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Feature Creep and why SimCity does not have it all

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Feature Creep

I decided to give my 2 cents because I keep spotting all these complaint posts about how...

They could have had farms easy!

Why no subways?

What no power lines?

etc...

When developing a new title the management team must make certain decisions at the start of the project. One of these decisions is what features we would like to have in the product. The list is almost always huge and impossible to implement in time to ship. So everyone sits down at a table and we figure out what we must have as opposed to what we want to have in the product. That list is much smaller. The we sit down with development and they tell us what we can really expect to get done on time. That list is smaller still.

All during the development cycle management, testing, developers, etc… find new features that would be cool to have or management decides they need to have some previously cut feature put back in. This is called feature creep. If you continue to allow feature creep the product either does not ship on time or is not stable at ship due to the lack of testing time for features added late in the cycle. At some point the product is locked to new features and features start getting cut from the list so as to make the ship date.

So…

Some easy to implement features may not make it into the final product because they were cut early due to the feature list getting paired down.

Some features that look easy may not actually be easy under the covers so they get cut.

Features that to some look essential are really not essential and get cut.

Making the statement that: “They could have easily implemented farms...” or “What no power lines?” does not take into account what really happens over a development cycle.

Look on the bright side, they made a great start on a new game and it can only get better. The next version will have more features, you can count on it. For now, play the game and have fun with what they were able to get done so far and be happy they didn’t try to get everything done in the first pass. If they had you would be playing a buggy piece of crap at launch instead of a polished, well thought out, solid title.

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I am coming at this topic from another angle entirely. I think that one of the reasons certain features weren't added to the core game is so that they can sell us "stuff" packs and expansions like they do with The Sims 3. They could easily put together a network add-on expansion. Or come up with new city specializations to sell us, or new building sets. The list goes on and on, but one way to ensure they have more stuff to sell us is to make sure that not all the stuff we want is in the initial release. I'm not saying they will definitely do this, but I wouldn't be at all surprised.

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I myself am not a fan of the new franchise. While I still agree with most of you are saying in terms of business, you are forgetting one very important thing in terms of business..."What will this new game have that will make people want to ditch the old for the new." That right there is problem. They thought that 3D graphics and the new simulation engine would be enough to convince people to upgrade. When i played the BETA, I did not once feel like I was upgrading my SC experience. In fact, it was quite the opposite.

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The lack of power lines isn't a big deal. If everything must be connected to the region edge by road, and roads transmit power, it'd be rather redundant, except for a few exceptional circumstances.

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Forget about the tiny details like power lines and water pipes... That's nothing compared to the things they left out.

It's like comparing having the hiccups for 10 minutes to having someone ram a titanium nail encrusted with cyanide straight through your arm. I'd rather have these tiny features be left out instead of having things as essential as God-Mode, city tiles being right next to each other, and modifiable regions be left out. How do they expect to fix something as big city tiles being unrealistically far apart from each other and tiles themselves acting as nothing more than small towns as opposed to being districts within a vibrant, mature, and realistic region like in SC4? They probably won't bother fixing it since they also made the regions have pre-made highways, railroads, etc... and also never even bothered making a tool for us to use in which we can make our own regions. If they do try to fix it, it'll be incomplete at most before the launch date (unless by some miracle they postpone the date for a few more months), if they don't try to fix it... Well, there goes their sales, and with that, there goes the SimCity series... Knowing EA though, they won't fix these things and just throw more pointless stuff at us while avoiding the larger issue(s) at hand. So, with that said:

RIP SimCity... Hopefully someone will avenge your death by taking over the genre

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"Every kid starts out as a natural-born scientist, and then we beat it out of them. A few trickle through the system with their wonder and enthusiasm for science intact." - Carl Sagan

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I do not believe any off this. I do believe EA did this (not Maxis). Because they wanna earn money! Nothing more then that. There just ripping us off! Like all big companies/banks do:S

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I am coming at this topic from another angle entirely. I think that one of the reasons certain features weren't added to the core game is so that they can sell us "stuff" packs and expansions like they do with The Sims 3. They could easily put together a network add-on expansion. Or come up with new city specializations to sell us, or new building sets. The list goes on and on, but one way to ensure they have more stuff to sell us is to make sure that not all the stuff we want is in the initial release. I'm not saying they will definitely do this, but I wouldn't be at all surprised.

I agree that this will be a likely scenario for good or bad, depends how much extra content you get for your buck. My biggest problems with this game are the city sizes and always online requirements.

