Maxis Will "Eventually" Increase SimCity's City Sizes

Sargonas42

The Doctor
Mar 25, 2010
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Sansha said:
Sargonas42 said:
Sansha said:
Put SimCity4 back on the shelves and let us with real machines have the real games then.
Done!

http://store.steampowered.com/app/24780/

Only $19.99 too!
Can you even have Steam on computers that old? And this is assuming your dad has it and knows how it works. But, fair point.
I know that was a playfully rhetorical question, but for people reading this who you made stop and wonder, I'll go ahead and point out SC4 came out in Feb 2003, and Steam came out in November 2003 so while it does predate it, not by much!

And now I'm going to gag and cringe while I think about the first year or two of what the steam experience was like....ugh.
 

Sansha

There's a principle in business
Nov 16, 2008
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Sargonas42 said:
Sansha said:
Sargonas42 said:
Sansha said:
Put SimCity4 back on the shelves and let us with real machines have the real games then.
Done!

http://store.steampowered.com/app/24780/

Only $19.99 too!
Can you even have Steam on computers that old? And this is assuming your dad has it and knows how it works. But, fair point.
I know that was a playfully rhetorical question, but for people reading this who you made stop and wonder, I'll go ahead and point out SC4 came out in Feb 2003, and Steam came out in November 2003 so while it does predate it, not by much!

And now I'm going to gag and cringe while I think about the first year or two of what the steam experience was like....ugh.
*vomit* oh gods, I have no idea how that system got popular and succeeded.
 

minimacker

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Apr 20, 2010
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Sargonas42 said:
minimacker said:
ThriKreen said:
Computer power: It might LOOK like a simple graphics engine, but believe me, there's a crap load of stuff going on. Every object is its own object agent, it's not abstracted like in SimCity 4 then represented as an animated texture.
Not impressed. Animations are pre-rendered, there are no physics involved, so the CPU load of pathfinding shouldn't be a problem for a AAA developer. Take a look at Dwarf Fortress. The single coder has been doing this since 2006. And it calculates everything, always.

They must have been literal when they meant "your dad's computer." My dad hasn't upgraded his in eight years.
Your statement is incorrect in various ways, starting with "Animations are pre-rendered". No, they are not. They are generated in realitime, much like an action game, not a pre-rendered cut scene.
My statement got lost in translation. You still knew what I meant, though. There are no real-time physics involved. But the problem is that I do sort of want to know why they're skimping on it; What theoretical difference there is between the Simcity agents and how units pathfind in Dwarf Fortress?

You're obviously experienced enough to tell me.
 

Sansha

There's a principle in business
Nov 16, 2008
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minimacker said:
Sargonas42 said:
minimacker said:
ThriKreen said:
Computer power: It might LOOK like a simple graphics engine, but believe me, there's a crap load of stuff going on. Every object is its own object agent, it's not abstracted like in SimCity 4 then represented as an animated texture.
Not impressed. Animations are pre-rendered, there are no physics involved, so the CPU load of pathfinding shouldn't be a problem for a AAA developer. Take a look at Dwarf Fortress. The single coder has been doing this since 2006. And it calculates everything, always.

They must have been literal when they meant "your dad's computer." My dad hasn't upgraded his in eight years.
Your statement is incorrect in various ways, starting with "Animations are pre-rendered". No, they are not. They are generated in realitime, much like an action game, not a pre-rendered cut scene.
My statement got lost in translation. You still knew what I meant, though. There are no real-time physics involved. But the problem is that I do sort of want to know why they're skimping on it; What theoretical difference there is between the Simcity agents and how units pathfind in Dwarf Fortress?

You're obviously experienced enough to tell me.
I'm actually curious about this myself; what differentiates pre-rendered to real-time animations?
 

minimacker

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Apr 20, 2010
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Sansha said:
minimacker said:
Sargonas42 said:
minimacker said:
ThriKreen said:
Computer power: It might LOOK like a simple graphics engine, but believe me, there's a crap load of stuff going on. Every object is its own object agent, it's not abstracted like in SimCity 4 then represented as an animated texture.
Not impressed. Animations are pre-rendered, there are no physics involved, so the CPU load of pathfinding shouldn't be a problem for a AAA developer. Take a look at Dwarf Fortress. The single coder has been doing this since 2006. And it calculates everything, always.

