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Well I never said it was a good thing, but it's hard to say whether SC13 will be a commercial success or not. I think the game is actually quite decent from my beta experience, but it's not the SC5 many people had hoped for. I'm most likely still going to get it anyway, but maybe not right at release.

This would be all fine and dandy if maxis representitives didnt come on here and make a pitch for a game totally different than what they alluded to in the first place. If they were inspired by sc journals and the nam team then how did we end up with this? How does one claim to be inspired by the nam team when you cannot even place a damn highway in the game.

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Well I never said it was a good thing, but it's hard to say whether SC13 will be a commercial success or not. I think the game is actually quite decent from my beta experience, but it's not the SC5 many people had hoped for. I'm most likely still going to get it anyway, but maybe not right at release.

This would be all fine and dandy if maxis representitives didnt come on here and make a pitch for a game totally different than what they alluded to in the first place. If they were inspired by sc journals and the nam team then how did we end up with this? How does one claim to be inspired by the nam team when you cannot even place a damn highway in the game.

 

link?

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Well I never said it was a good thing, but it's hard to say whether SC13 will be a commercial success or not. I think the game is actually quite decent from my beta experience, but it's not the SC5 many people had hoped for. I'm most likely still going to get it anyway, but maybe not right at release.

This would be all fine and dandy if maxis representitives didnt come on here and make a pitch for a game totally different than what they alluded to in the first place. If they were inspired by sc journals and the nam team then how did we end up with this? How does one claim to be inspired by the nam team when you cannot even place a damn highway in the game.

 

To be inspired by something does not automatically mean they have to make a 1:1 copy of it though. In fact, many things are inspired by something but also fundamentally different from the original concept. So Maxis' claim that they were inspired by the nam team does not have to be untrue and it doesn't mean they have to have placeable highways in the game, to give an example. 

 

Whether they've pitched an entirely different game than was alluded to is more a matter of perspective. Most of the people on this forum were expecting a new SC game to be a straight evolution from SC4, and were disappointed when it turned out to be a reboot. 

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What they probably meant is that the SC4 community is inspiring, rather than them being directly inspired by it. it's pretty clear that SC2013 is not the dream product of the SC4 community.

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What they probably meant is that the SC4 community is inspiring, rather than them being directly inspired by it. it's pretty clear that SC2013 is not the dream product of the SC4 community.

EA was probably inspired to make sure none of their games were ever again played for ten years without pouring money into their coffers.

 

That they did not make more money off of SC4 is THEIR fault. Most of us here at ST would have been willing to buy the improvements had EA made the effort. SC2013 may or may not prove to be a good game, but I don't think it is the "dream game" of anyone, including those eagerly awaiting its' release. Time will tell.

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Perhaps NAM inspired Maxis to include GLR? Just an example.

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This would be all fine and dandy if maxis representitives didnt come on here and make a pitch for a game totally different than what they alluded to in the first place. If they were inspired by sc journals and the nam team then how did we end up with this? How does one claim to be inspired by the nam team when you cannot even place a damn highway in the game.

You don't see the connection? The journals offer a zoomed in, personal, microscopic look at a city. The new game is all about this in every single way.

As for NAM? NAM isn't just highways...it's a drastic improvement over sc4's ridiculously broken commute simulation engine. NAM exists because sc players want a better simulation, better then what a completely broken unmodded version of sc4 delivers. And the new game seeks to deliver a drastically better simulation.

And simulation is one of the fundamental aspects that makes simcity simcity. No one would have suggested modability as a fundamental aspect ten years ago, because you weren't then spoiled by ten years worth of mods on a broken game abandoned by its developers. I'd prefer a functioning unmoddable game to a broken game that can be fixed with copious mods any day. I shouldn't need to download 3rd party user created content just for a sim game to simulate properly. But that's what you have to do with sc4. The new game seems different.

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This would be all fine and dandy if maxis representitives didnt come on here and make a pitch for a game totally different than what they alluded to in the first place. If they were inspired by sc journals and the nam team then how did we end up with this? How does one claim to be inspired by the nam team when you cannot even place a damn highway in the game.

You don't see the connection? The journals offer a zoomed in, personal, microscopic look at a city. The new game is all about this in every single way.

As for NAM? NAM isn't just highways...it's a drastic improvement over sc4's ridiculously broken commute simulation engine. NAM exists because sc players want a better simulation, better then what a completely broken unmodded version of sc4 delivers. And the new game seeks to deliver a drastically better simulation.

