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Trivial Pursuits => Sports & Leisure => Topic started by: jay-ell on August 13, 2007, 06:40:15 pm

Title: Sim City 5...? Not quite.
Post by: jay-ell on August 13, 2007, 06:40:15 pm
http://www.1up.com/do/previewPage?cId=3160151&sec=PREVIEWS

Also

http://simcity.ea.com/

and this month's PC Gamer. 

Is anyone else having heart palpitations over this?  This is the game I wanted when SC2K came out.  Maxis went a different direction with it, but I still loved 3K and 4...but now...

My life is complete.  Or will, be, this holiday season, provided my family loves me enough. 

Edited to paste Press Release (for the lazy):

Quote
Featuring an all-new, revolutionary feature set, SimCity Societies allows players to create their own kinds of cities, shape their cultures, societal behaviors and environments. Build an artistic city, an Orwellian city, futuristic city, green city, spiritual community or any society you want! With more accessible and innovative choices than before, SimCity Societies is the most versatile city building game.

Features:

    * SimCity Societies is the most versatile city building game.
          o SimCity Societies provides the ultimate building block tool kit, allowing players to combine, connect and re-arrange elements of their city like never before
          o This innovative, modular approach to city-building makes SimCity Societies accessible to players of all levels, while at the same time provides tremendous new possibilities to players familiar with the SimCity™ series.
    * Revolutionary new resource management: control the societal energies of your city.
          o SimCity Societies introduces new kinds of resources for buildings to produce or consume, called "societal energies."
          o How you mix and match these energies—knowledge, creativity, spirituality, obedience, wealth and industry—determines the core attributes of your city. Will your city be happy and creative, spiritual and knowledgeable, will it be wealthy and powerful or obedient and fearful? Its fate is in your hands.
          o A new system in SimCity Societies picks up on cultural cues and adjusts lighting, music and the appearance of your city on-the-fly!
    * Make an artistic city, an industrial one, a police state ….or anything you want.
          o Build your own kinds of cities! Strive to create an Orwellian Utopia, a city of technology, a city of contemplation, a candy land filled with gingerbread houses and chocolate factories or wherever your imagination takes you.
    * Build out the city with unique homes, workplaces, leisure-time venues and parks.
          o Choose from more than 350 unique buildings which can be combined, connected and re-arranged in almost limitless combinations.
          o Inspiration comes from the wide range of architectural styles, ranging from the realistic to the fanciful, from rural to urban, from industrial to futuristic.
          o Each structure reflects its name and nature, and many offer a click-on action for you to play upon!
          o As your city evolves, you’ll be able to unlock new buildings to help advance your society.
    * Share your own unique cities with your friends online.
          o SimCity Societies allows you to create your own unique cities to share with your friends online.
Title: Re: Sim City 5...? Not quite.
Post by: Arachno-capitalist on August 13, 2007, 06:49:22 pm
Its been awhile since I was excited about a game release. I have always loved the sim series of games (i've lost way too many hours to sim tower) this one looks like itll fix the errors of SC4 and I love the new graphics and 'social energies' stuff.
Title: Re: Sim City 5...? Not quite.
Post by: jaydub on August 13, 2007, 06:51:44 pm
As long as the Laffer curve remains central to Sim City, it will always have a place in my heart.
Title: Re: Sim City 5...? Not quite.
Post by: jay-ell on August 13, 2007, 06:54:13 pm
Yeah...it's reminiscent of the addition of aspirations to The Sims 2, but moreso...I wonder if there will be a compatibility layer between SCS and TS2?  Where you can import the personalities and appearances of Sims and follow them around the city?  Am I misremembering them doing this with SC3K and TS1? 

