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alcarcalimo2364

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  1. Simcity intergration with The Sims 4?

    I think this has been a long term goal but they haven't been able to do it yet. It certainly is a good idea, as it would merge two very large gaming communities. I don't know if any of y'all remember this far back, but in 2001, Maxis was making a game called SimsVille that was sort of going to be a merger between The Sims and SimCity. It looked really interesting, however, the game got cancelled as Maxis wanted to focus more development on the Sims. However, the agent based approach used in the new SimCity seems very similar to the mechanics of SimsVille. I think future integration of The Sims into SimCity is a certain possibility.
  2. This is amazing...they really are simulating everything if this is how it will be implemented ingame
  3. SimCity 5 Facts

    And yet if you read the translated GameStar article, they explicitly state that there is a single player mode. Everybody needs to calm down... If y'all watched the game changers event last night, Lucy Bradshaw was talking about how much the community affects what they're doing as designers. I think this shows that Maxis does care about what we think, and ultimately they are responsible for the game, not EA. From what I understand, although Maxis is now wholly owned by EA, they enjoy a high degree of autonomy within the company. Certainly with this new SimCity, there are going to be new concepts and ideas, but I highly doubt that Maxis is going to throw away the core things that make SimCity what it is. Maxis has never let us down before so let's stop dumping on a game before we even have any in-game screenshots! Keep your minds open, and your hopes high. The time for disappointment is later. Seriously, I've never seen so many people who should be excited for a game be so pessimistic. A lot of people are also throwing around assertions that we don't know are true. I know a lot of us have very high expectations and we have been waiting for a very long time, but let's hope for the best and complain about the worst when it's confirmed the worst is actually happening.
  4. SimCity: Gameplay

    I just heard a rumor that they aren't going to be announcing SimCity 5. They're actually going to announce SimAnt 2, the game we've really all been waiting for.
  5. Sim City: Wishlists

    You may get your wish on this area at least. The Gamestar article indicates that Sims will petition for certain things. Whether it will be implemented like SC3K remains to be seen.
  6. SimCity 5 English Preview [Gamestar]

    And here are all the translations of the little boxes on the pages, as well as the interview with Lucy Bradshaw. I'm not going to translate the editor's comments at the end. He basically just sums up the article. He does comment that Will Wright is not involved in the development of this game, but he's not worried, as Will Wright wasn't really all that involved in SimCity 4 either. -Zu Schön section: To good to be true: The pictures on these pages are not screenshots, but concept art. Why is Maxis playing hard to get in regards to showing the new Glassbox engine? The reason: the current quality of the graphics do not meet the in-house standards - and since there is such an open game with no levels that could be completed individually, the graphics will only be polished in the last stages of development. -Kohle mit Kohle section: Coal with coal: Mines and the mine headquarters bring quick jobs, money and power - but pollute the environment and make citizens sick. -Demo vor dem Rathaus section: Demonstration in front of city hall: Also, if you like building chic Kassnos, mines and power plants bring in the jobs. -Unfall mit Grossbrand section: An accident with major fire downtown: Blessed is he who has a ready fire department - and empty detour roads. -Zukuntsmusik section: Dreams of the future: Soccer players don't compete in this stadium, rather it's robots against each other. Clearly visible: the new curved roads. -Schlaue infografiken: Clever infographics instead of boring floods of tables. -Die Bewohner section: The residents of the luxury quarter are pleased with the recreational park and marina. -Interview with Lucy Bradshaw: Gamestar: You left a long amount of time after the fourth SimCity... Lucy: ...because we were busy with the Sims and Spore - and we wanted to ensure that SimCity had a smarter AI, a reasonable multiplayer mode and finally get comfortable with curved roads and 3D graphics. Thus you can adjust the camera angle, and houses, which obscure your view when you zoom in, disappear automatically. Gamestar: Importing your own houses from The Sims would really be a stroke of genius, and make SimCity even more desirable to players. Lucy: We don't really have this in our sights right now, as the game is technically very different. But the customizability remains: In The Sims you can make an extremely detailed house, and in SimCity you can updgrade your buildings with new modules, which bring their own intelligence and game mechanics. Gamestar: With all of the meetings Lucy Bradshaw has, does she have time to play? Lucy: And how! I play our own titles and give more feedback than the team would probably like. I play on my iPhone and iPad when traveling, and during my Christmas break I play real time strategy games.
  7. SimCity 5 English Preview [Gamestar]