And simulation is one of the fundamental aspects that makes simcity simcity. No one would have suggested modability as a fundamental aspect ten years ago, because you weren't then spoiled by ten years worth of mods on a broken game abandoned by its developers. I'd prefer a functioning unmoddable game to a broken game that can be fixed with copious mods any day. I shouldn't need to download 3rd party user created content just for a sim game to simulate properly. But that's what you have to do with sc4. The new game seems different.

 

I take exception to your claim that the original SC4 is/was broken. To describe the game as broken seems to merely be an overly eager attempt to further denigrate the game many of us have played for ten years. If I remember correctly I played it for almost two years right out of the box in the early days and enjoyed it just fine before I ever saw the changes we have come to know and enjoy today. If the game had been "broken" I don't think I could have played without patches and Rush Hour.

 I agree it had/has room for much improvement but was never "broken". Broken games don't run, play, or work. SC4 has always done all that.

 

bro·ken

verb
1.
past participle of break.

adjective

2.
reduced to fragments; fragmented.
3.
ruptured; torn; fractured.
4.
not functioning properly; out of working order.
 
Thanks to Dictionary.com
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  • 17,477 files
  • 81,353,371 downloads of those files

ALL from ST/Exchange for SC4 on this site. 

 

 

That shows me SC4 is not considered by the people who have downloaded, "too buggy" to play. 

 

Why would they waste all that time, if something was "that" broken. 

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Ok let me clarify a few things. I know the word "inspired" has some versatility to it. And I never argued that the change in the mechanics constituted Maxis selling us the Brookyln Bridge. Nor did I confine NAM to simply highway engineering.

It is rather the severe limitations that so far made this game a fraud of the title name. Lets not pretend you can make a city now anywhere near what you could before and how dibilitating that is. Lets see how the simcity2013 show us your intersections thread goes. Its not going anywhere without some major changes. If the game even had highways the player could place, can the game even fit one major intersection on the map.

And for what? So we can see joe smoe open his garage door when he comes home. Does anyone think that the processing power for garage doors could be of better use if placed elsewhere?

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Quoted from the topic starter's post.

 

  ...the new simulation engine is also much more detailed....

 

Just so everyone knows, I'm one of those not thoroughly impressed by the glassbox engine. Yes it is a better simulation of SIM activity within your city, but that's what SIMCity is NOT Originally about. The game was originally about you managing your resources (Budget) in order to build and maintain a thriving city. The SIM inhabitants were just some numerical value you had to work into your management plan to keep your city living.

 

Heck even in SC4 the SIMs can whine about not having a hospital or school and you could still keep your city going.

 

Then when SIMCity Societies came they added the SIMs wants and mood as factors you must watch over in order to keep them "happy" or at least contended to go to work or stay in your city. And with this upcoming game they've totally moved away from the game's besic premise and had moved onto "SIMs needs management".

 

As I posted on the "SIMCity or CitiesXL" Poll thread, seeing as this new SIMCity is also a one core hogger, et al it solely runs on one processing core of a computer just like CXL, I'd rather have my game's resources be gobbled up by the game rendering a larger and richer city than wasting resources doing worthless calculations to simulate worthless SIMs. And yes, I DO MEAN THAT.... SIM inhabitants are WORTHLESS, it's the cities that matter most, which is why I can tolerate CXL's seemingly random and retarded simulated city inhabitants doing random things like dancing on top of benches and/or randomly spinning a hoola hoop then walking off to nothingness.

 

And sadly, I am aware of Focus Home Interactive milking the cow by releasing a lackluster expansion/new release of Cities XL dubbed "Platinum" with little additions added and the game still riddled with bugs and problems (the no support for multi-core processors issue still not being fixed as a major issue) but still, I'd rather buy this than this upcoming SIMCity reboot.

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And how has this changed with the new engine? The individual Sims still don't really matter. They're effectively just parts of the SIMulation, which is what SIMCity does: Simulating a city. Besides that, I would argue that keeping the citizens happy or at least make sure their problems are dealt with is a very important part of managing a city. As you've pointed out this can be seen in SC4 where the Sims 'demand' that you build more of service X or Y, but you can choose to ignore that. From my beta experience this hasn't changed at all.

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4.

not functioning properly; out of working order.