jaydub, you get a can for knowing what the Laffer curve is, means, and does.  This can is on behalf of my dad, who teaches econ to high school seniors. 
Title: Re: Sim City 5...? Not quite.
Post by: Arachno-capitalist on August 13, 2007, 07:30:02 pm
The Laffer Curve is a logical fallacy. The assumption made is that it its a continuous and predictable curve from end point to end point. When in reality, actual data reveals this picture:
(http://ase.tufts.edu/cogstud/graphics/tempfig4.gif)
Title: Re: Sim City 5...? Not quite.
Post by: jaydub on August 13, 2007, 07:34:01 pm
The Laffer Curve is a logical fallacy. The assumption made is that it its a continuous and predictable curve from end point to end point. When in reality, actual data reveals this picture:

Yeah, yeah, yeah.  But its a useful illustration of the fact that your can't raise revenue endlessly by raising taxes.  You drive up the cost of doing business and sensible companies leave, residents move out and your economy stagnates.  This is a crucial lesson that more folks need to appreciate.  Sim City and the like are wonderful tools for communicating this concept.

Boo for pissing on a libertarian mainstay A-CAP!
Title: Re: Sim City 5...? Not quite.
Post by: CortJstr on August 13, 2007, 07:37:23 pm
I never got into Sim City but I enjoyed "playing" Maxis's El-giraffe. At first my parents thought it was stupid that I was tying up the computer for hours breeding, evolving, and most of all, rendering giraffe. But then they realized that the 3 hours it took to animate one giraffe was 3 hours that I was not connected to AOL running up a huge bill.
Title: Re: Sim City 5...? Not quite.
Post by: theinevitable on August 13, 2007, 07:42:22 pm
simcity 4 is awesome, but the data views bother me. They don't have the types of views I want, and they turn themselves off in shitty situations (HOW AM I SUPPOSED TO PLACE SUBWAY STATIONS WITHOUT SEEING UNDERGROUND?). Otherwise, my cities are basically badass.
Title: Re: Sim City 5...? Not quite.
Post by: Arachno-capitalist on August 13, 2007, 07:43:32 pm
Me piss on libertarianism? I say nay sir! surely you know me better than that.
the problem for me is that the mathematics of the laffer curve put the optimal tax rate somewhere around 80%. The logic behind it, that lower taxes and less government means more business and wealthier people is A OK, but I can't endorse something that is designed to bring in maximum revenue to the government as opposed to maximum revenue to the individual.
But this is a thread about a computer game, so I've met my quota of political self-expression.
Title: Re: Sim City 5...? Not quite.
Post by: jaydub on August 13, 2007, 08:00:23 pm
I can't endorse something that is designed to bring in maximum revenue to the government as opposed to maximum revenue to the individual.
But this is a thread about a computer game, so I've met my quota of political self-expression.
Well, the point of the game is sort of local government simulation.  Your title is, after all, is Mayor.  Also, 80%??!!  I'm pretty sure that the various invocations of the Laffer Curve disagree on where the optimal is located (depending on political affiliation, no doubt).  If you mean that Sim City's optimal is at 80%, that's troubling.  Personally, I like to run with as thin a bottom line as is possible, once an adequate reserve for disasters is built up.  IRL, governors who crow about their bonanza budget surpluses are stupidly promoting their bad management, IMO.

Whee, bracketing Intarweb acronyms.  Also - I knew you weren't pissing on libertarianism; just goring a sacred cow for excessive simplicity.
Title: Re: Sim City 5...? Not quite.
Post by: Ben-San on August 13, 2007, 09:16:55 pm
In other SimCity-related news, Dr. Wright from the SNES version of SimCity has been confirmed as an assist character in Super Smash Bros. Brawl. When activated, he zones the ground directly under your opponent for skyscrapers, which launch the enemy into the air.
Title: Re: Sim City 5...? Not quite.
Post by: jay-ell on August 13, 2007, 11:27:04 pm
In other SimCity-related news, Dr. Wright from the SNES version of SimCity has been confirmed as an assist character in Super Smash Bros. Brawl. When activated, he zones the ground directly under your opponent for skyscrapers, which launch the enemy into the air.

