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Welcome to Lovely City: hands-on with SimCity

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Hello, I am the best SimCity mayor. Above you'll see a screenshot of the best city, my city, 'Lovely City', which has drawn upon centuries of urban planning and design theory to arrive at the most ruthlessly efficient and aesthetically <i>arousing</i> city layout possible. Science agrees. Actual mayors have torn up their mayoral rulebooks in disgust. By arranging all roads in concentric circles emanating from a central point, my citizens boast easy access to their workplaces, preferred commercial vendors and homes by means of travel along diametral avenues and the pristine circumferences of one of a series of ever-widening ring-roads. It's perfect. It looks like a big target too, which is ideal if you're aiming to shoot the best mayor with an arrow, because my house is right in the middle. In truth, Lovely City didn't work out as well as I'd hoped. I played SimCity for six hours, creating a handful of cities in my time with the game, and Lovely City was perhaps the worst of the bunch. It had traffic problems stemming from the haphazard zoning of my residential, industrial and commercial zones, with citizens having to share roads with freight and other traffic just to get to and from work. I'd allocated a dirty, off-circle corner of the map for all of my polluting industrial buildings to do their stuff. This is also where I placed my sewage outflow pipes, which would quite simply pump sewage into a big mucky field downwind of the rest of Lovely City.

I hadn't anticipated other transport problems. As my population grew I unlocked additional modules to bolt on to City Hall, which in turn unlocked new tourist attractions and famous landmarks. I plopped (plop being the official terminology for placing buildings in SimCity) an Expo Centre next to the city's main rail connection, but later discovered that my local airport could only fit in the far flung industrial wasteland I'd created, which not only meant that tourists stank of piss by the time they reached the geometric curves of Lovely City, but that they'd arrive late to the events taking place there. This put the expensive Expo Centre at risk of running at a loss. (Not only that, but the events I threw, such as the Motocross event, only attracted low to middle income citizens, whereas airports tend to be used more by the upper class. To attract those rich folk I'd need to build a stadium and throw some sort of fancy shindig, like a Haute Couture Con or Monocle Fest).



Transport elbows its way to the top of your city's list of priorities now that it's the one financial stumbling block that prevents you immediately spreading out into and filling the tiny space each city map affords you. Roads come in two types, streets and avenues, which allow low volumes and high volumes of traffic respectively. Streets and avenues then come in low, medium and high densities, which effect the densities of the buildings that are constructed along them. That is to say: roads, and not the zones themselves, now define how your city looks. To get skyscrapers you must upgrade roads to their highest densities (which is expensive to do), ensure the land is sufficiently valuable by building lots of parks and have appropriately wealthy citizens move in.

Drawing roads is itself made simpler by a clever guidance system. This dotted line shows you exactly where to build roads in order to maximise the use of the spaces left between them, so that the residential, commercial or industrial buildings inside them are flush and neat and able to expand where they need to. Follow them carefully (they even work with your freehand roads) and you'll get densely packed, greebled Manhattan cityscapes. Ignore them and you'll have something patchier and more natural in appearance, which is just dandy if you love doing things wrong. I used the guides to place Lovely City's great circular roads, as even a few metres of inaccuracy there would've prevented entire blocks from increasing in size. Zones need space to expand, and if it's not available your advisor will tut about it endlessly until you start bulldozing roads.

If you draw roads freehand and then begin to follow the guides the game suggests, you can create some interesting looking cities. The one below was built on a multiplayer map. The player in the city next to mine could angle his camera towards the horizon and observe my city's skyline from afar. Which was nice.



While your sims will build their own houses and shops and factories, it's up to you to plop down fire stations, schools, clinics, police stations and other services. These can all be upgraded, so you could add an extra garage to a police station to give it one more patrol car. Or stick a bell on top of a fire station to give it a slight speed boost when responding to fires. Schools can have additional classrooms bolted on to them to increase their capacity, and school bus stops can be placed around residential areas to collect kids. Education improves an area, reducing crime, increasing wealth and unlocking certain kinds of technology for use in industry.

You can find oil reserves and build entire cities focused on sucking it up and refining it into plastics or fuels, and then either using that fuel to power a city locally, sell to a neighbouring city in your region or sell on the global market, which fluctuates depending on actual supply and demand from real players. Your citizens commute between cities in a region too, with better educated sims going to work in wealthier industrial areas depending on how robust a transport infrastructure you've made. If your neighbouring city has decided to specialise in education, for example, you can deprioritise building schools in your oil-harvesting town as long as your citizens can safely and quickly commute to universities. You're not dependent on other players either, as you can control and rule over every city in a region manually.



