4/30/2023 0 Comments Japanese simcity 4 mods![]() What do you think SimCity players are having the most fun with, zoning areas, managing traffic, resource extraction etc? I don’t want to give away too much what we are working on but we’ve looked at things like individual bus lines potentially where you have control of the red line, the green line and things like that. Would that include features like one way streets and bus routes? We have explored micro-level controlling and we are definitely open to it in the future. It was a fun thing to tinker around with, but when you started talking about every intersection it became overwhelming. We had an intersection control debug system internally where you could the stop lights. Now that SimCity is out there live, where there are places we could add more levers for players, we’re going to start adding those. What we found was, especially early on, we added a lot of micro-level control which became overwhelming. So those elements really competed with one another. Players wouldn’t focus on a single city, it was multiple cities, three cities, four cities. This game was designed with the region in mind. This is a game about macro level city planning, and really multiple city planning. That’s something we dealt with through the entirety of this project. The whole simulation is agent based, it’s not statistical so when we make changes we might improve the way the buses work and behave but it’s very different to how the police cars and fire engines behave, so we’re trying to systematically go through each system and improve them with each update.ĭo you think maybe at a design level you haven’t allowed enough micromanagement by the players so effectively they can have more control instead of AI controlling everything? Traffic is something we are going to constantly keep improving, it’s going to get better and better with each update. On update 2.0 in particular, what we found was we have to be more clear about what each fix does because I don’t think there’s going to be a silver bullet, for traffic for example. Inform the community a little bit better. What are perceived bugs are really just, well that’s the way the system is designed, and what we are trying to do is better communicate the design intentions through developer blogs, release gameplay videos and answer questions on the forums. One thing we are finding out is it’s just misinformation a lot of the time. They have a way in their mind that SimCity works and it sometimes goes against the grain of how this SimCity works. I think with patch 2.0 we made an improvement to quite a few systems, one thing to keep in mind in general, we are already on the next update, we’re continuing to improve the game, we’re looking at engaging our community on the forums and honing on what the top issues are from the community and really try and address those as best as possible.Ī lot of times, what we are finding is there’s a new way to think about SimCity and how it works, and especially with the fans that have been with the franchise for a long time. It’s been a busy few weeks for Maxis with the release of the 2.0 patch but that wasn’t a huge success. We caught up with Maxis Senior Producer Kip Katsarelis to find out what went wrong with the 2.0 update and what’s currently in the works for the city builder. I think everyone will agree that SimCity’s launch was less than perfect and since the game was released all kinds of issues and bugs have surfaced.
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