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===Release===
===Release===
{{VG reviews
{{VG reviews
|MC = 79/100<ref name="MC">{{cite web |url=http://www.metacritic.com/game/pc/simcity |title=SimCity |publisher=[[CBS Interactive]] |work=[[Metacritic]] |accessdate=March 7, 2013}}</ref>
|MC = 76/100<ref name="MC">{{cite web |url=http://www.metacritic.com/game/pc/simcity |title=SimCity |publisher=[[CBS Interactive]] |work=[[Metacritic]] |accessdate=March 7, 2013}}</ref>
|GR = 76.12%<ref name="GR">{{cite web |url=http://www.gamerankings.com/pc/663025-simcity/index.html |title=SimCity |publisher=[[CBS Interactive]] |work=[[GameRankings]] |accessdate=March 7, 2013}}</ref>
|GR = 72.90%<ref name="GR">{{cite web |url=http://www.gamerankings.com/pc/663025-simcity/index.html |title=SimCity |publisher=[[CBS Interactive]] |work=[[GameRankings]] |accessdate=March 7, 2013}}</ref>
|GSpot=5.0/10<ref name="gspot review">{{cite web |url=http://www.gamespot.com/simcity/reviews/simcity-review-6405012/ |title=SimCity Review |author=VanOrd, Kevin |date=March 7, 2013 |publisher=[[GameSpot]] |accessdate=March 7, 2013}}</ref>
|GSpot=5.0/10<ref name="gspot review">{{cite web |url=http://www.gamespot.com/simcity/reviews/simcity-review-6405012/ |title=SimCity Review |author=VanOrd, Kevin |date=March 7, 2013 |publisher=[[GameSpot]] |accessdate=March 7, 2013}}</ref>
|rev1 = [[Polygon (website)|Polygon]]
|rev1 = [[Polygon (website)|Polygon]]

Revision as of 20:28, 8 March 2013

SimCity
SimCity: Limited Edition cover art
Developer(s)Maxis
Publisher(s)Electronic Arts
Producer(s)Kip Katsarelis
Designer(s)Ocean Quigley
Stone Librande
Composer(s)Chris Tilton
SeriesSimCity
EngineGlassBox[5]
Platform(s)Microsoft Windows[6][7]
OS X[8]
ReleaseWindows
  • NA: March 5, 2013[2]
  • EU: March 7, 2013[1]
  • AU: March 7, 2013[1]
  • JP: March 7, 2013 (2013-03-07)[3]
  • UK: March 8, 2013
OS X
Q1/Q2 2013[4]
Genre(s)Construction and management simulation, city-building
Mode(s)Single-player, multiplayer[5]

SimCity is a city-building and urban planning simulation video game developed by Maxis, a subsidiary of Electronic Arts. The first major installment in the SimCity series since the release of SimCity 4 a decade prior, it was released for Microsoft Windows on March 5, 2013 in North America, March 7, 2013 in Europe and March 8, 2013 in the UK.[2] An OS X version is scheduled for release during Q1/Q2 2013.[4]

The game is considered to be a reboot of the SimCity series.[9][10][11] Players can create a settlement that can grow into a city by zoning land for commercial, industrial, or residential development, as well as building and maintaining public services, transport and utilities. SimCity utilizes a new engine called GlassBox, allowing for more detailed simulation than previous games. Throughout its development, SimCity received critical acclaim for its new engine and reimagined gameplay, however publications cautioned the game's use of a persistent internet connection, with which it stores saved games and allows players to share resources.

Upon release, SimCity met with extremely negative reception due to widespread technical issues, including network outages, issues with saving progress and difficulty connecting to the game's servers. As a result, many reviewers were unable to review the game, labeling the launch as a "disaster" and the game as "unplayably broken," urging players to avoid purchasing the game until the issues were resolved.[12][13] EA responded to the problems by increasing server capacity and deactivating certain gameplay features, eliciting criticism from sites such as Polygon who lowered their initial review score. Amazon.com temporarily suspended sales of the digital version of the game after being overwhelmed with reports of the game's technical problems.[14]

Gameplay

A user-built city in SimCity that specializes in education.