The problem is, with cities this miniature, you'll have to farm out some responsibility to other cities if you decide to specialise. The city limits you see in the above screenshot are fixed — that's the largest any city in SimCity can become — which presents some interesting challenges at the expense of any one city's local longevity and freedom. Maxis promise you can build a thriving city within the postage stamp they're offering, and there's definitely some mayoral intellect required in deciding which districts to bulldoze in order to build a fancy new hospital, but it never feels like a necessary compromise when the edges of your city are so arbitrarily claustrophobic. What is this, a SimCity for SimAnts? Cities need to be at least three times this big. 

This restriction makes a little more sense when you play multiple games across regions that support up to 16 cities. Cities stop "simming" when you're not playing them, and instead offer automated background support and services to their neighbours, so it's simple enough to split your region into different complementary city types. Working together with yourself or other mayors allows you to progress towards constructing a region's Great Work, an end-game goal that's currently either an international airport, a space station, giant solar farm or Arcology.

Unlocking these requires certain volumes of shared wealth, materials and commodities, such as space rocket fuel and clever people to sit inside rockets. That makes SimCity a bit like a crafting game, beginning with grade schools and tar pits and ending with scientists and petrol. Or casinos and criminals, or shopping centres and stadia. Whatever target you set yourself.

SimCity is a deep simulation crawling with individually modelled citizens, dinky cars with destinations and homes, intercity commuters and entire volumes of urban planning guides built into every meticulously modelled, toytown junction. After just a few hours with it you'll begin to literally and figuratively bump up against the edges of what's possible within the mayorship of a single city played privately, at which point it seems the best way to progress is to either embrace SimCity's global community and begin inviting other players into your region and taking on Maxis-mandated weekly challenges, or to attempt ever stranger and more ambitious city designs around some of the more extreme terrain on offer.

Or to draw a giant ego-appeasing target with your house in the middle of it. That's also fun. Either way, SimCity feels like a game that spreads outwards rather than upwards, showing you its whole deck within the first rapid handful of city builds before asking you to shuffle and play again online. We'll know if that trick works once it arrives in March.

Oh, and it also features the most beautiful real-time data visualisations in games:



SimCitySimCityMaxisEA

Update for all our Apple Mayors -- SimCity for the Mac is releasing this spring...

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Update for all our Apple Mayors -- SimCity for the Mac is releasing this spring and pre-orders will be available soon. For more information, please read our FAQ: <a rel="nofollow" target="_blank" href="http://www.facebook.com/l.php?u=http%3A%2F%2Fbit.ly%2F125g2ez&amp;h=bAQG0W5JK&amp;s=1">http://bit.ly/125g2ez</a><br /> <br /> Which platform will you be playing SimCity on?<br/><br/><a rel="nofollow" target="_blank" href="http://www.facebook.com/photo.php?fbid=10151403403219866&amp;set=a.10150671443859866.416315.160156464865&amp;type=1&amp;relevant_count=1" id="" title="" style=""><img class="img" src="https://fbcdn-photos-a.akamaihd.net/hphotos-ak-ash4/295344_10151403403219866_405394243_s.jpg" alt=""/></a>
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SimCity Digital Deluxe Edition trailer shows off rainy Britain

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SimCity is rapidly nearing its 5 March release date and excitement is palpably building about the PCGN offices -&nbsp;Jeremy's left hand's been gripping the desk since Saturday. The latest trailer may well see his right hand doing the same (leaving him only his nose to type with, expect the site's productivity to go&nbsp;<i>waaaay down</i> - <a target="_blank" href="http://www.facepunch.com/showthread.php?t=1243122&amp;p=39399662&amp;viewfull=1#post39399662">that should please the Facepunch forums</a>). The new trailer&nbsp;shows off all the little extras that come with the Digital Deluxe Edition&nbsp;of the game. Including&nbsp;<i>authentic</i> British weather.<br><br>Check out the video below.

As detailed in the video, the Digital Deluxe Edition comes with British, French, and German city sets (regional building models, giving the game a more continental flavour), as well new vehicles to match. There are the expected landmarks too: Big Ben, the Eiffel Tower, and the Brandenburg Gate, etc.