So Sims going unemployed because a supposedly long commute time because they're taking a route to/from work that's clearly a far less efficient way to get to/from work then several other nearby available ways to get to work (whether that be public transport, or simply getting on a better road) is SimCity 4 working as intended?

I had a friend try out SimCity 4 in anticipation of the new game, which she's going to be getting. I sort of walked her through SimCity 4 just so she could get a better idea of the gist of the game before purchasing the new game. While she was playing on SC4 Deluxe, unmodded, she had to zone a ridiculous amount of industrial (which pretty much just took over the whole city) because she had no industry doubler mod installed to get a more appropriate number of workers in those factories, and then she finally gave up on playing the game when it became extraordinarily difficult for her to keep her citizens employed simply due to the fact that the game out of the box is terrible about pathing Sims so they'd list long commute times for ridiculous reasons.

I'm not saying that SimCity 4 is "too buggy" to play. Because you're right, if all these people are hanging around downloading the mods, that's pretty clear evidence that it's not too buggy to play.

But I absolutely challenge you to find someone who has been playing for ten years and doesn't use NAM. I challenge you to find someone who has been playing the original game straight out of the box for ten years. Some of the mods available are purely cosmetic mods. Whether ploppables, or growables, or even when it comes to things like the flexible underpasses, and the whole set of cool interchanges that come with NAM, these are mostly cosmetic changes.

But the other thing that comes with NAM is a drastic overhaul to how the simulation handles commuters. This is the part of SimCity that does not function nearly as well as Maxis wants it to. The SimCity 4 simulation engine is ten years old. NAM improves its simulation engine enhances the games replayability, but the standalone, unmodded engine is bad.

And one of the things that Glassbox intends to do is be a GREAT simulation engine right out of the gates. Regardless of absolutely any other factor, if the new SimCity's simulation engine works without requiring a mod, the game is already an improvement over SimCity 4.

And NAM being a non-optional isn't even my opinion. It's the opinion of the SC4 community here...

Check out this thread, for example.

The OP doesn't even consider NAM to be custom content...

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4.

not functioning properly; out of working order.

So Sims going unemployed because a supposedly long commute time because they're taking a route to/from work that's clearly a far less efficient way to get to/from work then several other nearby available ways to get to work (whether that be public transport, or simply getting on a better road) is SimCity 4 working as intended?

I had a friend try out SimCity 4 in anticipation of the new game, which she's going to be getting. I sort of walked her through SimCity 4 just so she could get a better idea of the gist of the game before purchasing the new game. While she was playing on SC4 Deluxe, unmodded, she had to zone a ridiculous amount of industrial (which pretty much just took over the whole city) because she had no industry doubler mod installed to get a more appropriate number of workers in those factories, and then she finally gave up on playing the game when it became extraordinarily difficult for her to keep her citizens employed simply due to the fact that the game out of the box is terrible about pathing Sims so they'd list long commute times for ridiculous reasons.

I'm not saying that SimCity 4 is "too buggy" to play. Because you're right, if all these people are hanging around downloading the mods, that's pretty clear evidence that it's not too buggy to play.

But I absolutely challenge you to find someone who has been playing for ten years and doesn't use NAM. I challenge you to find someone who has been playing the original game straight out of the box for ten years. Some of the mods available are purely cosmetic mods. Whether ploppables, or growables, or even when it comes to things like the flexible underpasses, and the whole set of cool interchanges that come with NAM, these are mostly cosmetic changes.

But the other thing that comes with NAM is a drastic overhaul to how the simulation handles commuters. This is the part of SimCity that does not function nearly as well as Maxis wants it to. The SimCity 4 simulation engine is ten years old. NAM improves its simulation engine enhances the games replayability, but the standalone, unmodded engine is bad.

And one of the things that Glassbox intends to do is be a GREAT simulation engine right out of the gates. Regardless of absolutely any other factor, if the new SimCity's simulation engine works without requiring a mod, the game is already an improvement over SimCity 4.

And NAM being a non-optional isn't even my opinion. It's the opinion of the SC4 community here...

Check out this thread, for example.

The OP doesn't even consider NAM to be custom content...

 

In the unmodded version when Sims were not working because of "long commute" that was a player option. Only Maxis knows if the game was working as planned but players had options in order to get those Sims to work. So, the game was not broken. It just required some thoughtful creativity to get around a challenging part of the play that few of us liked.

