Well, you could say that these screenshots are all a blur.reading is TEH HARD on rpg codex.
http://www.escapistmagazine.com/art...imCity-Is-Broken-And-Its-Not-Just-the-Servers
So much has been made of the problematic launch SimCity has enjoyed over the last two weeks. "This is what you get when you make us all connect online." "It's always-on DRM disguised as a multiplayer!" "EA is evil incarnate!" Features were turned off, and server admins and programmers worked like crazy people - I imagine there was some 5 Hour Energy involved - to add more shards and get the SimCity that people paid good money for up to a playable state. It is playable now, for the most part, but I don't want to talk about broken servers anymore. I honestly don't care about the always-connected restriction at all. If multiplayer is what Maxis wanted to focus on, that's fine with me. I also don't want to pass judgment with an official review until SimCity plays exactly how Maxis envisioned, but I feel like I need to get something off my chest:
SimCity is a terribly designed game.
... <explains all the various ways in which the game sucks over two pages> ...
Keep in mind: this is not an official review, but just my views on the game right now. Once the network issues are fully resolved, and features like the fast mode of play - stupidly called "cheetah mode." What, fast, medium and slow was too complex? - and leaderboards are re-implemented, we'll let you know The Escapist's official opinion. Perhaps I'll even include some video of all the human bus caterpillars I was talking about earlier, just to be nice.
Until then, be wary of SimCity.
They should review MMOs like that too.http://www.escapistmagazine.com/art...imCity-Is-Broken-And-Its-Not-Just-the-Servers
So much has been made of the problematic launch SimCity has enjoyed over the last two weeks. "This is what you get when you make us all connect online." "It's always-on DRM disguised as a multiplayer!" "EA is evil incarnate!" Features were turned off, and server admins and programmers worked like crazy people - I imagine there was some 5 Hour Energy involved - to add more shards and get the SimCity that people paid good money for up to a playable state. It is playable now, for the most part, but I don't want to talk about broken servers anymore. I honestly don't care about the always-connected restriction at all. If multiplayer is what Maxis wanted to focus on, that's fine with me. I also don't want to pass judgment with an official review until SimCity plays exactly how Maxis envisioned, but I feel like I need to get something off my chest:
SimCity is a terribly designed game.
... <explains all the various ways in which the game sucks over two pages> ...
Keep in mind: this is not an official review, but just my views on the game right now. Once the network issues are fully resolved, and features like the fast mode of play - stupidly called "cheetah mode." What, fast, medium and slow was too complex? - and leaderboards are re-implemented, we'll let you know The Escapist's official opinion. Perhaps I'll even include some video of all the human bus caterpillars I was talking about earlier, just to be nice.
Until then, be wary of SimCity.
This kind of "wait review until they fix" attittude is not much explored with low budget games. Would be cool if they changed the review every time a dev brings a new patch. Love these double standards.
"I can't overstate how completely evil complexity is, especially in a sandbox game," he said. "Constantly ask yourself: What can I remove from the game?"
Aaaaaand a brain aneurysm...Dan Moskowitz said:I can't overstate how completely evil complexity is, especially in a sandbox game... Constantly ask yourself: What can I remove from the game?
"We just didn't realize the ridiculous scope of the game we were trying to make,"
What about this?
"We just didn't realize the ridiculous scope of the game we were trying to make,"
Somehow the previous Sim City games were made. Ridiculous. HOW DID THEY DO IT??!
Seems they didn't read anything past the comma in "Everything should be made as simple as possible, but no simpler""I can't overstate how completely evil complexity is, especially in a sandbox game," he said. "Constantly ask yourself: What can I remove from the game?"
Another defining quote from EA.
Yeah, this.Really. I have read many moronic statements from developers, but this one takes the cake.
his panel got off to a rocky start, as he opened his presentation and his screen failed to begin loading his presentation slides.
The audience of over 100 laughed nervously as an error message popped up on the screen stating that the presentation could not connect to the servers.
Initial prototypes featured super-modular buildings (which the SimCity team calls "toys") and a level of complexity that, in the end, proved to be not only unnecessary, but also un-fun.
Eventually the team settled on a 2 kilometer by 2 kilometer city size, and buildings that would be modular and simple enough to make building a city fun without being confusing. Upgrades were streamlined and designed to only add functionality without necessarily adding complexity.
"[It was a] good tradeoff between performance ... without sacrificing the simulation integrity," he said.