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Blog Ekonomi

Blog Ekonomi
Blog Ekonomi

Tuesday, March 19, 2013

Rephrased! More lies!



I hate to disturb you when you’re playing SimCity, but I’d like to offer some straight answers on the topic: Always-Connected and why SimCity is not an offline experience.

Who tells you that WE, THE USERS, will like the said experience? Numerous data and numerous people said otherwise! Take a look at your Reddit, take a look at your forum, take a look at RPS, take a look anywhere! Even the vaunted GameSpot give you a measly 5!


Always-Connected is a big change from SimCities of the past. It didn’t come down as an order from corporate and it isn’t a clandestine strategy to control players. It’s fundamental to the vision we had for this SimCity. From the ground up, we designed this game with multiplayer in mind – using new technology to realize a vision of players connected in regions to create a SimCity that captured the dynamism of the world we live in; a global, ever-changing, social world.

Protecting your corporate master? Typical employee. 

We put a ton of effort into making our simulation and graphics engines more detailed than ever and to give players lively and responsive cities. We also made innovative use of servers to move aspects of the simulation into the cloud to support region play and social features. Here’s just a few:
  • We keep the simulation state of the region up to date for all players. Even when playing solo, this keeps the interactions between cities up to date in a shared view of the world.

    Yes, despite a lot of complaints of missing water, electricity, buses, and fire trucks all is working up-to-date.
  • Players who want to reach the peak of each specialization can count on surrounding cities to provide services or resources, even workers. As other players build, your city can draw on their resources.
  • Our Great Works rely on contributions from multiple cities in a region. Connected services keep each player’s contributions updated and the progression on Great Works moving ahead.
  • All of our social world features - world challenges, world events, world leaderboards and world achievements - use our servers to update the status of all cities.

    Who needs them? Some kid who wants to have "virtual achievement"? I don't.
  • Our servers handle gifts between players.

    I don't need gifts, and I won't give out gifts. I prefer building my city ALONE.
  • We’ve created a dynamic supply and demand model for trading by keeping a Global Market updated with changing demands on key resources.
  • We update each city’s visual representation as well. If you visit another player’s city, you’ll see the most up to date visual status.
  • We even check to make sure that all the cities saved are legit, so that the region play, leaderboards, challenges and achievements rewards and status have integrity.
Cloud-based saves and easy access from any computer are another advantage of our connected features. You can pop from work to home, play the game and have your cities available to you anywhere.

Except that I can't pop it in the train, airplane. Except that I must have great Internet connection at home, AND at the office, AND at the cafe, AND at my apartment, AND at my friend's place. Not to mention the bandwidth cost. Oh, and MY CITIES from Sim CIty 4 is also available for me ANYWHERE.

Almost all of our players play with connected cities. But some chose to play alone – running the cities themselves. But whether they play solo or multiplayer, they are drawn to the connected city experience. And Always-Connected provides a platform for future social features that will play out over regions and servers.
The game we launched is only the beginning for us – it’s not final and it never will be. In many ways, we built an MMO.

Massively implies thousands of players. Golly, 16 players are soooo massive!
So, could we have built a subset offline mode? Yes. But we rejected that idea because it didn’t fit with our vision. We did not focus on the “single city in isolation” that we have delivered in past SimCities. We recognize that there are fans – people who love the original SimCity – who want that. But we’re also hearing from thousands of people who are playing across regions, trading, communicating and loving the Always-Connected functionality. The SimCity we delivered captures the magic of its heritage but catches up with ever-improving technology.

Too bad. Luckily I get lucky with a REFUND. You hear from thousands, but you FAIL TO HEAR from tens of thousands who REJECT YOUR IDEAS of creating this must-online experience.

So I’ll finish with another HUGE thanks to everyone who stuck with us through this launch. Hundreds of thousands are building and sharing cities online now. And what you’re creating just blows us away. SimCity is a special game, with a very special community of players, and we’re proud to be a part of it.

Ah, lots of bollocks and lies.

Thus, you still fail to talk STRAIGHT ABOUT :
  • Will we be save if Sim City 2014 come out? Or when players start to drop off?
  • Will there be any modding? Will those mods be charged?
  • Will MOAR DLC appear? Remember, existence of modding will make DLC come to moot! Who wants to pay for a special building if they can make it?
  • Why cities are so small?
  • WHY TRAFFIC IS SO RETARDED?
GOODBYE EA.
You have killed Sim City.

Congratulations on the fall of your CEO. May you fall also.




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