap together a rudimentary program to "simulate" an economy, but it will never be as true a simulation as is possible with multiplayer, oh and each one of those "randomized" variables also takes power away from other aspects of the game, since computer power is finite, not infinite.

    That seems very unbelievable. The developers clearly take pride in all the different data layers they've incorporated into the game, e.g. the watertable, resource maps, crime maps, etc., etc..

    That'd work, if data layers were capable of and designed for that, which all indications I've seen is they're not. Data layers are simple overlays, they're not designed to represent fine detail like the simulation is. Maybe I used the wrong word with "layer", they'd have to create an entire underground world, because I can see the whining already if they used a data layer to represent a subway.


    SimCity is still being developed, just because something isn't in the game right now, doesn't mean it won't be in the final game.

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    That seems very unbelievable. The developers clearly take pride in all the different data layers they've incorporated into the game, e.g. the watertable, resource maps, crime maps, etc., etc..

    That'd work, if data layers were capable of and designed for that, which all indications I've seen is they're not. Data layers are simple overlays, they're not designed to represent fine detail like the simulation is. Maybe I used the wrong word with "layer", they'd have to create an entire underground world, because I can see the whining already if they used a data layer to represent a subway.

    True, they would've needed to develop the underground world, which reminds me of another issue; water and electricty traveling along the roads. . I know, I know, in RL tubes and pipes and what not oftentimes run underneath the roadsurface. Still, I'd like to have seperate control over those things.

    Also, you might want to edit your first quote. :read:

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    That seems very unbelievable. The developers clearly take pride in all the different data layers they've incorporated into the game, e.g. the watertable, resource maps, crime maps, etc., etc..

    That'd work, if data layers were capable of and designed for that, which all indications I've seen is they're not. Data layers are simple overlays, they're not designed to represent fine detail like the simulation is. Maybe I used the wrong word with "layer", they'd have to create an entire underground world, because I can see the whining already if they used a data layer to represent a subway.

    True, they would've needed to develop the underground world, which reminds me of another issue; water and electricty traveling along the roads. . I know, I know, in RL tubes and pipes and what not oftentimes run underneath the roadsurface. Still, I'd like to have seperate control over those things.

    Also, you might want to edit your first quote. :read:

    Water and electricity were streamlined to go along with the agent basis of the simulation, had they included water pipes and electrical grids, that would have been two more agent-pathways that would need to be coded, debugged, and maintained, as well as two new potential fail-points. Most people would end up laying their water pipe under the roads anyway, and I'll go out on a limb here and say real-life mayors never, EVER get to decide where their city's utility infrastructure go, it may not even be controlled at the municipal government.


    SimCity is still being developed, just because something isn't in the game right now, doesn't mean it won't be in the final game.

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    1. I would be fine if they had no random number generator but rather had the offline market "AI" always have a fixed price near the floor and ceiling, like the Cities XL OmniCorp. That would make it possible to play offline but create a large incentive to play online or cheat.

    2. How can one troll the global market? Trade Guilds and Cartels are features that the Maxoids discussed that they want to be in the game.

    3. Adding subways means adding an underground view, means having a view where buildings are invisible, terrain translucent and water mains, sewage pipes, and subway tunnels and stations visible.

    --Ocram

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    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    I agree, region play is one of my favorite aspects of SC4 - not only does it give you the ability to create a sprawling metropolis, but also vast farmland dotted with tiny towns, or even colossal mountain ranges with national forests... really, your imagination is the only limiting factor. I've seen many region shots from talented SC4 players that could easily pass for actual satellite photos. Unfortunately, it looks like SC13 will be more like playing a game rather than building a world. Games are fun for a while, but I eventually lose interest. SC4 on the other hand has allowed allowed my imagination to continually create new worlds and it has yet to get old.

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    SimCoug's Stuff:      CJ   -   Lot&Mod Den   -   STEX Files

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    SimCity 4 is not a game IMO, it is something that I call as a tool to express my imagination, some of the best tool I have. SimCity, in another hand, just like others said earlier, is not more than a game, it's not the Simcity that we know.


      Edited by CaptCity  
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    I'd like to clear something up. I would love it if there were 32 square kilometer cities available for SimCity, I'd love to have subways too. This is not possible, however, because computers are not built with infinite power.

    I will put this next statement bolded, underlined, and italicized, and in very simple language, so everyone can understand it: computers only have so much computing power to go around, that means that an overly large 3-D map with the level of simulation in this game is impossible at the present time.

    As for the "expansion of cities" I never once meant for that to be more than 16, what I was meaning was that they may allow for city size to be expanded beyond the 2x2 square kilometer limit at the beginning.

    Lack of true player control eh? I guess the new features, like being able to specialize in cities, building modules that can be custom placed, a complete lack of a grid, and other things don't count at all?

    The scale in SC13 is marginally better than SC4 as far as I've seen, and it could be better.

