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



, I think ill stick to sc4 tbh... I hate grid systems like in those pics...