They must have been literal when they meant "your dad's computer." My dad hasn't upgraded his in eight years.
Your statement is incorrect in various ways, starting with "Animations are pre-rendered". No, they are not. They are generated in realitime, much like an action game, not a pre-rendered cut scene.
My statement got lost in translation. You still knew what I meant, though. There are no real-time physics involved. But the problem is that I do sort of want to know why they're skimping on it; What theoretical difference there is between the Simcity agents and how units pathfind in Dwarf Fortress?

You're obviously experienced enough to tell me.
I'm actually curious about this myself; what differentiates pre-rendered to real-time animations?
Honestly, I don't know what I talking about at the time. I think I was trying to differentiate, say, the destruction of a building with visible falling pieces from a programmed "sink into the ground" like we've seen in the pre-release videos except in AI form. I guess the best word I could use is a "dynamic AI".

The AI seems to take the shortest route, which makes me wonder if they react to things. They don't seem to take detours if there's a pileup ahead. Neither do they change course until it's too late. From what I saw from Node's LAN Party pre-release of the game, they have a very poor pathfinding. Which means this shouldn't be as taxing on the CPU as you mentioned in your first post.
 

Strazdas

Robots will replace your job
May 28, 2011
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you know what. take a loot at OTTD. yes, do google that. you dont need powerful pc to run a very complex and detailed HUGE cities game. all you need to do is some optimization and give preference for functionality over looks.
if your runing a high end grahpics game, make it for high end PCs
if you are runing for low end pcs, make it a low end graphics and isntead add functionality.
you cant have both.

and the "many citizens" is no argument. OTTD can have you runing litterary 10.000 individual cars every one with tthier individual route and patchfinding and it a average laptop runs it with such ease you can easily do everything else meanwhile. what you need is stop trying to make too much silly things into a model your not going to ever show except for that 1 time ap erson zooms in to see how it looks.
 

GundamSentinel

The leading man, who else?
Aug 23, 2009
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Never been much of a Sim game player. This latest SimCity looked great and I could get it for half price, so I thought it was worth a shot. The only thing that bothers me right now it the implementation of multiplayer. I've watched some streams and an LP, and the map size didn't really bother me. But I am afraid of how much of my game will depend on the cooperation of other players. I don't like that...
 

Colt47

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Oct 31, 2012
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Wait, so EA is making a game that has to be run from a server? As in an always online internet connection? (Gets out his popcorn and gets his youtube search terms ready) Oh, this is going to get good. I wonder what flavor of error we are going to get on this one?

I'm not against them adding multiplayer to SimCity: I think leader boards and the ability to have human generated cities to cozy up with is kind of neat. However, the game should allow a player to play off-line without the need of a server connection. Plus, they could easily have a CPU take over if a person is offline, then just update the adjacent cities when the player goes back online.
 

DTWolfwood

Better than Vash!
Oct 20, 2009
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All i can say is They'll nickel and dime us to death with this game! The fact you cant boot other players out of your region means most everyone will play alone lol.

Also thanks to the Pre-order incentive on Origin, I manage to get Dead Space 3 for $23. \o/
 

Elijah Newton

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Sep 17, 2008
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*laughing* I'd like to respond to the title of the article with, 'I will "Eventually" buy SimCity, but no. Just no. It's a bit off topic but for me there simply is no redeeming always requiring an interent connection.

Every press release makes me want to buy this game less. Is the final product so bad they're worried they'll get slammed if they don't admit this stuff up front? Because god damn.

I want more than from my sequels, as in everything the earlier games had and then more. I'm curious how it'll be reviewed but have deep reservations. Honestly, what I was craving / expecting (given the earlier SimCities and the passage of time) was something with Dwarf Fortress's depth and Sim's attention to user-interface. At this point, though, interest in a good UI is definitely seeming pretty superficial.

Still, thanks to GoldenShadow for mentioning TotalBiscuit's vid - I've liked his stuff before and will have to check this out.
 

ThriKreen

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May 26, 2006
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Sansha said:
I'm actually curious about this myself; what differentiates pre-rendered to real-time animations?
minimacker said:
Honestly, I don't know what I talking about at the time. I think I was trying to differentiate, say, the destruction of a building with visible falling pieces from a programmed "sink into the ground" like we've seen in the pre-release videos except in AI form. I guess the best word I could use is a "dynamic AI".