Along with many of the cosmetic changes (such as up-to-date 3D graphics), SimCity uses the new GlassBox engine. "We try to build what you would expect to see, and that's the game," explains system architect Andrew Willmott, meaning that visual effects such as traffic, economic troubles, and pollution will be more obvious. Two other new features are a multiplayer component and finite resources.[15]

Unlike previous games in the series, the game will have non-orthogonal and curved roads and zoning areas that can conform to different road types.[16] Types of zones will include residential, commercial and industrial.[17] The density will be driven by the types of roads built around these zones.[18]

Cities in a region are connected to each other via predefined regional networks such as highways, railways, and waterways. Elements such as traffic and air pollution will be visible flowing between cities.[19]

  • Terraforming – Creative Director Ocean Quigley stated that all of the terraforming in the game is going to be at the civil engineering scale, and will be the natural consequences of laying out roads, developing zones, and placing buildings.[19]
  • Transportation options – There are a number of options that are included, such as boats, buses, trams, and planes.[20]
  • Customization – Maxis has indicated that the game will support modding, but will not do so at launch like previous versions.[21]

Modules in SimCity are attachable structures that can add functionality to existing user-placeable buildings. One example is the extra garage for fire stations, which can provide additional fire trucks for increased protection coverage.[22][23]

The user interface, which was inspired by Google Maps and infographics,[24] was designed to convey information to the player more clearly than in previous SimCity games.[25] Animations and color-coded visual cues that represent how efficiently a city functions are only presented when needed at any given moment.[17][25] [26] For instance, opening up the water tower instantly changes the landscape to a clear world where the density of water is recognizable.[17] Or clicking on the sewage tab will immediately show how the waste of the citizens is flowing, and where the system is over capacity.[25][26] Some of the other visualized data include air pollution,[27] power distribution,[17] police coverage,[25] and zones.[26]

Many resources in the game are finite. Some are renewable, such as ground water. Lead gameplay engineer Dan Moskowitz stated, "If you've built up an entire city on the economic basis of extracting a certain resource, when that resource runs out your economy will collapse."[28]

Different from previous SimCity titles, each type of zone (residential, commercial, and industrial) is not divided into density categories. Instead the density of the roads next to them determines the type of buildings that will be created there. This means that there is only one of each zone type, and density of the buildings are determined by the density of the roads. [29]

Roads in SimCity are one of the most fundamental elements of the mechanics. Unlike previous SimCity games, roads carry water, power, and sewage. There are also many new tools for drawing roads. They include a straight line tool, one for making rectangular road squares, one for making sweeping arcs, one for making circles, and one for making free-form roads. There is also a more diverse range of roads to choose from. Starting at dirt roads and going up to six lane avenues with street car tracks, the density of the roads determines the density of the buildings next to them. So dirt roads will only ever develop low density buildings. There are two different categories of roads, streets and avenues. Streets are 24 meters wide and avenues are 48 meters wide. Since all streets are the same width, a dirt road can be upgraded to a high density street. In order to upgrade a street to an avenue you need to fully demolish the old street and replace it with a larger avenue. When high and low capacity roads intersect, the higher density roads have the right-of-way and so stop lights and stop signs will be automatically placed. In order to space the roads so there will be enough room for buildings to develop, road guides are shown when you hover over an existing road.[29] The act of road building creates a spline on which the SimCity Glassbox interacts with the simulation. When these splines intersect it becomes a reticulated spline which develops the underlying spline network.[30]

Players will be able to specialize cities on certain industries, such as manufacturing, tourism, education, or others. Each have distinct appearances, simulation behavior, and economic strategies.[31][32] Players have the option to heavily specialize on one or build multiple specializations in any given city for diversity.[19] The game will feature a simulated global economy. Prices of key resources like oil or food will fluctuate depending on the game world's supply and demand.[33] In particular, if players all over the world are predominantly selling drilled oil from within their game onto the global market, this will drive the price for this resource down. Conversely, a resource that has experienced very little exposure on the world market will be a scarce resource, driving the price up.[34]

Multiplayer

This version of SimCity will be the first to feature full online play since Maxis's SimCity 2000 Network Edition,[5] allowing for regions to house multiple cities from different players. Regions can alternatively be set to private for solo play.[31] SimCity will require players to be logged into EA's Origin service to play the game, including when playing single player. An active internet connection will be required every time the game is launched and must be maintained throughout gameplay.[35] The connection is asynchronous,[35] so any brief network disturbance will not interrupt the gameplay[22] though outages of longer than three minutes will cause loss of gamestate.[36]

