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    Earwhyckque

    Supply, Demand, and SimCity's Global Market

    In an article last week on GameSpot.com, "Lead designer Stone Librande reveals how the global market can transform the most environmentally friendly city planner into a high-rolling oil tycoon."


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    "We want players to start the game, look at the current prices, and develop a strategy for that session based on those numbers."

    It seems to me that they expect the player to discard cities far more frequently than I do when I play SimCity 4. While I have tweaked and developed cities for years at a time, their model suggests "The city I built today got a high score!"

    I have no doubt the new game will be a commercial success, but it is not what I look for in a city simulator.

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    I am, however, very relieved that they will not be using any kind of real money in the game. I was a little worried they'd start selling commodities or "bonus resources" for cash.

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    I am, however, very relieved that they will not be using any kind of real money in the game. I was a little worried they'd start selling commodities or "bonus resources" for cash.

    YET!

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    Who wants that crap? I would want a nice relaxing city builder experience free of ANY interaction whatsoever with anyone. (The article itself calls out that griefing and market curbing will be possible). City builders are a sub set of godgames (where you should have total control; sandbox features and "just create your own aesthetic" matter), not a subset of economic games. If you want to build a "green city", no outside forces should have any amount of push against that.

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    These are just things added in by the EA suits to try to rationalize their DRM crap (see the other article just posted). Where they've thoroughly convinced themselves that locking up the game behind all that DRM is for our own good.

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    "SimCity's global market is designed to be more than a fast way to make some extra cash. It is an optional objective, a nudge in a different direction. You can dip into it sparingly without much commitment, or dive in and structure your entire cityscape around its whims. Its influence can lead you to riches, or to ruin. But most importantly, it can help give your city a story."

    I HOPE it is 100% optional.

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