Oh my goodness this is too good to be true

if its not dont tell me

dont ruin the moment

i need this in my life
Title: Re: Sim City 5...? Not quite.
Post by: Ben-San on August 13, 2007, 11:33:30 pm
For serious. (http://www.smashbros.com/en_us/items/assist/assist03.html)
Title: Re: Sim City 5...? Not quite.
Post by: Nabubrush on August 14, 2007, 02:18:04 am
There are too many games that I love that basically look at my computer and think to themselves "that will be sufficient . . . only to render the dialog boxes for this game." I wish I had the balls to buy a crazy, planet-destroying supercomputer.
Title: Re: Sim City 5...? Not quite.
Post by: Doc on August 14, 2007, 02:23:14 am
Man I haven't been into sim city since 2000 (my first computer game ever by the way). The newer ones just looked a bit too shiny for me, but this does look cool. But really I mean when Spore shows up that's all the game we'll ever need, right.

Also: Ben-San thank you for totally making my day.
Title: Re: Sim City 5...? Not quite.
Post by: AugustWest on August 14, 2007, 03:03:49 am
Sim-City was the first PC game I paid full price for.  Haven't played any version for a while. 

Hmmm...  I'll be back in a few hours...
Title: Re: Sim City 5...? Not quite.
Post by: Lister on August 14, 2007, 05:35:46 am
SimCity is one of the reasons I have a degree in Geography.

I loved what SC3 and 4 tried to do, but in practice I just never got my god damned skyscrapers because I have this compulsion to make every part of my city equally good and it just doesn't work that way.

My SimCity Society will be full of science, and then it will burn down because I spend more on schools than fire departments.

Man.  Do I spy my SC4 discs over there?  I think I do.  Do I have time to play that ever again?  I think I don't...
Title: Re: Sim City 5...? Not quite.
Post by: jay-ell on August 14, 2007, 05:16:10 pm
There are too many games that I love that basically look at my computer and think to themselves "that will be sufficient . . . only to render the dialog boxes for this game." I wish I had the balls to buy a crazy, planet-destroying supercomputer.

We got ourselfs a nice Alienware before the Boy came along...must've been five years ago now?  It will still run most new games -- though not at top res, of course.  We might have to upgrade the graphics card soon.  It ran Halflife 2 all right, tho. 

They are huge machines, though.  At least, they were a few years ago.  The case we have stands about 36" high and won't fit in the tower cabinet of any standard computer desk.  They may have scaled down since then, though.  Plenty of space to upgrade, though, and the first brand I ever saw to have front USB ports, and plenty of them.  We have four in the front and six in the back.  And if you should ever need to crack the case...oh man.  Like a work of art on the inside. 

Oh, here's a link: LINK (http://alienware.com/product_detail_pages/Area-51_7500/area-51_features.aspx?SysCode=PC-AREA51-7500-R5&SubCode=SKU-DEFAULT#pdp-nav).  Looks like they have a compact chassis now. 

Pedro is excited about Spore but reminds me that we don't have time to play the games we already own.  I reminded him that my MA thesis will be complete in January, and that he gave his brother my copy of SC4, and we both played it quite a bit before I went back to school.  I think he's trying to throw me off the track so I'm surprised when he gets it for me for Christmas. 

My city style was like Lister's.  I always wanted my cities to be nice places to live, above all else.  Pedro liked to cram as many people as possible into the available space and make piles and piles of money, but I tried to keep a balanced budget (or a very small surplus, when I was "saving up" for something) and provide as many services as possible.  You better believe we had darn good public transit, good schools, and clean air.  I was big into solar power.  I'd have, like, five thousand people and a solar plant.  Kind of ridiculous. 