  • Collaboration – Cities in a region can share or sell resources, and work together to build “Great Works”,[31] such as an Arcology.[20]

Development

System requirements
Minimum Recommended
Windows[37]
Operating system Windows XP/Vista/7/8Windows 7/8
CPU AMD Athlon 64 X2 Dual-Core 4000+ or better, Intel Core 2 Duo Processor 2.0GHz or betterIntel Core i5 or faster
Memory 2GB4GB
Free space 12GB
Graphics hardware ATI Radeon HD 2x00 or better nVidia 7800 or better. Intel Series 4 integrated graphics or better. Minimum of 256MB of on-board RAM and Shader 3.0 or better supportnVidia GTX 275 or better, or ATI 5850 or Better
Network Minimum 256 kbps download, 64 kbps upload
Mac OS X[37]
Operating system Snow Leopard 10.6.4
CPU Intel Core 2 Duo Processor 2.0GHz or better
Memory 4GB
Graphics hardware NVIDIA 9400M/ Intel HD3000

Prior to its announcement, the German magazine GameStar leaked concept art. Soon thereafter, a pre-rendered trailer was leaked. The official announcement took place on March 6, 2012 at the Game Developers Conference. Initially it was revealed that the game would be available for the Windows platform,[7] and a later OS X edition was confirmed.[8] EA showcased two new trailers for the game at the Electronic Entertainment Expo 2012, showcasing in-game graphics for the first time.

In August 2012, applicants were allowed to sign up to test closed beta versions of the game that were later released in January and February 2013, in order to perform load testing on the game servers.[38][39][40]

SimCity creative director Ocean Quigley confirmed that an OS X version was in development, but would not be released at the same time as the Microsoft Windows version.[41] A Maxis graphics engineer had earlier commented that the purchase of the Windows version through the Origin platform will entitle access to the future OS X version.[42]

Game engine

EA/Maxis is developing the game using a new simulation engine called GlassBox, which takes a different approach from previous simulation games. Those games first simulated high-level statistics and then created graphic animations to represent that data. The GlassBox Engine replaces those statistics with agents, simulation units that represent objects like water, power, and workers; each graphic animation is directly linked to an agent's activity.[43] For example, rather than simply displaying a traffic jam animation to represent a simulated traffic flow problem, traffic jams are instead produced dynamically by masses of Sim agents that simulate travel to and from work.[44] A four-part video has been released featuring Dan Moskowitz, the lead gameplay engineer, talking about the engine simulation behavior.[45]

Audio

The game’s audio is bound to the pulse of the simulation. When a building is running a simulation rule like generating power for example, its driving music and sound effects that are synchronized to the overall beat of the simulation. The audio is telling the player what the simulation is doing.[15] Audio Director Kent Jolly stated that cars in the game are tracked individually. When a car leaves an intersection, the simulator plays a sound of a car pulling away. The sound also changes based on the speed of the game. As cars go faster, the audio is matched to what the player sees, while remaining true to the actual traffic.[46]

Chris Tilton is the composer of the game's orchestral score. The music subtly adjusts to the player's experience based on various game states. An example of this is when the view is zoomed out, the player will hear a fuller version of the score. When zoomed in, certain elements of the tracks are taken away. This is done to help make room for all the activity going on in the player's city. The music tracks are also written with population in mind, and the game exposes the full playlist as the player's city develops and grows.[46] Tilton sought to reinvent SimCity's music and not rehash the prior game's musical sensibilities.[47]

Reception

Pre-release

At E3 2012 in June 2012, SimCity won 8 awards out of 24 nominations.[48]

On August 23, 2012, SimCity won Gamescom's "Best PC Game" award. The gamescom jury described the video game as having "fantastic graphics" and "struck the right balance between retaining the trademarks of the old parts and making it interesting for beginners".[49]

On December 14, 2012, the SimCity development team ran a questions and answers session on the internet community Reddit where they received criticism for the game's DRM-mechanisms, which require the user to be permanently connected to Electronic Arts' servers in order to be able to play the game.[50][51] The video games-focused blog Kotaku also voiced concern over the issue, worrying that Electronic Arts could one day shut down their servers, rendering the game unplayable.[51]

