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This is the classic symptom of changing oneself to fit the mainstream once one hits the mainstream. Whether it's EA's fault of Maxis's fault is just fruitless finger pointing (it's EA's, these guys are literally the cancer that's killing the video game industry), but the real mistake is updating your game to fit "mainstream standards" of connectivity, social, high quality 3d graphics, etc. Some management official or engineer probably sold these ideas as completely required innovations if Simcity wanted to stay competitive with things like facebook or MMOs (i.e. other time-consumers), and everyone just jumped on board.

And it's that very idea of "we need to stay competitive" that really killed Simcity. Here in capitalist societies, we're sold on the idea competition is great, but it's not, it assumes the fact the rules stay the same and focuses attention on what our "enemies" are doing. We become obsessed with not doing what we do best, but with doing what we think will beat the others. In Simcity's case, it was adopting online connectivity and social interaction despite the fact Simcity is inherently a creative game and not a social one (in fact, unless you're a trash-tier mayor, you've spent time researching city layouts, reading through strategies, and possibly even simulating various algorithms and geometries in matlab or whatnot... whereas in a social game, you'd be spending your time name-calling the other players). Strategies and ideas that emerge from competition focus on trying to capture customers from an adversary, and completely ignores the fact people are complicated, don't like change, and that a company can capture them by just being incrementally "better" in some engineering metric.

Today, it's too late for simcity, but to a new rising city game like skylines, I hope they ignore what "the competition" are doing and just focus on making their fun city building game more fun (e.g. instead of worrying about online, social, or the 2018 version of online-social which will probably be 3d holograms or something, spend time introducing new mechanics like strategic resources, "work from home" algorithms, flying cars, racism / gentrification, etc.)



I think Simcity came around in the same era where everything EA did was online, for no reason. It's like the execs said 'online social games are killing us, we need all of our games to be online and social' and wouldn't sign off on a project without those two check boxes.

Need for Speed: Rivals was similar. It was a neat concept, but it revolved entirely around online play that was generally just completely terrible. You get dumped in a map with 1-7 other people, and then you drive around aimlessly hoping that you eventually run into them, which you don't. In the meantime, you're listening to every idiot with a Playstation Camera screaming at their moms for another PB&J, or some jackass swearing the entire time because he thinks he's alone in his room, because there's no way to turn off voice chat in the game whatsoever.

Congratulations, your game is both online (but you can't really tell) and social (but it's actually antisocial).

Simcity is the same way. What if you could play online against other people? I mean… with other people. You could build neighbouring towns. Except you're actually building neighbourhoods because realistically sized cities would take too much server resources. And then you can interact with other cities! By buying or selling resources like garbage pickup, recycling, and power.

Except that the servers didn't work, so online only meant offline always. And the social idea was cool, until some jackass dropped into your region and built a zone that was entirely coal power plants and industrial zones, and polluted the whole region. Or built a city with nothing but power plants, provided power to everyone else in the region, then one day bulldozed everything, pulling the rug out from under everyone else and sending their cities into chaos.

I really hope that Cities: Skylines is successful. It already seems like a far more interesting game than any previous Simcity was, and it has a lot more potential as well. I love the idea of being able to ease congestion by 'work from home' incentives, and it would be cool if they (or modders) could implement that.


The racism / gentrification thing might actually be extremely interesting for its effect on land-value. Like, each sim-citizen would be assigned arbitrary a race; to not conflict with real world race, we can call it race alpha, beta, eta, and omega. On a regional (or global) level, each race would have an affinity value for the other races that is periodically calculated based upon the aggregate contribution to city land value from that race...

For example,

Affinity-omega-to-beta = affinity-beta-to-omega * k1 + (landvalue-total - landvalue-beta) * k2

and,

landvalue(tile) = super.landvalue(tile) + sum-over(all-tiles, (another-tile) -> affinity(race-living-at(another-tile) ) * distance-between(tile, another-tile) )

Or, in colloquial terms, I like you if you like me or if you bring up the land value of my house. And the land value of my house is equal to however they used to calculate land value, and how much I like the race of my neighbors.

It would be amazing (and probably instructive) to see how much gentrification, segregation, and whatnot evolves out of this. Would we see all the races converge to harmony as race becomes a non-factor in calculating land value (because the affinities converge to 1 number)? Or will we see cycles of alpha race at times increasing land value, and at times decreasing it? Or will we see high rates of crime due to increasing population in sectors of eta race? Or will we see long-term oppression where omega race always increases land-value and beta race always decreases land value?


I think you definitely hit the spot on what killed SimCity, but a 3D holographic city builder would probably be one of the best things ever. Combined with the street level view you can get in City: Skylines it'd actually be really really cool to see.




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