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They do indeed intend on ripping us off. I have no problem with people selling software or anything else for profit, as developers need to eat too. But the way they are going about this is just completely out of whack. As one poster on here pointed out, EA or Maxis initially thought that they could convince people to buy their new Sim City with the Glass Box engine and a couple of nice-to-haves like curvey roads alone. It will probably work with the fly-by-night casual gamers who have the attention span of 4 year-olds (nothing personal if you are that type of person, but you know it's true). Those are the type of gamer who really cares about where sim #658,232 is going to work today, where he works, what he does etc. I on the other hand could care less what an individual sim is doing at any given moment, I care about simulating a city! If you can simulate a real city (a metro-area preferably, but Ill take a city for now) and also have that level of granularity than that is a nice-to-have for me.

I must have said this a thousands times already, but once more can't hurt me... This game should have been designed with SCALABILITY OF THE SIMULATION IN MIND FROM DAY ONE. If you want to simulate everything you better make sure that it can be done on a large scale. And with today's modern computers, that means you can't literally simulate the entire region at one time. There will have to be some static (-Dead-as the devs put it), districts (I call them "focuses" because a different focus allows you to achieve a different level of simulation granularity), but you will give the allusion of one big happy metro region. IE, if the tiny maps were allowed to be contiguous (and not necessarily be square-another nice-to-have) they would have to be static, but you would have the illusion of a grand metro region when you zoomed out. When you zoom in, glassbox works its magic. That would be two "focus levels" by the way. If you design this carefully, you can have more, and make the simulation more seamless and realistic. I go into more detail about this in my other posts, if you care enough search what I have to say to learn more, but needless to say, if they thought about this when they sat down and hashed this game out, we would be in a much different place now. I suspect they might have thought about this, because the solution to tiny maps and other problems seem obvious to me (a non game developer but an application developer none-the-less). For whatever reason, they thought tiny maps wouldn't be noticed by the buying public.

This would have Expanded and Improved on the region concept they pioneered in SimCity 4. This game does not come close. Instead, they went back to Simcity 2000's model of simulating one tiny city (simulating EVERYTHING in one tiny city to be precise). Make a network of those cities, and viola, you have an always online multiplayer experience, that you can now charge monthly for expansions. But each of those cities is autonomous, and independent, but you can see each of the cities growing and improving. #SlapsForheadInFrustration.

Don't get me wrong, there are some great things in this new game that are impressive. And I am sure someone will come in here and claim that this game will be the greatest Simcity ever. Well, the game disappoints me on so many levels because it could have better with a little proper planning and maybe some community input. The defenders of this game have some points as well, but there is no doubt that it does not meet my expectations.

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Again, they are lying to your face when they say they will implement certain things down the road. In other games they have taken out key features and said they will address it later, only to never do so.

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Random muse: What makes a feature an essential feature in SimCity?

Think about the code that computed land value in sim city classic (which also used grid-based simulation even though the grid wasn't visibily drawn). It was a formula that took in parks, pollution, crime, etc and calculated land value. I'm sure quite a bit of time was spent balancing the forumula so it made sense and was fun to play the game with. SimCity2k came around. They could take the code from sim city classic, which was already playtested and balanced, and just tweek it. They could then use the extra time and resources to add new features. This brings us to SC4 which had over a decade of playbalance, code, and testing.

EA/Maxis didn't want to use the grid simulation for SC2013. That means all of that playtesting, code, and knowledge is thrown out the window. Everything has to be redone from scratch. That is the cost of doing a simulation system that isn't on a grid. You want curvy roads? It comes at a price. This is the price.

I really do think the simulation can scale larger before it breaks. I think the issue is that EA wants an even playing field due to the cooperative/competative nature (ie the leaderboard). Because of that they limited the size so the lower end machine and the higher end machine runs the same. This is just my hunch.

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I do not believe any off this. I do believe EA did this (not Maxis). Because they wanna earn money! Nothing more then that. There just ripping us off! Like all big companies/banks do:S

Well, EA being a business and all, it's hardly surprising is it? If you worked for EA, or held shares in them, would you like to think they weren't interested in generating the revenue necessary to pay you?

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Lower end machines will not be able to hit high levels of population, therefore they will be lower on leader-boards. I am almost certain an expansion pack with higher minimum requirements will further the "Pay to Win" model.