This prompted a blog response from Lucy Bradshaw, Maxis Senior Vice President, in which she defended the always-online component with the comment that "real cities do not exist in a bubble; they share a region and affect one another." She goes on to say that increased connectivity to neighboring cities allows for a better experience, allowing for better trade and wider scale effects such as crime and pollution to keep synchronized across the region.[52] Bradshaw also noted the performance benefit due to the engine utilizing EA's server hardware to assist in gameplay calculations:

GlassBox is the engine that drives the entire game -- the buildings, the economics, trading, and also the overall simulation that can track data for up to 100,000 individual Sims inside each city. There is a massive amount of computing that goes into all of this, and GlassBox works by attributing portions of the computing to EA servers (the cloud) and some on the player's local computer.

— Lucy Bradshaw, SVP Maxis[52]

After the first beta, EA Management staff discussed Q4 2012 results during which Peter Moore commented on the success of the beta, “SimCity, a completely new version of the treasured classic, includes deep online features. More than 100,000 people played the SimCity beta last weekend,... and the critical reception is shaping up well.”[53]

Release

The initial release of SimCity on March 5, 2013 in North America was met with very negative reception, particularly regarding the game's requirement for a persistent internet connection. After the game was made available for purchase through EA's Origin delivery service, the high volume of users attempting to download and connect to EA's game servers caused network outages. Players reported experiencing frequent problems during gameplay due to the outages such as long loading times, disconnections, crashing, and loss of saved game data.[58][59][60][61][62]

The server problems and negative feedback led some publications to refer to the launch as "disastrous"[63][64][65] and others have compared the launch unfavorably to that of Diablo III, which experienced similar problems when it was first released.[58][61][62] CNET UK reported on March 6 that review aggregator Metacritic accumulated a user score of 2.9 out of 10,[64] and several critics reported that the online retailer Amazon.com temporarily withdrew the digital version of SimCity from its marketplace citing customer complaints; the product was reported to have an average rating of 1 out of 5 stars.[66][67][61][68]

EA responded to server issues by adding additional servers and developing a server patch that disables "non-critical gameplay features [including] leaderboards, achievements and region filters."[61][69]

The issues surrounding the launch affected critics' opinions and reviews of the game. Eurogamer, CNET, and IGN delayed their reviews due to being unable to connect to the game servers,[70][63][71] and Polygon, which had reviewed the game before the launch, later dropped its 9.5 out of 10 score to 8 out of 10, and then again to 4 out of 10 in response to the issues and EA's decision to disable gameplay features.[57] Other critics such as Rock, Paper, Shotgun also noted the launch issues with the always-online nature of the game, servers, and cloud save systems.[72]

On the evening of March 7, Maxis general manager Lucy Bradshaw issued a statement in response to the launch problems, stating that more servers would be added over the weekend and that thousands of players were playing and that "more than 700,000 cities have been built by our players in just 24 hours". She went on to acknowledge that "many are experiencing server instability" and that "players across Europe and Asia are experiencing the same frustration". She confirmed that the number of servers would be increased stating "We added servers today, and there will be several more added over the weekend."[73]

In a post on the EA forum, responding to the lack of server capacity, senior producer Kip Katsarelis blamed the problem on people enjoying the game; "What we saw was that players were having such a good time they didn't want to leave the game, which kept our servers packed and made it difficult for new players to join." he continued, "We added more servers to accommodate the launch in [Australia, Japan, and Europe]... our plan is to continue to bring more servers online until we have enough to meet the demand, increase player capacity and let more people through the gates and into the game." [74]

In an article about "games as a service", Nathan Grayson from Rock, Paper Shotgun said that the situation was unacceptable and that EA were handling the situation as well as could be expected, but the problem was that they had damaged the idea of "games as a service" and lamented the fact that games publishers hadn't learned from previous similar launch failures; "this just keeps on happening. ... servers have gone toe-to-toe with day-one stampedes in much the same fashion as a turtle against an 18-wheeler: ... Then nature runs its course, and developers and publishers alike scramble to glue one billion bits of finely pulped turtle back together again." and said "A strong service – the kind people latch onto and ultimately demand as the norm – doesn’t just react."[75]

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External links