    It's not wrong per se to have a solely underground layer for subways, however, we are dealing with the bolded statement above. Not to mention the functionality of the subways is replaced by the trams. The tram takes up a bit more surface space than the subway networks have, but Maxis has also stated that the subways aren't conducive with the vision Maxis had for the game, that a player could see all their Sims going about their business and being able to see the traffic use.

    Occram, I like you, but an artificial economy like you propose would lead to a game with no challenge beyond the first month because by then, the economic patterns would be easily discernable to anyone with a rudimentary understanding of how an economy operates. A player-driven economy will likely be stable, it's simple law of averages, if there's 10,000 players, only one of which is a troll out to skew the market, the 9,9999 other players would balance out the troll's impact, especially if the market-control software is designed right, and with the caliber of programmers EA has, I doubt they'll botch it.

    Above all, I'd like to know why is it such a mortal sin for Maxis to balance this game's target market between the casual player and the established player? They've said they wanted the semblance and feel of this game to be similar to that of the original SimCity because simplicity will get a young generation of new fans, new fans are a good thing, and the young new fans have had the internet for most of their lives. Personally, I have a feeling its primarily selfishness, but that's just me.....

    Think of it like this: developing a game targeted at teenagers without an online component nowadays would be like shooting a television show using black and white cameras in 1977, in other words, it'd be nearly anachronistic and within a few years would be totally out of date and behind the times.


      Edited by CaptCity  

    SimCity is still being developed, just because something isn't in the game right now, doesn't mean it won't be in the final game.

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    In Cities XL, if you trade exclusively with OmniCorp, (which was the only possibility in offline CXL original/2009) you would have to run a huge trade surplus to remain profitable. Since you can trade with other cities in the region, things would be easier because you can run a minor trade surplus and be mostly self sufficient while running a profit. Cities XL 2011 opened up trade between your own cities and made OmniCorp slightly less extortionist and the game became easier. Therefore, depending in the floor and ceiling of the prices, you could easily make a "gimped" single player that would encourage online play. Maybe even set the limit for total resources for the Global Market at 9999 each or something. In the online game, prices would fluctuate but remain near the centre, in the offline game, the player would always be at a disadvantage because importing prices would be by the ceiling (unaffordable) and exporting prices would be by the floor (unlivable). This method will certainly anger some but not as many as no offline component at all. Now, as we all fear, the Maxoids say that the Global Market is a requirement so they cannot easily fake it with unfair numbers.

    --Ocram

    • Like 1

    Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

    Words to live by:
    "Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

    "Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
    "Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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    Lack of true player control eh? I guess the new features, like being able to specialize in cities, building modules that can be custom placed, a complete lack of a grid, and other things don't count at all?

    Stuff CXL already has. Sure, SimCity expands upon the "specialization" aspect, and the building modules are a nice touch. But the constricting map sizes, lack of highways and other transportation features, as well as the inability to add or change anything in the no-man's land, give one a severe sense of restriction and lack of control.

    The fact remains that, with these restrictions, you can build nice towns, even towns with dozens of skyscrapers, but you can NOT build an actual city. Certainly not as the name "SimCity", with both it's literal and connotative associations, implies.

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    Think of it like this: developing a game targeted at teenagers without an online component nowadays would be like shooting a television show using black and white cameras in 1977, in other words, it'd be nearly anachronistic and within a few years would be totally out of date and behind the times.

    No one's complaining about an online component. They're complaining that it's the ONLY component.

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    SimCity 2013: Too much sim and too little city...

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    Another reminder to discuss the topic and not make comments directed at another. Those who appear to like aspects of the new game have the same opportunity to post without receiving the same type of sarcastic and snarky comments that those who don't like aspects of the game often complain about - yes, there has been editing of posts. So keep it on topic, please.

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    A wise man once said, "I am not yet a wise man..."

    Endless Road 4.jpg

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    I'd like to clear something up. I would love it if there were 32 square kilometer cities available for SimCity, I'd love to have subways too. This is not possible, however, because computers are not built with infinite power.

    I will put this next statement bolded, underlined, and italicized, and in very simple language, so everyone can understand it: computers only have so much computing power to go around, that means that an overly large 3-D map with the level of simulation in this game is impossible at the present time.

    It is possible. You tile the entire region with 1x1 tiles and allow any 2x2 to be selected for viewing and editing.

    What is not seen only needs general computation not simulation.

    Navaigation to adjacent tiles drops the tiles on the other side.

    With the restrictions of 2x2 and not being able to develope near the edge they should call it SimVillage.

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    Yeah this should be a no brainier for Maxis. OK I understand they believe that a 4x4 cannot run on the average computer. But sc4 did not simulate an entire region at a time. It was tile by tile

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    Above all, I'd like to know why is it such a mortal sin for Maxis to balance this game's target market between the casual player and the established player? They've said they wanted the semblance and feel of this game to be similar to that of the original SimCity because simplicity will get a young generation of new fans, new fans are a good thing, and the young new fans have had the internet for most of their lives. Personally, I have a feeling its primarily selfishness, but that's just me.....