I know for a fact that High Voltage Power lines were in the alpha of the game! One of the developers mentioned an early bug that had cars fly above them. They said that they fixed that bug. I thought that meant they made Power Lines functional but it could have meant that they removed or dummied them out.

Then again, Cities XL had 20x20m, 20x40m, and 40x20m lots as part of its early zoning feature, the Mass Placement Tool.

--Ocram


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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Again, they are lying to your face when they say they will implement certain things down the road. In other games they have taken out key features and said they will address it later, only to never do so.

They're only saying that because they're trying to milk as much money out of us as possible. I'm not buying that either.


"Every kid starts out as a natural-born scientist, and then we beat it out of them. A few trickle through the system with their wonder and enthusiasm for science intact." - Carl Sagan

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Lower end machines will not be able to hit high levels of population, therefore they will be lower on leader-boards. I am almost certain an expansion pack with higher minimum requirements will further the "Pay to Win" model.

I know for a fact that High Voltage Power lines were in the alpha of the game! One of the developers mentioned an early bug that had cars fly above them. They said that they fixed that bug. I thought that meant they made Power Lines functional but it could have meant that they removed or dummied them out.

Then again, Cities XL had 20x20m, 20x40m, and 40x20m lots as part of its early zoning feature, the Mass Placement Tool.

--Ocram

Yeah, I remember seeing power lines being built in one of the early videos last year. Seems that they just vanished afterward.

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Welcome to our wonderful industry.

When engaging in a project we create an as complete as possible design and project specification which incorporates a flexible but - again - as complete as possible branching structure of features, functionality, content and the various interdependancies between these and requirements rooted in marketing and sales directives.

To make a long story short, we have learned that not only is it cheaper to not release a full game by means of cutting out (feature creep, limits of resource allocations but most of the time conscious decisions to move elements to the side) parts which we can then take back from the shelve and sell to you for increasingly more financial gain than the actual sales of the core game itself.

We do this because it works. Y'all buy everything anyway, pretty much because of a whole lot of marketing & psychology but we can summarise it as we do everything to ensure that y'all "want to believe".

Farming, power lines, terraforming, underground infrastructure elements, regions supporting agent scaling, larger maps, modding tools, it does not matter what it is or even why something slipped down on a priority list, was sidetracked or ended up as part of a post-mortem. What matters is that we know that the reasons have zero significance, because we know that anything we chipped off we can wrap up and sell you seperately.

Come on people, it does not matter whether there is a morality attached to that or not, that is entirely subjective and individually determined. But these things should be clear to anyone who ever buys a game these days.

The people who do the hard work of design and development, they want to make a game, they make the effort to try and create entertainment. But they are not the ones who make these decisions, because it is not just about making a game and having fun with that. It is business. There are a lot of you out there, you are easy to reach and easy to lure, so we emphasise on strategy based on zero-sum thinking.

Like every industry this one is subject to change, yet as we are here and now and for the next decade a few simple things are cast in iron and gold alike:

- we do not have to make a complete game

- we do not have to make a niche game

- all we have to do is build, market and sell as cheap as possible

There are exceptions. Sometimes because a company does not want to be a sheep, sometimes because they have discovered a niche that is a match for their ability to secure funding and serve that niche. Most of the time such companies are small and independant, on occasion there's one that is big and who sees through the illusions of the DRM mentality. Overall there is an interesting observation to make: the larger a company and the more complex the ties to investment funding the more likely the guarantee that it will treat you, the customer, as nothing but a resource.

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One problem with farming is that if food is not an imported resource that is a necessity for life (funcioning/happiness of restaurants, grocers and residents), it will be that much harder to add agriculture to the game later on.

Power lines and terraforming are already in the game, even if they are unusable for consumers. Agent Scaling seems to be impossible but one thing that I heard a ton about in the early press releases is that the Glass Box can support boxes of (virtually) any size, which means that demos have small (possibly 1x1km) sizes, the full game will have medium sizes (2x2km) and later down the line, we might see large or huge sizes (3x3km, 4x4km+). The dev team never seemed to have underground mode in mind so subways would be impossible unless the player can visibly look at road tunnels for themselves (which was how Metro was possible in Cities XL 2011).

--Ocram


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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Welcome to our wonderful industry.

When engaging in a project we create an as complete as possible design and project specification which incorporates a flexible but - again - as complete as possible branching structure of features, functionality, content and the various interdependancies between these and requirements rooted in marketing and sales directives.