 

I have a lot of computer games and I don't have a one of them that is played as it came "straight out of the box" and I would assume the same is true for yourself and every other player that is connected to the internet and is looking to get the best play possible from their game. The difference with SC4 from many other games is that EA/Maxis apparently abandoned the game and fans stepped up where they failed. How is that really any different than say a game that has long support and regular updates from the producers? Was their game "broken"? Are all updated games "broken"?

I think not.

 

QUOTE:

And one of the things that Glassbox intends to do is be a GREAT

simulation engine right out of the gates. Regardless of absolutely any

other factor, if the new SimCity's simulation engine works without

requiring a mod, the game is already an improvement over SimCity 4.

END QUOTE.

Time will tell what is "great" and what is not.

Seems you are saying an orange is better than an apple don't you think? SC2013 is a different game with different goals than SC4 and that has become quite clear to many of us. As I've tried to point out, SC4 "worked" without a mod as will SC2013. The definition of "work" seems to have many definitions. One thing is certain, no one has ever yet made a silk purse out of a sows (that is a pig for you city folk) ear. If the foundation is limited the game is limited, period. SC4 has shown to have an enormous capacity for change and modding because it has a good foundation. I believe SC4 is a game with vision built in by the developers which for whatever reason they left unfilled. SC2013 could not build on that because it went in a different direction. Like I said, it is a different game with different goals. It's just not my kind of game.

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A game with updates is not broken. The updates fixed what was broken.

That's my whole point with NAM. My original post in this thread was explaining the logic behind Maxis saying they took inspiration from NAM... NAM completed a broken commute system in SimCity4. Maxis doesn't want to leave a broken commute system in the new game.

Understand, I didn't say that Glassbox IS great. I simply said that is its intent.

Is a patched game also a broken game? No. Because it's patched. NAM makes SimCity4 patched and unbroken. Maxis wants to make sure things like the commute system aren't left broken with this new game.

And in my opinion, 3rd party patches, while they can be great, should always be considered optional. But that's not quite what NAM is. NAM is a missing Maxis patch that Maxis never released for whatever reason. NAM should be a series of Maxis updates to fix the game, not some the users do. I'm not opposed to user content, but "fixes" should never be user content.

And I may not have many games I play that are legitimately exactly as they were straight out of the box (or straight after the Steam download), but outside of SimCity 4, any post-printing changes to any of my other games are purely developer released content, whether DLC, expansions, or simply patches and updates. SimCity 4 is the only game for which I use and user-created content.

And it's ONLY SimCity 4. The game just doesn't play right without things like NAM. I never felt the need to get any major fixes like that with SimCity 2000. I don't download any user-generated content for The Sims (if you don't count sharing families/houses via USB with friends).

I don't have any user-created content for Minecraft. I don't have any user-created content for Civilization. I don't have any user-created content for Skyrim. I don't have any user-created content for Guild Wars 2 (if any even exists). I don't have any user-created content for Diablo III (if any even exists). I don't even use mods or add-ons for World of Warcraft, and that's probably the one game in the world that has a larger community of modders than SimCity.

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A note regarding the traffic simulator of the NAM: it enables a property a smarter route finding algorhythm that was intentionally de-activated by Maxis, because the average PC was not powerful enough to handle it when the game was released. So the game wasn't really broken; they locked away the full power because otherwise the game would be un-playable right out of the box.

Also, the NAM has no involvement of Maxis in any way. It's researched, made and tested by the community.

Oh, and by the way, I did play SimCity 4 Vanilla for like two years pretty well, so saying the base game is "broken" is kind of nonsense. I actually bought Rush Hour because I was very happy with the game and I would like more stuff for it. And it sticked for me for 5 years and counting...

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I think there will always be a rift between hard-core mod-loving SC4 players and people who are entirely unexposed to Simcity in general.  The later will buy the game, the former not.  However, I think the biggest problem with most SC4-modded players boils down to this: EA wants me to spend nearly $80 for a basic engine that strips away near 80% of what SC4 had in it, be connected all the time to their server, and buy DLC to make the game functionable!