The bundle also comes with the add-ons featured in the Limited Edition pack, Plumbob Park and a Heroes & Villains set.

These are all very enticing extras but you will not be coming by them cheap. The Limited Edition set is on sale through Origin for £45 and those extra three city sets in the Digital Deluxe Edition come for £20 extra at £65.

With all the talk of city size restrictions and always-on internet, this may be one that to wait until release before picking up.

Thanks PC Gamer. SimCitySimCitySimCity Digital Deluxe EditionSimCity Limited EditionEAMaxis

SimCity’s Sandbox mode unveiled: “a gentler version" of Maxis' game

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SimCity has a mode that normalises cheating. Rather than type ‘Rosebud’ into your keyboard ad infinitum, you’ll be able to top up your Simoleans in Sandbox mode with one key press. And if you don’t fancy watching your fire station burn ironically to the ground for the fourth time? Try ‘Alt-F’ to remove the possibility of fire. Or ‘Alt-D’ to remove disasters from existence entirely. Sandbox mode will make you ineligible for Maxis’ much-vaunted leaderboards, of course, and stop you from earning achievements or taking part in online challenges.

However, you’ll still be able to take part in all of the Region-based interplay with other players’ cities. This SimCity is “multiplayer from the ground up”, after all. And you can trade on the global market, but thankfully won’t make any impact on its economy with your insta-spawn mega-bucks.

Writes Maxis lead gameplay scripter Guillaume Pierre: “With all the buildings in the game unlocked from the get-go, sandbox mode is going to be a terrific way to explore the content the game has to offer, study the best way to lay out your city in a care-free environment, and test out strategies before applying them for a challenge or to climb up the leaderboards in the regular game.”

Even Sim City 4 was relentlessly punishing for new players. Hopefully Sandbox mode will enable us lesser planners to tweak the game’s difficulty as we go and prevent us from bouncing straight off the new SimCity’s gorgeous transparent Glass Box windows. What do you think? SimCitySimCityMaxisGuillaume PierreSimCity sandbox mode

An Actual Urban Planner Takes On The Original SimCity

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<div style="float: left; padding-right: 10px;"> <!-- div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read An Actual Urban Planner Takes On The Original &lt;em&gt;SimCity&lt;/em&gt;" href="http://kotaku.com/simcity/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">simcity</span></a></div --> <div><a title="Click here to read An Actual Urban Planner Takes On The Original &lt;em&gt;SimCity&lt;/em&gt;" href="http://kotaku.com/5984156/an-actual-urban-planner-takes-on-the-original-simcity" class="pp_image"> <img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="360" width="640" title="Click here to read An Actual Urban Planner Takes On The Original &lt;em&gt;SimCity&lt;/em&gt;" alt="Click here to read An Actual Urban Planner Takes On The Original &lt;em&gt;SimCity&lt;/em&gt;" src="http://img.gawkerassets.com/img/18ekp3j1dqt29jpg/xlarge.jpg"/> </a></div> </div> <em>In this guest editorial, John Reinhardt, a member <a href="http://kotaku.com/5982683/what-real-cities-would-look-like-to-god-if-god-was-playing-simcity">of IBM's City Forward team</a>, compares the actual job of urban planning with that found in the Super Nintendo version of </em>SimCity<em>. </em> <a href="http://kotaku.com/5984156/an-actual-urban-planner-takes-on-the-original-simcity" title="Click here to read more about An Actual Urban Planner Takes On The Original SimCity">More&nbsp;&raquo;</a> <br style="clear: both;" />
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SimCity has gone gold! To celebrate our final road to releasing the game, Creati...

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SimCity has gone gold! To celebrate our final road to releasing the game, Creative Director Ocean Quigley penned a letter from the Maxis team thanking you, the Mayors of SimCity. Read the full letter here: <a rel="nofollow" target="_blank" href="http://www.facebook.com/l.php?u=http%3A%2F%2Fbit.ly%2F11VfBEI&amp;h=4AQFht5_b&amp;s=1">http://bit.ly/11VfBEI</a><br /> <br /> Like and share if you can&#039;t wait for March.<br/><br/><a rel="nofollow" target="_blank" href="http://www.facebook.com/photo.php?fbid=10151472673304866&amp;set=a.10150671443859866.416315.160156464865&amp;type=1&amp;relevant_count=1" id="" title="" style=""><img class="img" src="https://fbcdn-photos-a.akamaihd.net/hphotos-ak-ash3/559783_10151472673304866_1780085706_s.jpg" alt=""/></a>
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SimCity is out in two weeks: here's everything we know

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SimCity's March 8th release date&nbsp;is looming. It's&nbsp;within sniffing distance now. You can hear it on the breeze, you can smell it on the horizon, you can taste it in a third and even more unlikely metaphor. Maxis's mayoral simulation is&nbsp;almost out, is what I'm trying to get across, so here's everything you should know about it before it arrives.


