Maxis Will "Eventually" Increase SimCity's City Sizes

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Atmos Duality

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ResonanceSD said:
Well then, I might "eventually" buy the fucking thing.

Can't wait for all the DLC landmarks!
Speaking of DLC...
A casual glance reveals there are four Day 1 DLC packs, one of which is apparently exclusive to the "Deluxe Edition".
What's mind-boggling is that I cannot find conclusive costs for each of those DLC packs, so it's difficult to say what the cost of the Full Game is.

I imagine it will be in a range of 60-120 USD.
 

ThriKreen

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Atmos Duality said:
Speaking of DLC...
A casual glance reveals there are four Day 1 DLC packs, one of which is apparently exclusive to the "Deluxe Edition".
What's mind-boggling is that I cannot find conclusive costs for each of those DLC packs, so it's difficult to say what the cost of the Full Game is.

I imagine it will be in a range of 60-120 USD.
$60 regular, $80 for digital deluxe.

I believe the Origin store offers each of the Brit, French and German tilesets for $10 each, and the Plumbob park thingy is an Origin exclusive.

The tilesets themselves require one of the landmarks to be placed before it starts modifying the city. It also offers a French police station, German high-speed rail and British bus depot (so all the buses look like double deckers), but placing those buildings won't modify the city's look.
 

Elijah Newton

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Sargonas42 said:
I suggest hitting up twitter.
ThriKreen said:
The thing with game dev though is, that you get complaints if all you do is recycle from the previous iteration, and complaints if you change things up - it's an all too common "Damned if you do, damned if you don't" situation. Which audience should they listen to? At some point they have to stop and go "OK, we made these decisions, the game has these features - here it is and we think it is fun for you."
Just wanted to drop a quick line thanking you both for taking the time to respond. (despite truncating ThriKreen's response I found the whole of it a great read).
 

Atmos Duality

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ThriKreen said:
$60 regular, $80 for digital deluxe.

I believe the Origin store offers each of the Brit, French and German tilesets for $10 each, and the Plumbob park thingy is an Origin exclusive.
OK, so my range was just about spot-on.
Thank you.
 

ThriKreen

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Elijah Newton said:
Just wanted to drop a quick line thanking you both for taking the time to respond. (despite truncating ThriKreen's response I found the whole of it a great read).
You are welcome - we realize there's a (very) large gap between what the gamer knows or hear about the dev process and what we actually experience for several years. Hammering away at a feature, a problem, realizing a feature just isn't fun, or not enough time to implement it, ideas hitting reality, dealing with publisher and fan demand, each other, families, or health problems (like my own emergency OR trip). Even just general software development isn't quite the same an experience - it's one thing to develop a program that is functional like a spreadsheet, another entirely to make it fun when that can be so subjective.

We'll take any chance to dispel the misconceptions. Due to all that exposure, we start seeing connections and relationships between all the various parties, and how it relates to past history in comparison. Things a lot of people seem to ignore, either due to rose-tinted glasses, short-term memory or just out of ignorance. And knowing this, most of us are usually more tolerant of a game's short-comings as we all know we're like seeing 3/4 to 2/3 of what they intended.

Like for the online component of SimCity. If they had supported offline play, how would it handle if you were playing offline, then wanted to migrate to online or vice versa? Or they supported local server hosting for MP, but you stopped hosting and your other friends wanted to continue playing, how do you deal with that? Sure you could have migrate to another player, but if everyone was offline, how do you sync to the latest when you popped back on? Then due to the global server farm, they have to limit the size of cities since they wouldn't delete it right away, so that's a lot of cities in the database. Hence why there's a limit to 10 slots a player, otherwise they'd quickly run out of room. So, a lot of compromises.

A lot of us so called "corp shills/defenders/apologists" are more into correcting said misconceptions (especially those from certain people that skew facts to suit their opinion), outlining reasons why some things are the way they are. We will call out bad decisions if asked, but people rarely ask that of us. Like, I wouldn't say SC's online component is the best way to go about it, I would have suggested allow for solo offline with no achievements, global market, etc., and have the online for multiplayer, ranked, global market and achievements. While I would keep both modes to have the same city size, to avoid the disconnect if you switch to online and off (to keep the experience the same), you could probably get away with at least doubling the city size since there might be less people occupying the global server farm's database. I haven't seen the numbers though, so I can't say.

But I will respect and defend the Maxis guys on making a game how they want.

And of course, since we deal with games all the time, we realize it's not the end of the world - if I can't play it right now, especially for an online game like an MMO or this, sure it sucks since I did pay for it, but I have other things to do, like the backlog of other games or busy making my own. Heck, I know many devs would just drop everything at 4pm to pick up their kids and spend the rest of the night with them and not touch any games.

Hope that sheds some more light behind the game dev curtain.

(edit, grammar)
 

Elijah Newton

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ThriKreen said:
Like, I wouldn't say SC's online component is the best way to go about it, I would have suggested allow for solo offline with no achievements, global market, etc., and have the online for multiplayer, ranked, global market and achievements. While I would keep both modes to have the same city size, to avoid the disconnect if you switch to online and off (to keep the experience the same), you could probably get away with at least doubling the city size since there might be less people occupying the global server farm's database. I haven't seen the numbers though, so I can't say.
Yep, I'd pretty much second all of these points - even the rationale of keeping the city size the same to keep the online / offline experience the same, which is something I would not have expected to cede but I agree that radically changing the scope of the same game depending on online or offline play would mean the perception of one or the other would necessarily suffer*. Boy, though - I know this is just speculation but if there could've been both cities doubled in size and offline play? That would've done a lot to nerf my criticisms. Hopefully some later iteration will do that. *chuckle* Or that at some point in the future you'll be in a position to say 'I told you so.'

ThriKreen said:
But I will respect and defend the Maxis guys on making a game how they want.
Yep, that seems fair. And I'm glad some of them are breaking to pick up their kids, too. One of the things I wonder about is the tension between the developers and publishers. I see developers as wrestling with making a good game and getting to take the high road, while publishers are easy to demonize for trying to make a buck, though more charitably perhaps they can be seen as trying to make back the money they invested in the game's development plus turn a profit which will fund future developers. It's easy to imagine opposition at almost every level of this relationship, not least of which is developers trying to develop subtly integrated systems for players to discover only to have publishers push for the sledgehammer approach of DLC.


* quibble : FPS genre games do just fine havng very different modes of play when online or off, though comparing the FPS genre to SC is pretty apples-to-oranges.