Am I alone in that I liked the driving missions in Rush Hour?  Pedro avoided them but I thought they were fun.  I only did the nice ones, though.   ;)

Also: thank you Ben.  I think I love you. 
Title: Re: Sim City 5...? Not quite.
Post by: theinevitable on August 14, 2007, 07:35:15 pm
yeah, my cities are always balanced as hell. i always have a shit-ton of money, though, with a big surplus. But I spend it like hell on tons of hospitals and schools and stuff. My people love me.

my problems in the game always stem from assuming that it's less realistic than it actually is, if that makes sense.
Title: Re: Sim City 5...? Not quite.
Post by: nDed on August 16, 2007, 08:57:13 pm
SimCity games give me problems, almost always involving fire.
(http://img.photobucket.com/albums/v312/nDed03/yeah.jpg)

I find the Alienware towers a little too gaudy for my tastes. Still, if you want a pure gaming PC and aren't willing to build one yourself then Alienware is probably the way to go.
Title: Re: Sim City 5...? Not quite.
Post by: lprkn on August 30, 2007, 04:58:18 am
I was never able to get my cities up to "beautifully balanced machine" status in SC2K, but the chance to play Big Brother to my Orwellian supermetropolis is too much to pass up.

doubleplusgood
Title: Re: Sim City 5...? Not quite.
Post by: jay-ell on November 16, 2007, 03:02:44 pm
I got it yesterday.  Here's a review so far. 

I haven't gotten used to it yet.  The interface is very different, and it makes use of Sims2-style sorting mechanisms, which is kind of neat.  However, my main complaint at this point is that you can't zoom out far enough.  I want to see a larger portion of the city at a time, and you're so close to the action it's hard to plan roadways. 

I think that Societies is aimed at a very different kind of gamer from the previous Sim City games.  It's highly complex, but in a different sort of way.  Gone are the days of finding the right tax rate balance, zoning large tracts of land and hoping people move in, and micromanaging city services.  Gone, too, are the mundane details of transportation planning, the endless color-coded mini-maps, and the overlapping circles indicating police and fire coverage.  The game takes care of these things for you. 

Buildings are now placed individually -- including homes and offices -- so you can decide that the software developer goes here, next to the high-rise condos, with an ice cream parlor in between.  Each building either generates or utilizes a variety of resources which must be kept in balance: workers with jobs, citizens with "venues" (places to have fun), businesses with patrons.  Additionally, each building also either produces or requires one of more of the "values" -- productivity, prosperity, creativity, spirituality, authority, and knowledge.  If you build a Liberal Arts College, for instance, without the requisite combination of creativity and knowledge, the building will not function (and you'll get something like a no-power zot flashing above it).  By building objects like decorative murals, playgrounds, public libraries, and elementary schools, you can increase your creativity and knowledge scores sufficiently to support more and more buildings.  As your total score for each value increases, more and more buildings are unlocked. 

In some ways, I miss the ability to play around with the city-management aspect of the older games.  Societies is less a city simulator and more of an anthropological experiment.  My advice: consider the game on its own merits, and don't buy it simply because it shares a name with a series you like.  Conversely, if you've never played a Sim City game before, but think you'd like this kind of social experiment, don't hesitate to pick it up.  It's a solid game that stands on its own merits, but if you expect it to be like a more advanced version of Sim City 4, you're going to be disappointed. 
Title: Re: Sim City 5...? Not quite.
Post by: chuanoplast on November 16, 2007, 06:21:51 pm
A-CAP, your picture is incorrect. It should look like this:

(http://farm3.static.flickr.com/2073/2037607337_2b94329d9e.jpg?v=0)
Title: Re: Sim City 5...? Not quite.
Post by: jaydub on November 16, 2007, 07:59:43 pm
Wrong thread?
Title: Re: Sim City 5...? Not quite.
Post by: CortJstr on November 16, 2007, 08:01:15 pm
Wrong thread?

Right thread, just one page back. Replying to a post you made, actually.
Title: Re: Sim City 5...? Not quite.
Post by: jaydub on November 16, 2007, 09:30:37 pm
Well, lookit that.  This is the sort of thing that happens in zombie threads.