The AI seems to take the shortest route, which makes me wonder if they react to things. They don't seem to take detours if there's a pileup ahead. Neither do they change course until it's too late. From what I saw from Node's LAN Party pre-release of the game, they have a very poor pathfinding. Which means this shouldn't be as taxing on the CPU as you mentioned in your first post.
Pre-rendered means just that, the animations are rendered out in some small movie clip format and played back on some 2D sprite. That's what's done in the previous SimCities when representing things like traffic congestion on a road.

You're thinking dynamic behaviour from physics vs. playing back keyframed/canned animations, but even then, the game's graphics engine has to process and render it out.

The sim objects in SimCity are not sprites, but full 3D models, and even at the low poly they are, they are still rendered in real-time. Meaning the computer has to calculate what frame of animation it is in, interpolate to the next keyframe, depending on how fast you're playing the game at, deform the mesh based on the bone placement and weight of the mesh vertices. Then render the deformed mesh to the screen. The game obviously uses multiple materials for different skin colours to make the sims unique looking (somewhat), then add in lightning and shadows. You're looking at a different draw call per sim, maybe 2 if you count shadows. This adds up the more sims (cars or people) you have on screen. It can't be pre-rendered because the graphics engine has no idea what distance and angle the camera will be looking at the 3D model.

Even on pathfinding, it's not just pathfinding for one sim, but all the sims who have to recalculate their route if there's a blockage somewhere, or a route gets destroyed or created, or a new desire has popped up, etc. etc. These things add up.

And there's more to a game and rendering engine than just pathfinding and physics that can affect the performance load.

I don't play Dwarf Fortress so I can't tell you how "fast" it's simulation runs at (how many updates or ticks it runs per second). But for comparison, even if updates in SimCity are handled once a second, it is still rendering things out in 3D at say, 30fps. A sim might not change it's goal from time=0:00 to time=0:01, but in that second it still has to draw it to the screen 30 times (assuming he's on the screen). Sure, the sim might only be 10 pixels tall, but what if there's 100 of them? 200? 500?

Buildings are also dynamic, since we have no prior knowledge of where it's placement would be. Even though it is static in the world, it might be playing animations and is still being hit by light that changes over the course of the day and night cycle. And depending on your graphics quality, it would also be casting shadows to the other buildings around it. Ask any graphics programmer and they will most likely say lighting is the #1 expensive call in any engine. Even if there's only one light from the sun. But there's multiple light sources in SimCity, as at night, you get street and building lights glowing in the skyline, casting light onto the ground.

And again, each building is its own draw call. Even simplifying the material costs and sticking with just a diffuse, removing the need for specular and normal maps, given the scale of the visuals. And no need for baked shadow maps, since light is dynamic. You're still talking about rendering hundreds of buildings that could be being built or demolished, playing animations, from small trailer parks to big condo high rises. Again, it adds up.

I don't know how SimCity handles it's occlusion, where larger buildings up close to the camera could block smaller buildings in the distance from being rendered. It's important in say, first person shooter games to only draw what's visible to the camera/player eyes to maintain a fast framerate, but calculating what is and isn't visible could be taxing with all the boundary checks. Given the scale of the game's environments though, I wouldn't be surprised if there's little occlusion being done, so if you're viewing the city from sim level as if you were really there, it might render the whole city out. It could be more taxing to calculate every building's visibility in relation to every other, due to the sheer amount, than to merely render it all out and have closer objects to the camera overlap the distant ones. I'll have to look more into it when it's released.

And of course any post-processing stuff like anti-aliasing, tilt-shift, depth of field, filters, etc., as well as what resolution you're playing at.

That's just graphics. There's also the underlying simulation data being played.

What the sims are doing, what the buildings are doing, what the agents for power, sewage, water, transit, etc., and where. Then also sending that data to the server farm to update the other cities, and getting updates from them, to factor into yours. Which buildings have a lot of garbage and have to flag a dump truck to pick it up. How much coal is being mined out and transported to neighboring cities, or to the worldwide market place.

There's a series of videos [https://www.youtube.com/watch?v=dtr44vtCKWk] describing the sim system. It's from an older build from last year, but the underlying principles probably hasn't changed. And of course, the larger the city and its population, the more agents are flying around interacting with each other.

From my understanding, the game does make use of multicore CPUs, however it's limited to one CPU per task, so that's one core for the sim mode, another for handling the graphics, and others for sound and such. So in that case, a faster dual core is probably better than a slower quad-core.

I can't say it's more or less complex compared to DF since I don't play it, but it's probably comparable in different ways. Games often make use of various tricks to improve performance that might not apply to a game design like this one, so it in essence might have to brute force it sometimes. There's a ton of stuff going on that we're not aware of, and all these things add up that impacts performance.
 