 

I believe the reaction to Simcity's core change would not be as dramatic if the damn thing wasn't priced at $80 just to get the privilege to buy DLC.  If the game was priced at $40 then the negativity would subside and reflect actual value of what EA is putting out.  Lets be realistic  Simcity base-game is merely a DLC-ready platform for you to spend more money; it is NOT a base game or a complete game unto itself.  I get better value out of Megacity for Andriod v. Simcity because Megacity is free then they charge for unlocking it.  That has value that I can appreciate as the incomplete base game is free and the extra stuff that I'm interested only cost a few bucks.  I would never play it if the incomplete base game cost $5+  

 

As to every game industry going to always-on DLC is untrue.  Several great studios are continuing in their francises and doing perfectly well.  Bethseda instantly comes to mind with Skyrim.  A full complete base game with over 100 hours main story line and 1000's hours side quest for only $60.  On top of that you have one of the most extensive modding communities that add 1000's of more hours of free content to make the game even better than the designers wildest imagination.  Even their DLC adds tons of changes and updates to the game without the need to be always online.  (even with steam you don't need to be always online, you have offline mode which checks in every 2 weeks at most) .  

 

EA is a failing company and they're forced to rely evermore on DLC to make money.  They are absolutely desperate to change the mindset of gamers to accept the manure they're peddling.  If a company has so many employees they need to market about the need for DLC on half-completed games, then the company is too bloated and should be trimmed down.  Relying on emotional attacks to make you feel bad for wanting a complete game for $80 is pathetically low and so are attempts to justify those prices.  

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There are 2 factions in the simcity universe.

 

Those that like watching the ants more than building the ant farm and those that dont give a crap about the ants and spend all their time on crafting the ant farm.

 

This simcity is more for those that like staring at their ants.

 

Not sure its the correct direction to go considering the failure of Simcity:Socities...but i suppose we will see.

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 the biggest problem with most SC4-modded players boils down to this: EA wants me to spend nearly $80 for a basic engine that strips away near 80% of what SC4 had in it, be connected all the time to their server, and buy DLC to make the game functionable!

 

 Lets be realistic  Simcity base-game is merely a DLC-ready platform for you to spend more money; it is NOT a base game or a complete game unto itself.  I get better value out of Megacity for Andriod v. Simcity because Megacity is free then they charge for unlocking it.  That has value that I can appreciate as the incomplete base game is free and the extra stuff that I'm interested only cost a few bucks.  I would never play it if the incomplete base game cost $5+  

 

very well said. 

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The idea that the game isn't functionable without DLC just isn't case, as shown by many who played the beta. So far, from what we have seen, it appears to do what it was designed to do - minus some necessary fixes probably. Is it the same as SimCity 4 - no, of course not.  It was never meant to be. Is it the next "logical" game in the progression of SimCity titles - no, of course not. It was never meant to be. SimCity is its own entity, played with its own features and strategies. We could debate back and forth for eternity what the game "should" have been, but that's not what was made. Maxis has made the game the way they said it would be - nothing more nothing less. Obviously they have made something that they thought would appeal to a wider market than the SimCity 4 base. Only time will tell if they guessed correctly. Although no official announcement regarding specific DLC has been made, if they do provide additional content at a price, so be it. That's their prerogative. It would be up to the players to purchase or not. 

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Although no official announcement regarding specific DLC has been made.

 

So these are not DLC?

 

 

Yes you get 'em if you pay a little more for the premium version but if you didn't you'd have to purchase 'em separately as a DLC won't you.

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The idea that the game isn't functionable without DLC just isn't case, as shown by many who played the beta. So far, from what we have seen, it appears to do what it was designed to do - minus some necessary fixes probably. Is it the same as SimCity 4 - no, of course not.  It was never meant to be. Is it the next "logical" game in the progression of SimCity titles - no, of course not. It was never meant to be. SimCity is its own entity, played with its own features and strategies. We could debate back and forth for eternity what the game "should" have been, but that's not what was made. Maxis has made the game the way they said it would be - nothing more nothing less. Obviously they have made something that they thought would appeal to a wider market than the SimCity 4 base. Only time will tell if they guessed correctly. Although no official announcement regarding specific DLC has been made, if they do provide additional content at a price, so be it. That's their prerogative. It would be up to the players to purchase or not. 

 

 

I am going to respectfully disagree on the point that they are not going to rely on DLC to make the game more complete. 

 

 

I am purely going by past, actual history, with how they handled the Sims 3.  It took them 3 years to put out a diving board.  3 years.  This was after Sims1 & 2, and years of playing those.  It was a basic item. 

 

 

I do agree that they are saying that it is what it is, but, initially, they were not marketing it as such, and that is not just pure speculation.

 

 

We do know that there will be a SImCity store, that they are going to be online and how can people not expect that they will sell items to make it feel more complete?  That is their whole business. 