    Here is the third page. I'll be adding translations of the interview and the text accompanying the pictures next: Speaking of commodities: In building simulations, whether in the middle ages or the distant future, it is not always important that the commodity cycles or technology trees correspond to reality. However, SimCity is set in the present - therefore serious incongruities are of greater importance. That's where lead designer Stone Librande steps in. In the development of complex, and at the same time accessible, situations, nobody can fool him,as he has invented 15 board games for his children in the last 15 years. He explains his philosophy as such: "I have no idea why players are so engaged with SimCity, but I can give them give them building blocks in their hands, and hopefully they can have a lot of fun with it." Stone Librande is trusting in the gameplay of SimCity, despite its complexity on a mid-sized diagram. We see diagrams describing the relationship between population density and land value, diagrams that show the population, industry and trade flow, and diagrams illustrating the final two scenarios: an exemplary environmentally friendly, but bankrupt, city and the other a metropolis corroded by mines and the population dying out because of illness. Stone Librande likes those kinds of decisions: "What would a mayor rather give up? His private helicopter or a school?" Or: " Do you neglect the welfare of the population because the city is mainly for tourists, who leave the city in the evening?" You should not ignore the needs of the voters too much: "Jobless Sims become homeless under these circumstances and populate public parks, the now vacant apartment houses attracting criminals who pose a fire risk and decreasing the land value of the district." We could fill ten pages alone with Librande's remarks, but we will simply say: SimCity is not lacking for gameplay depth. Instead of more theory at the next visit, we would like to get a keyboard and mouse in our hands, because what counts at the end of the day is practice, even in urban planning.
  8. Picture Analysis

    I analysed this shot earlier in another thread with the conclusion that it is actually from the game itself. The game is still in development, even to a degree that most of what has been revealed is concept art. That means that whatever game engine exists, is very early in development and has a lot of glitches and unfinished elements that need to be worked on. The initial picture shows exactly that. Sidewalks ending in the middle of intersections, large blank areas, varying degrees of completion in buildings, lack of texture in places, and placement errors (buildings on roads.) Especially the "buildings on roads" is not something they would throw together outside of game to demonstrate what they have. Anything like that would be closer to the second picture which shows only completed buildings and no blatant errors. It's thus my assumption that picture #1 is our first look at a very early-in-development game engine, and it's rather exciting to see. Unfortunately, and I hate to burst your bubble, but I'm finalizing another translation of the Gamestar article, which clearly states all of the pictures in the magazine are just concept art. Not that analyzing the concept art isn't useful, because it gives an idea of where Maxis wants to take this game, but we don't have any screenshots yet. Hopefully we will tomorrow.
  9. SimCity 5 English Preview [Gamestar]

    Also, looking at the concept art, it seems Maxis may have solved the problem that so many had with CitiesXL and the way rounded roads made it difficult to place buildings. If you look at the Stadium in that one shot, you can see that the "parking lot" of the stadium conforms to the curved road next to it, but the stadium doesn't actually sit against the road. Maybe they have an algorithm that if the building is an x distance from a road it is still considered "connected" and then just fills in the space between the road and the building automatically. I know you could do this manually in CitiesXL, but it was mainly to fill in spaces between buildings, and the building still had to be touching a road, making placing a wider road such as an avenue a nightmare. Curved roads were always a wish, but I think CitiesXL proved that its gonna take some more thought to get it to work right. Maybe Maxis figured it out.
  10. SimCity 5 English Preview [Gamestar]