Sargonas42

The Doctor
Mar 25, 2010
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minimacker said:
You're obviously experienced enough to tell me.
Sansha said:
I'm actually curious about this myself; what differentiates pre-rendered to real-time animations?
Forgive me for not replying yet, but I'm just a Producer and my lame attempt at technical explanations can at times be confusing for some people. I was waiting for ThriKreen to get around to it for me, so hopefully what he said in the post above filled in some gaps! :)
 

korn7809

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Mar 6, 2013
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I had to make an account just to laugh at a lot of people on here.

1) You CAN'T say the pre-order items SHOULD be in the normal game.... They DO NOT fit in with the main theme of the buildings so they would not be required.

2) To all those saying why bother making a city in a region where someone can make a city and leave... Consider this prep for the real world... That is how people are!

3) Larger maps would be leader board breaking making those whose PC can not handle larger cities will never be on the tops no matter how well they can plan and manage there cities.


Also I can't remember where I read it but one of the lead designers of the game had a real city planner take a look at the game. It is almost as detailed in Sim reaction and such that they could use it for actual city planning (and in some cases is even better then what is being used). It's not some simple game it has depth to the play.


It seems people do not like it when game companies try new things. If you want the same thing again and again then play the same game again and again (Looking at you CoD).
 

AuronFtw

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Nov 29, 2010
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...simcity is still a thing?

I thought this fad died in the 90s.

korn7809 said:
I had to make an account just to laugh at a lot of people on here.
Oh, hello Maxis dev, how are you today?
 

Nurb

Cynical bastard
Dec 9, 2008
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Looks like critics were right about everything.

http://arstechnica.com/gaming/2013/03/simcity-impressions-we-waited-ten-years-for-this/

And cities/regions are limited in size because of EA's server limits, so DRM actually makes takes away from the product people pay for!

Oh well, anyone who hasn't learned their lesson about not giving EA money by now deserves any frustration they get and 60 bucks less in their wallet.

korn7809 said:
I had to make an account just to laugh at a lot of people on here.

...To all those saying why bother making a city in a region where someone can make a city and leave... Consider this prep for the real world... That is how people are!

...Larger maps would be leader board breaking making those whose PC can not handle larger cities will never be on the tops no matter how well they can plan and manage there cities...
-Expecting a game to prepare people for real life
-Leaderboards and server limitations keeping cities smaller than those in Sim City 2000 is a good thing.

Speaking of laughing at people...
 

korn7809

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Mar 6, 2013
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Nurb said:
Looks like critics were right about everything.

http://arstechnica.com/gaming/2013/03/simcity-impressions-we-waited-ten-years-for-this/

And cities/regions are limited in size because of EA's server limits, so DRM actually makes takes away from the product people pay for!

Oh well, anyone who hasn't learned their lesson about not giving EA money by now deserves any frustration they get and 60 bucks less in their wallet.

korn7809 said:
I had to make an account just to laugh at a lot of people on here.

...To all those saying why bother making a city in a region where someone can make a city and leave... Consider this prep for the real world... That is how people are!

...Larger maps would be leader board breaking making those whose PC can not handle larger cities will never be on the tops no matter how well they can plan and manage there cities...
-Expecting a game to prepare people for real life
-Leaderboards and server limitations keeping cities smaller than those in Sim City 2000 is a good thing.

Speaking of laughing at people...
If you cant handle that people would do things like this in a game that you can just not play then you must be going completely insane from the real world that you can't escape from.

I don't care about a larger city... I want more depth rather than just more tall buildings. What would more space do for you besides make you do what you already are more often. Hell make it so you can make a city that would be the size of a state but it wouldn't be anything more then just doing everything you already have. We seem to be stuck in the Elder Scrolls/Fallout thinking here. Bigger doesn't always mean better, repeating the same thing over and over isn't either.

I would much rather the made a new Sims game that allows you to play as the Sims in your town, making your own house as they do in the Sims. Perhaps then a small town wouldn't matter being as you would be more focused on a few houses in detail.
 

theultimateend

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korn7809 said:
It seems people do not like it when game companies try new things. If you want the same thing again and again then play the same game again and again (Looking at you CoD).
Why your username suggests you are trolling I still want to note that the text I've quoted is always wrong.

Always.

It has nothing to do and never has ever in any instance had to do with companies just "trying new things".