    The point is that they say explicitly that they market this game also on old fan...

    "Kip Katsarelis (MaxisKip) - Senior Producer – Expert on all things SimCity" -

    "
    This is definitely
    a game for the hardcore fans
    . When we started this project, we looked at previous SimCity games and evaluated what made them great. We looked at fan sites,
    spoke with fans
    , looked at reviews, and looked at what the SimCity 4 community was up to. We wanted to make sure
    that we delivered on the core values of SimCity
    . Probably the most important pillar of the game has always been simulation and that's where we put the bulk of our efforts. We felt if we did satisfy our core audience, then why make it."

    souce:http://www.reddit.co...gk71q?context=5

    ...but by dropping a large number of features where people fell in love with, it doesn't fullfil that purpose. "If it ain't broke, don't fix it" is a message we try to get across. For instance, like I showed here, the old region play was perfect: only one tile gets simulated at the time actively, so you can have very large regions that still work within the limited processing power of your PC. SC4 even used quite some tricks to save processing power, one of which was the simple pathfinding (the complex pathfinding has been re-activated by the NAM when the average PC was powerful enough).

    I don't say SC4 is perfect. I mean, there are still quite some annoying bugs that we can't correct (the TE lot over Puzzle Piece CTD, the Prop Pox), but so far, it's the only game I've played for more than one year straight, spanning an impressive 6 years and counting! In that time, I worked on 4 regions, did quite extensive modding and still I'm not done with it yet. Over the time, I've learned more realistic urban planning skills and not only do I build larger cities that extend beyond city tiles, but also vast farmlands new ways of building motorways, airports and harbours. The massiveness of the region makes it all worth it and with all these side-by-side tiles, it forms a larger whole. I don't think most people won't achieve that with the new SimCity due to its limits...

    Best,

    Maarten

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    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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    The problem with subways is not that they have to make a new data layer, it is because all transportation are 3D meaning that they would have to create a station that could go underground at a fixed point. Pretty much with the 3D paths being able to make a tunnel any where what happens when you raise a subway above-ground.

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    The Global Market is an excuse for making the game forced online with many restrictions such as limited save slots (for balance), limited city sizes (also for balance), and gaps between cities (to reduce strain on the system), and many others as well.

    A 100% offline SimCity game would be a better option, since it would have greater longevity and more abilities to mod the game. I know that there is a problem with piracy, but DRM generally harms legitimate users much more than pirates, which is a major problem. I condemn pirating software.


      Edited by CaptCity  
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    If what a computer can do restricts what kind of game can be created then we are in big trouble. As I said in another post, we do not need the CPU or simulator engine to be creative for us. We just need the creative tools that allow us options that have countless possibilities. I'm a painter and all I need are the three primary colors, black, white (that's only 5 tubes of paint) and some good paint brushes and a canvas. From that small order I can create an infinite range of subjects in infinite  combinations. Though SimCity 4 have some limitations, I feel like after 10 years I'm still barely scratching the surface with what I can create with it. The canvas and the modest tools given to us 10 years ago could run on a P4 system. How is it that here in 2013, not even a little bit more can be given to us with the rigs we have today. The limiting design was not made by some necessity, but by design indeed. Every design has a purpose. So what was the purpose of this design? Was it made for me to have creative freedom and play SimCity as I been since the 90s? Obviously no. Restriction is a weak excuse when having the opportunity to create something from the ground up.

     

    As for the market system, that market system is made for multiplayer purpose. A single player mode does not have to share that same model if I am not socially trading with anyone.And why does the money transfer have to be "simulated via a truck that gets stuck in traffic? It sounds kinda cool on the surface but it can quickly turn into a bad joke with those singular safety hazard one way in and out pre-made highways. Why does the water and power have to be agent based?  When was the last time you watched a glob of water travel through a pipe? It's all fluid and move as one so the whole system is one organism. SC4 system makes more sense to me and takes up less CPU power but for this, the focus on building a city or world was sacrificed? I don't think they are that stupid. This was done on purpose to push this online thing maybe because farmville on facebook is so popular. This was never about designing to cater to fans despite them pretending to. So any argument that tries to justify their design decisions because of system limitations and today's technology etc. is something I'm not buying.

     

    Edit:

    But let me not be a hypocrite when it comes to "specializing".  This is a niche audience as is many other aspects of life and for anyone to delude themselves and think you can just let any and everyone into every and anything is so anti-cultural. Everything has it's place and the only new players this niche needs are those who want to join us in what we know, not destroy what we know for the sake of getting new players. Because then what would it be that they come into other than a false advertisement if what was is destroyed.

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