    Here's the translation of the second page. I'll have the third page up tomorrow, as well as the interview and the boxes. Also, as i'm doing this translation, this game is sounding more and more like CitiesXL, especially with the online play they're planning. Let's hope they can implement it better (it's Maxis so I'm sure they will): A further mouse click reveals the reddish electric grid, through which power flows to the consumers. At dusk, the lights turn on in the apartments, as well as the flickering neon signs of shops. With a home, electricty and water our Sims are happy for now, while we worry about jobs for the sims to go to the next morning. But not all Sims are well-behaved in the end, some blaring heavy metal music out of a van. "Since there are no police, the city attracts miscreants like these arsonists," explains Katsarelis. A little later a house is flames, out of which the Sims flee - some in burning clothes. We are informed of these events via the local newspaper "Sim City Wire" in single - and multiplayer mode. On that subject: The Sim City 2000 Network Edition in 1996 already offered a multiplayer mode, in which through a network connected mayors could use common stocks of raw materials and raise their cities together or against each other. SimCity is now based on this idea. With friends, we can "fill" a region together, visit each other, and trade commodities from the land, sea or air. As in the solo mode, we set up a specialized city according to our wishes. We dream of chic living and recreational areas, but what about jobs and power requirements? No problem, our friend would maybe like to be the largest coal producer in the world. The addition of "the world" is to be understood literally: "There are worldwide leaderboards, where you can compete with other players financially or in commodities production," says Katsarelis. Climbing up the ranks unlocks achievements.For example, lobbyists visit the city hall to promote the construction of mines. If we agree to do it, the new industry brings more jobs. But decisions are always accompanied by consequences: Coal mines raise polution, casinos attract criminals. Interestingly, in the solo mode, the online game still determines the commodity prices - a good idea? <<<<<A note about this paragraph - in German it says that you unlock achievements by climbing up rankings on the worldwide leaderboard...it then goes straight into saying that citizens will petition you to do certain things, which has occurred in previous SimCity games. I don't understand how this connects to achievements, but maybe citizens won't ask for certain things unless you perform a specific action or reach a specific ranking on the leaderboard. I think this sounds really interesting and/or annoying depending on how it's implemented. I'm surprised IGN or another gaming site who analyzed this article didn't pick up on this <<<<<
  11. SimCity 5 English Preview [Gamestar]

    I hope that doesn't mean the graphs are gone.. I like the graphs. Since they say they're using modern infographics, I'm sure theirs going to be some graphical display of the information...they're just going to implement it in a new way...we'll find out on Tuesday hopefully
  12. SimCity 5 English Preview [Gamestar]

    I'm working on a better translation than that awful German to Spanish to English translation so this article is easier to read an makes more sense. I've translated the body paragraphs on the first page, I'll be working on the other parts later today: "Mayor? Boring! Holed up in the office all day, dealing with citizen complaints and budget deficits: Who can make fun out of that? As SimCity shows, a whole lot of people – and already for over two decades. It is surprising then that the city-building series comprises only five games, from the classic Sim City (1989) to the grown up Sim City Societies (2007). All of the games except Societies were developed by Maxis, the studio founded by super designer Will Wright, who also came up with The Sims and Spore. Today though,Will Wright is concerned with television and toys; however, at Maxis there are plenty of experienced designers working on the next installment, simply called SimCity. Something Kip Katsarelis ensures as lead producer is that Maxis masters each stage of the development process. We visited him and his team. Proudly Katsarelis shows us the new features of SimCity. The most striking: the new Glassbox engine. Unlike before there is no strict viewing angle, rather we are allowed to see each part of our creation – whether we are high above the city or want to read individual store signs. But that’s not enough: “We didn’t want to throw dreary tables in the player’s faces anymore,” explains Katsarelis. “Instead, we have been inspired by modern infographics to make complex information appealing.” And all of SimCity looks appealing, everywhere the city is bustling – whether we are looking at a shopping center, police station or a factory. Sims leave their houses and drive to work, meet somewhere to eat or protest in front of city hall when there aren’t any jobs. Several buildings change their appearance, indicating how they’re functioning: “During the game, you can unlock upgrades, with which you can individualize your city and buildings,” promises Katsarelis. A larger police station can be obtained after ten criminals are caught, or a new fire control center which helps firefighters reach fires more quickly in the future. Over 20 years after the first SimCity, curved roads are also possible now – gone are the days in which every city is reminiscent of a US metropolis with rectangular street networks. Remaining are the divisions into residential, commercial and industrial, where the designers put a lot of love into every detail. As soon as we have zoned a new residentialarea, construction workers roll in, the apartments rise up, followed by the new owner's jam-packed moving trucks , who diligently begin to put away their belongings. All of this is accompanied by music and work, as well as car noise. This softly fades out and a new repeating melody plays when we zoom out and erect a coal power plant on the edge of the city. After its completion, power plant workers come in for their shift and we see how coal is delivered into the building via a conveyor belt. So we can see at a glance, whether with a power plant or other buildings, that everything is working properly."
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