It's BS and I wish folks would grow out of that tired line. It's like evolution denial, the same tired points made years or even decades after they've been debunked.

korn7809 said:
I cares about a larger city... I want more depth rather than just more tall buildings. What would more space do for you besides make you do what you already are more often. Hell make it so you can make a city that would be the size of a state but it wouldn't be anything more then just doing everything you already have.
I hope you never actually run a city or a state because you have no concept of scale.

I want to say more but that paragraph blew my mind.
 

korn7809

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Mar 6, 2013
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theultimateend said:
korn7809 said:
It seems people do not like it when game companies try new things. If you want the same thing again and again then play the same game again and again (Looking at you CoD).
Why your username suggests you are trolling I still want to note that the text I've quoted is always wrong.

Always.

It has nothing to do and never has ever in any instance had to do with companies just "trying new things".

It's BS and I wish folks would grow out of that tired line. It's like evolution denial, the same tired points made years or even decades after they've been debunked.

korn7809 said:
I cares about a larger city... I want more depth rather than just more tall buildings. What would more space do for you besides make you do what you already are more often. Hell make it so you can make a city that would be the size of a state but it wouldn't be anything more then just doing everything you already have.
I hope you never actually run a city or a state because you have no concept of scale.

I want to say more but that paragraph blew my mind.

My username comes from a few things put together (and I've used it for years) so I'm not sure how it suggests I'm trolling.

As for the rest I don't follow. >_<


Hmm I'll make a city.... Just put a bunch of tall buildings in a grid format here... some houses here... maybe a few things here and DONE! Cities aren't just buildings.
 

Elijah Newton

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Sep 17, 2008
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ThriKreen said:
The sim objects in SimCity are not sprites, but full 3D models, and even at the low poly they are, they are still rendered in real-time.

That's just graphics. There's also the underlying simulation data being played.

I can't say it's more or less complex compared to DF since I don't play it, but it's probably comparable in different ways.
Sargonas42 said:
Forgive me for not replying yet, but I'm just a Producer and my lame attempt at technical explanations can at times be confusing for some people. I was waiting for ThriKreen to get around to it for me, so hopefully what he said in the post above filled in some gaps! :)
Whoa - the two of you worked on this game? Cool! Congratulations on having a finished product. Also, thank you ThriKreen for the breakdown on what's pushing the processing envelope. That was really well presented. Plus I dig your profile names.

I understand why there's the smaller size due to those limitations, but could either of you explain the reasoning behind prioritizing the graphics? Because (and I really only have a general background, so pardon if I'm off) I think the simulation part of it probably isn't impacting the performance that much relative to the demands of rendering it as you chose to do. That display of things, though - much as I like graphic artists and think they deserve getting a paycheck - doesn't really impact the game that much. I mean, what are players really getting in terms of an experience from rendered 3D models w/lighting and shadows, etc etc, that they wouldn't get from sprites? In terms of presenting information (which is what graphics do whether they're an excel spreadsheet or or hi-poly model), it seems that there's a very limited gain, if any.

Complexity evolves from relatively simple rules applied to increasingly grand scales. DF* illustrates this amazingly well** - a fortress / society which you've managed to keep functional at 20 dwarves starts to collapse at 50 and can be a cesspool of despair and misery at 100 simply for want of an effective infrastructure or urban planning. It is so SimCity. Assuming SC had scale that allowed for this, that is. That's why I raise the point. In nerfing the scale, the potential for complexity through simple rules is necessarily affected***.

So my question to you is: am I completely off base? Did the decision to make shiny graphics not impact the complexity of the simulation / game at all? If it did, who makes the final call about the direction a game will take when there's this kind of fork in the road? Is it all set in the design documents at the start (players will zoom in / out, models will need this level of fidelity) or does it get worked out as development progresses?

I'm not looking to criticize, though in the spirit of full disclosure my bias is to say that this SC represents a departure from earlier versions... but that's ok. It's not my project / job / etc. I'm really just curious.


* I know there are only so many hours in the day, but IMHO this really ought to be played purely from a professional development standpoint. Someone's doing something really well here despite staggering limitations. Seems like a learning opportunity.

** But oh god, as a player, particularly a new player, you spend so much time battling a non-intuitive UI. I'm not even talking about the ASCII presentation. The menus alone would give whoever does this for Maxis night-terrors.

*** And I see signs ( subjective, of course, I could be completely off base ) of attempts to compensate for a less complex game by inserting goals for the player to reach.