To make a long story short, we have learned that not only is it cheaper to not release a full game by means of cutting out (feature creep, limits of resource allocations but most of the time conscious decisions to move elements to the side) parts which we can then take back from the shelve and sell to you for increasingly more financial gain than the actual sales of the core game itself.

We do this because it works. Y'all buy everything anyway, pretty much because of a whole lot of marketing & psychology but we can summarise it as we do everything to ensure that y'all "want to believe".

Farming, power lines, terraforming, underground infrastructure elements, regions supporting agent scaling, larger maps, modding tools, it does not matter what it is or even why something slipped down on a priority list, was sidetracked or ended up as part of a post-mortem. What matters is that we know that the reasons have zero significance, because we know that anything we chipped off we can wrap up and sell you seperately.

Come on people, it does not matter whether there is a morality attached to that or not, that is entirely subjective and individually determined. But these things should be clear to anyone who ever buys a game these days.

The people who do the hard work of design and development, they want to make a game, they make the effort to try and create entertainment. But they are not the ones who make these decisions, because it is not just about making a game and having fun with that. It is business. There are a lot of you out there, you are easy to reach and easy to lure, so we emphasise on strategy based on zero-sum thinking.

Like every industry this one is subject to change, yet as we are here and now and for the next decade a few simple things are cast in iron and gold alike:

- we do not have to make a complete game

- we do not have to make a niche game

- all we have to do is build, market and sell as cheap as possible

There are exceptions. Sometimes because a company does not want to be a sheep, sometimes because they have discovered a niche that is a match for their ability to secure funding and serve that niche. Most of the time such companies are small and independant, on occasion there's one that is big and who sees through the illusions of the DRM mentality. Overall there is an interesting observation to make: the larger a company and the more complex the ties to investment funding the more likely the guarantee that it will treat you, the customer, as nothing but a resource.

I still have my doubts that they'll add in all our demands... But regardless, EA probably has a joint secret contract with Wal-Mart somewhere, because that's EXACTLY how they're acting right now. Bloody over-capitalistic knuckledraggers...

capitalism.jpg

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"Every kid starts out as a natural-born scientist, and then we beat it out of them. A few trickle through the system with their wonder and enthusiasm for science intact." - Carl Sagan

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First post and all.

I recently purchased SC4 via Steam. I hadn't played it in years and decided to give it a go again. I'm really enjoying it. That said, I don't foresee this iteration being a success at all for a variety of reasons. After reading the posts over at the EA forums I canceled my pre-order, and I'm glad I did. The maps are small, the visuals overtly cartoonish, the DRM scheme a no go, and the forced social/online component is not warranted in a game like this. What I find truely ridiculous is that so many people keep pointing to the Maxis statement on modding, that it'll somehow vastly improve and or save the game. Yeah well, good luck with that. Not only have they been absolutely vague on how and what can be modded, but does anyone actually think they'll allow anything into the game (via modders) that will hamper DLC sales? I think not.

I'm passing on this iteration in the series, and from what I can tell, so are a great many others.

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It seems like there are a variety of reasosns why any and all features that various fans would like to be included in their dream version of the game can or can't be included...  That said it does seem there has been a trend among various game genres in recent years or the past decade of simplifying games (in some good) and bad ways, forcing always online internet connections, creating half-finished games as money can be charged for additional features later which aren't always up to quality as a good quality expansion might be, etc...

 

Another recent example is Diablo 3, you can read a lot of the critical comments out there and some of them mention similar issues of companies that become too big and greedy.  So they don't have to make a good quality game that puts the power into the creativity of the users with modding capabilities and building community.

 

A side thought is how maybe they "took too long" to make follow ups to series like Simcity and Diablo, there could have been new games in between now and the last in the series so maybe in some past setting there was a chance to make a better game than the new "not up to expectations" or potential versions.

 

However I also wanted to point out that Simcity 4 still has a great modding community and there are many, many attempts and succeses at making independent mods and modern city building games.  You can check out a list of these indie games and others and people are still discussing the possibility of making an independent Simcity game to rival Simcity 5 here.  So maybe there's potential for the missing features to become a reality in a community-made and kickstarted version? :)

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The largest (and most ambitious) of the independent projects to rival SimCity 2013 is Buggi's Boomtown.  I help Buggi with coming up with some ideas regarding Boomtown.

 

Yeah I forgot about this one as well!  As there are a bunch of projects still ongoing...  Any increased support or at least more visibility of the independent games is a good thing.  I'll try to do what I can but since I'm not wealthy I can just gather info and post links :)

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