 

 

How long can you continue to just play a basic city, and not want more?

 

 

Even if it was fine without buying anything, they do want you to buy more from them, and how will they get people to do that?  Make it feel like they need it for the game to go even further. 

 

 

I am just proposing these questions, because, obviously, many wanted a continuation of what was before, and it is not going to happen and this might still be a great game, but, we should be able to voice our objections to this, in some respectful way. 

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There are 2 factions in the simcity universe.

 

Those that like watching the ants more than building the ant farm and those that dont give a crap about the ants and spend all their time on crafting the ant farm.

 

This simcity is more for those that like staring at their ants.

 

Not sure its the correct direction to go considering the failure of Simcity:Socities...but i suppose we will see.

 

And the fact that if you're so interested in lives of those in the city, there is another game out there where you can look after people at a microscopic level! Now what's it called... 

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Although no official announcement regarding specific DLC has been made.

 

So these are not DLC?

 

 

Yes you get 'em if you pay a little more for the premium version but if you didn't you'd have to purchase 'em separately as a DLC won't you.

 

I suppose by definition, yes...  but having "limited" versions of a new game that include "extras" is nothing new. And neither is having those "extras" available later at a price.

 

I am going to respectfully disagree on the point that they are not going to rely on DLC to make the game more complete...

 

Of course they may add items or material later through DLC. But does that mean the game is not complete without it. I don't think so. That would be analogous to saying SC4 was incomplete without all the player added material available on the various exchanges. After all, hindsight is always 20/20. It's easy to see what might/could have been added after seeing what's there.


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 Is it the next "logical" game in the progression of SimCity titles - no, of course not. It was never meant to be. SimCity is its own entity, played with its own features and strategies. Obviously they have made something that they thought would appeal to a wider market than the SimCity 4 base.

Yet they used the name of a game that is not part of the "logical" progression.  Seems to me their purpose was solely to cash in on a name that is universally recognized by city builders. In my opinion this has caused a lot of the negativity a lot of us feel toward the game as well as the company.

Whatever the future brings it appears there will be no more games named "Sim City" that follow in the "logical" path of the first ones through SC4 because the name has gone to an interloper.  An era has passed but new providers will give us a new era soon I have no doubt.

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 Is it the next "logical" game in the progression of SimCity titles - no, of course not. It was never meant to be. SimCity is its own entity, played with its own features and strategies. Obviously they have made something that they thought would appeal to a wider market than the SimCity 4 base.

Yet they used the name of a game that is not part of the "logical" progression.  Seems to me their purpose was solely to cash in on a name that is universally recognized by city builders. In my opinion this has caused a lot of the negativity a lot of us feel toward the game as well as the company.

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

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By the way, on page 1, there was some complaint about the price of the game.

I don't know if some of you guys simply haven't purchased a game since you bought SC4 in 2003 or not... but $59.99 USD is extraordinarily standard pricing for a game. And has been so for quite some time.

Virtually every single game that comes out these days is $59.99, marketed as a "Limited Edition," and then for $20-40 extra, there's a "Special," "Deluxe," or "Collector's" edition that has some minor extras, maybe a special box, or whatever. If SimCity released for anything less than $59.99, I would've been super surprised.

I mean, $59.99 is just the price video games cost these days, and has been for a while. If you remember paying a different price for a new game recently that wasn't on sale, please, let me know what it was...

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Posted:
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By the way, on page 1, there was some complaint about the price of the game.

I don't know if some of you guys simply haven't purchased a game since you bought SC4 in 2003 or not... but $59.99 USD is extraordinarily standard pricing for a game. And has been so for quite some time.

Virtually every single game that comes out these days is $59.99, marketed as a "Limited Edition," and then for $20-40 extra, there's a "Special," "Deluxe," or "Collector's" edition that has some minor extras, maybe a special box, or whatever. If SimCity released for anything less than $59.99, I would've been super surprised.

I mean, $59.99 is just the price video games cost these days, and has been for a while. If you remember paying a different price for a new game recently that wasn't on sale, please, let me know what it was...

 

Not really. only the blockbusters demand that kind of price. Simcity is a blockbuster due to its heritage. But the gameplay itself really only would be warranted for a 39.99 title really.

 

I can give you a list btw of my recent buys:

 

Impire: 19.99

Aliens:CM (terrible btw) 49.99

antichamber: 19.99

DMC: 49.99

Farcry 3 49.99

Crusader Kings 2: 39.99

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