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View Full Version : complexity and diversity


arcan
06-10-2007, 05:21 PM
A few things I think have to be implemented (because someone had to design them for XC4)

-I like the ideas of different energies. But please, don't make them city-life-like. It was too easy : just define zones and keep them separated, almost no interactions between them. They must mix and interact. I'd love to see some micromanagement there.... and a lot of possibilities, ways to mix/separate them.

-One thing that would be missing would be diversity of buildings (a must), and evoluting buildings. I know they are ploppable, but I wouldn't want them to be static. I'd like them to change, depreciate, even grow.

-and for diversity : There HAS to be a good and easy tool to create/modify the buildings. All aspects of all of them. The same goes for other things than buildings (parks, trees, and so on) One thing I love in Simcity was seasonnal trees. But someone had to create that. And it sometime makes conflicts with other trees... So better include it from the start (maybe as an on/off toggle option ?)

-another tool required is to create/modify maps. Get a way to cange normal maps to SCS maps (like some tools for SC4)

-No more pipes, is ok. That wasn't the worst thing to put pipes on the map. I do want though to have all the water/electricity buildings (they are the real point and complexity of the game).

-Last thing, it has been said by EA that the game was to difficult. That has been decided, can't change it. But I wouldn't like complexity to be taken in the stead of difficulty. I want micromanagement and as many options, decisions to make, and means of action on my city as possible.(I may be a bit masochist, but I love that)

-And last, I'd like to be able to build a as realist as possible city. meaning building on different altitudes, build under bridges (at least roads and fillers) building sunken highways for instance (and tools to do so and level le ground...) and running water (for rivers and so)


I hope I don't ask for the moon but, hey, that's for you just a little more grain to grind ! ;) :p

Almir
06-10-2007, 05:38 PM
I agree that complexity and content is not to be mistaken with difficulty. SC4RH is not a difficult game. But it offers infinitely varied gameexperiences and ways to play. The more content from the reallife the better.

arcan
06-10-2007, 05:42 PM
One of the most important aspect of SC4 is that there are so many variables that there's almost an infinity of possiblities. Each player makes his one choice, and if the basics are ok, all the paths taken are good. No cities are alike and in the same way, no 2 players have exactly the same technics and gameplay.

Sunil
06-10-2007, 05:42 PM
-And last, I'd like to be able to build a as realist as possible city.

Exactly, I just want to be a ble to create realism, wheter it be eyecandy or not, for fun though, I'd still like to play the game, if that makes sense.

Ocram
06-13-2007, 03:53 PM
I agree with you and I have my own opinion.
But in my opinion SC:S should have the folowing...
-"One thing that would be missing would be diversity of buildings (a must), and evoluting buildings. I know they are ploppable, but I wouldn't want them to be static. I'd like them to change, depreciate, even grow."
I agree with you there, arcan.
-natural disasters (incl every one created)
-political opinions (progressive vs traditional - not extremely unlike City Life: World Edition just no major class wars Elites vs Have-Nots, Radical-Chics vs BlueCollars, Suits vs Fringes)
-arcologies
-mixed use developement
-scenarios
-mass transit (bus, train, taxi, subway/elevated/ground-lightrail, ferries sea and airports, bus only streets/roads, and possibly pedestrian roads, monorails, bullet trains, trollies, gondolas/cable cars, and spaceports)
-variety of roads streets, roads, small green avenues, double wide avenues, roads specialy designed for parallel parking, multiple types of elevated, ground, or country freeways/highways, wide-sidewalked streets (CL), and viaducts
-utility buildings indeed but their should be greater variety or a chance to make custom content (power plants, water pumps/towers/desalinators, water purification plants, sewage treatment, garbage disposal [lanfills, recyclers, waste to energy, composting, transportation/sorting centers, etc])
-landmarks, parks, health services, police, firestations, schools and universities, civic structures (including growable city hall and courts), community centers, leasures (businesses which offer employ but also provide a positive YIMBY effect for certain types of people and affects the energy scores and the type of leasures available is dependant on population, mayor rating/approval, demand, and "energy" ratios/levels)

these ideas are based on my experience with SC 2000, SC 3k, SC 4, and CL:WE (I've been playing simulation games since I was 8 [in the late '90s] and just adored Maxis created games -- call me fickle, or easily pleased but i think Tilted Mill is doing/will do a wonderful job creating a new SimCity game for Ea)
BTW, I may be one of the only SimTrop members (username: Ilikeseattle) that thinks positively of TM.

Hamburg
06-13-2007, 04:20 PM
Oh guys, i really like this Thread.

This are all great Ideas from all of you.

I support this in all.

I also like to see

- the city and especially the buildings growing (in a realistic way) "not plopable"

- all kinds of management functions, and it could be more complex

-more varities of street zoneing and types

-a diverse base of parks, relaxing zones, and trees which has an diverse effect on many things in the game and the life in it

-the most makromanagement functions, and many more
there are good propositions on the Website www.insims.de (you need to know the german language to understand) but really interestin ideas

-many options which give me the power to decide, in which way the economy in my city can/should develop

The complexness which the Sim City 4 game was known, obtained the unrealisitc and exxagerated effects of some decisions you made in the game.
Most of them wasn't comprehensible

And many other decisions, like in the transportation system, energie, water and wastemanagement, have no visible effect on the game. I think the game was to unbelanced an should be improved and adjusted.

When the game get less complexness it will be a game for underdeveloped minds.

I think 70 % of the way they decided to go in developing the game, is the wrong way. And when they are smart enough, they will start to change it, in the next few weeks, to get a good game in the end :D