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  • Originally posted by The Mad Monk View Post
    They should stagger both the buildings and the people leaving them. That would be more realistic, especially industrial.
    Agree.
    To us, it is the BEAST.

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    • Originally posted by Ocean Quigley to Wired Magazine
      "With all of our previous SimCity games we were limited to fairly simple map-based and statistical simulations," said Quigley. "That's great for giving you the broad strokes, but it doesn't allow for the level of realism and behavioural richness that we wanted for the new SimCity. We wanted every single building, every Sim and every vehicle to have a distinct identity in the simulation, and we wanted the complex life of the city to emerge out of their interactions."


      "My nation is the world, and my religion is to do good." --Thomas Paine
      "The subject of onanism is inexhaustable." --Sigmund Freud

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      • In his defense, he just said he wanted it. He didn't say he was going to give that to us.
        To us, it is the BEAST.

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        • I can't help but think this is all a big metaphor for libertarianism. When individual agents meet their own needs without heeding others, the result is chaos.
          "In the beginning was the Word. Then came the ******* word processor." -Dan Simmons, Hyperion

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          • Originally posted by Koyaanisqatsi View Post
            I can't help but think this is all a big metaphor for libertarianism. When individual agents meet their own needs without heeding others, the result is chaos.
            interesting...

            while the way to make the most $$$ is for state-run industries to sell their goods on the global market
            To us, it is the BEAST.

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            • So I clicked on Wired's "games" section just for ****s and giggles. They didn't disappoint:


              A pig of a problem: designing human-animal interspecies games
              To us, it is the BEAST.

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              • Originally posted by Guynemer View Post
                "Originally Posted by Ocean Quigley to Wired Magazine
                "With all of our previous SimCity games we were limited to fairly simple map-based and statistical simulations," said Quigley. "That's great for giving you the broad strokes, but it doesn't allow for the level of realism and behavioural richness that we wanted for the new SimCity. We wanted every single building, every Sim and every vehicle to have a distinct identity in the simulation, and we wanted the complex life of the city to emerge out of their interactions.""



                so, dwarf fortress > Simcity?

                bear in mind that i'm not all that fond of DF because of ascii vomit.
                I wasn't born with enough middle fingers.
                [Brandon Roderick? You mean Brock's Toadie?][Hanged from Yggdrasil]

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                • this one is hilarious
                  To us, it is the BEAST.

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                  • So much for my main tourist attraction

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                    • Originally posted by Sava View Post
                      this one is hilarious
                      Wasn't that an improv anywhere thing?

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                      • Originally posted by Wiglaf View Post
                        So much for my main tourist attraction
                        That's bull****!

                        ****ing godzilla destroyed the sears tower in vulvaville

                        disasters
                        To us, it is the BEAST.

                        Comment


                        • EA and Maxis were always honest about this. See this, from March 2012:

                          Pity the simulated citizens who will live in SimCity, the reboot of the franchise of the same name, due from the god-game guys at Maxis sometime in 2013. No easy life for them, no appearing as if by magic on the streets of your town and scurrying back and forth between the busy districts of the day. No – instead, life will be a precarious crap-shoot of existential uncertainty, in which no satisfaction, however small, may be taken for granted, and no need may ever be filled in more than momentary fashion. And, as if it need be said, in the game.


                          “It’s not like each Sim has a specific job that’s his, and a specific house that’s his,” says lead designer Stone Librande, like this knowledge might mitigate the situation. Instead, each Sim that will inhabit your thriving metropolis (or crime-ridden housing project, as the case may be) will wake up each morning and start the day by looking for a new job – if they’re not sick, that is, in which case they’ll look for a hospital. And every evening, that same Sim will leave work and take a moment to look for a new place to live. Filling out employment applications and being interviewed by already-unbearable roommates every single day. Oh, the humanity!

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                          • Devs should stick to making games, let the PR people play games with double-speak. It's more fun to be mad at them.
                            To us, it is the BEAST.

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                            • Originally posted by Wiglaf View Post
                              EA and Maxis were always honest about this. See this, from March 2012:

                              And they contradicted that statement in other statements (see above).

                              As Sava said, this seems a case of too many cooks spoiling the PR soup.
                              "My nation is the world, and my religion is to do good." --Thomas Paine
                              "The subject of onanism is inexhaustable." --Sigmund Freud

                              Comment


                              • How have you losers not built a great work or reclaimed Baghdad yet

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