SimCity Societies Preview

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The first details of the new sim city have just been released. Here are some of the main points.

#1 -- For the first time in the franchise's history, an in-house team at Maxis/EA isn't developing the game. At the helm of SimCity Societies is Tilted Mill, the folks behind Caesar IV and the sleeper society-builder Immortal Cities: Children of the Nile. Why isn't Maxis working on it? The answer's simple: Will Wright and his team are busy with Spore. But Rod Humble, the head of EA's Sims division, handpicked the Tilted Mill guys, and its previous city-building successes makes the developer an inspired choice.

#2 -- By SimCity creator Will Wright's own admission, previous SimCity games had become too complex for most. Tilted Mill is focusing on scaling back the complexity and micromanagement of latter entries like SimCity 4 -- no pipes to lay, no power grids, no manual emergency-response funds to disperse, no individual building-funding. The series' hardcore fans shouldn't worry that the game will no longer be recognizable or too easy. "We are not out to fix something that's broken," promises lead designer Chris Beatrice.

#3 -- As the working title implies, Societies adds a new layer of emphasis on the city's citizens. The game introduces six "social energies" (such as Wealth or Obedience) that influence your city's look and feel. Buildings and aesthetics change depending on how these six values develop. Focus on Obedience, for example, and your buildings will start automatically adding security cameras to monitor your citizens' movements, Orwellian-style. Different energy balances unlock different building types, too.

#4 -- The standard SimCity "adviser" system is gone. Societies aims to communicate your city's well-being through goals and the city's overall atmosphere -- and your citizens' behavior. Sims (yes, they're using that term) will skip work if they're in a bad mood or start engaging in criminal activity (such as vandalization). Your actions in the game -- what you choose to build -- will also influence the kinds of goals the game presents. Head down an Obedience path, for example, and the game will start giving you goals to usher your progress in that direction.

#5 -- Goal-oriented sandbox gameplay: Instead of giving you a handful of typical scenarios, this SimCity awards new buildings and bonuses for meeting certain goals during the course of normal gameplay. With only about 15 percent of the buildings unlocked from the get-go, that's a lot of game to wade through.

Preview
Screenshots

I'm not sure if I like what they are doing by removing the complexity of the earlier games, I just hope they don't make it too simple.
 
sounds good, like the fact its being slightly simplified, and the game should be on a new engine and look great.

Bit iffy with this new team as the new caeser game was awful.
 
I like laying pipes, dammit :(

Some of the new aspects sound interesting - but I hope they can add them in without dumbing down the core of what made SimCity so great. And really.....too complex for most people???? Really??? :confused:
 
bah I just like to build my city up to blow it up....

especially when you see all those little sims and kiddy sims running around
only 5 seconds later to be blown up by a meteor


die my pretties die!
 
bah I just like to build my city up to blow it up....

especially when you see all those little sims and kiddy sims running around
only 5 seconds later to be blown up by a meteor

its like how often do you get to blow up buildings,planes and cause car crashes..... gets my inner terrorist going :D
die my pretties die!
 
The last 3 points seem really good. But I'm not sure the first 2 are a good move. I like complexity and micro-managing.
 
Sounds a bit iffy. Especially the fact its not the same team doing it and that they may simplify it too much making it a bit too childish.
 
Oh dear I dont like the look fof that at all- to be honest Sim City 4 is one of the finest games ever created.... I hope they don't mess it all up with this!
 
Looks bad, very bad detail on transportation, same as city life :mad: , I think ill stick to sc4 tbh... I hate grid systems like in those pics...
 
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