The GlassBox engine means it's actually way cleverer than the old SimCity games


There are no more 'bad traffic' animations lazily stamped on busy junctions. Instead, all pedestrians are now individually rendered and their journeys are fully simulated, so you can track a single Sim leaving her home, hopping in her car and driving across town to her workplace. On her travels her car forms a part of a dynamic traffic system that can clog up where routes are badly designed, multiple cars meet and road widths are insufficient. Public transport can alleviate traffic problems by cramming multiple Sims into buses and trams. Commercial areas will need fast routes to the industrial zones that provide them with goods, residential zones will need good connections to regional train stations to allow your townsfolk to commute to other cities in the region. 

Fire stations don't just reduce the likelihood of fires within their radius, instead they send out physical trucks who must reach the blaze in time to stop it. Criminals exist in your city, but can only be caught while they're carrying out crimes. You can zoom into your tiny model city and watch bank heists being carried out. The level of detail in the simulation is far, far greater than in previous SimCity games.

It's got curvy roads


Not only that, but if you're the sort of player who wants to squeeze every last square inch of space out of the gaps between roads, there's a really clever guideline that you can snap to when drawing out your avenues and streets. This dynamic guideline will snake alongside existing curvy roads, showing you exactly where to place paths so that the zones in between can grow to full size. Zone density is no longer decided when placing zones either, instead it's dictated by the density of the adjoining road or avenue. Roads can be upgraded too, allowing low density areas to evolve into high density areas, as long as you're suitably monied.



SimCity's cities are tiny


You'll butt up against the city limits less than an hour after placing your first avenue. This creates some interesting challenges later in your city's life however, as you decide which neighbourhoods to bulldoze in the name of progress, and attempt to squeeze giant landmarks and commercial headquarters into the few scraps of land you've got left. The scarcity of space also creates interesting challenges on some of the more mountainous terrains (terraforming isn't a feature in this SimCity). It would've been nice to have the option to build much, much larger and more self-reliant cities though. And by "would've been nice" I mean "it's a little ridiculous, please fix this in an update".

Tiny cities sort of work because you can control up to 16 cities in one region


Regions are like multiplayer lobbies, giant expanses of geography with pre-defined slots in which a party of players (or just one player) may begin constructing cities. Cities within a region share resources and materials, and their populations (assuming there are sufficient transport links) can commute from one to another. This means that you can build a thunderous, poison-belching factory city only to draw your workforce from the residential zones of neighbouring towns. Or you can build a tourist trap crammed tight with casinos and shopping centres, sucking cash out of the wallets of holidaying Sims from your friends' cities. Cash, ambulances, policemen and fire engines can all be shared around a region too, so profits can be turned by buying up all the rubbish of neighbouring cities or renting out your health services to them.



You can specialise in everything (which technically isn't specialising but shhh)


By focusing on a single industry and leaning on the support of the cities around you to make up for your lack of focus in other areas, you can build specialised cities such as gambling cities, factory cities and education cities. You can choose multiple specialisations or opt to heavily specialise in just one area, and each kind of specialisation brings with it a different kind of challenge. Gambling towns require excellent transport links to pump tourists into and out of your commercial areas as quickly as possible, but they also need a hefty police force to keep crime in check. Specialising unlocks unique buildings too, such as stadia and historical landmarks.

Cities in a region can collaborate on Great Works, which they all share


These massive construction projects require a lot of time, money and materials to construct and are typically only attainable when multiple cities combine their output. The result is either an international airport, a space programme, an Arcology (a recurring building in the series, basically a utopia in a bottle) or a solar farm. Each Great Work spews out rewards: more freight, more education, more population, more power. The Great Works are the closest thing SimCity has to an end game goal, requiring an established and stable infrastructure of raw materials and refineries before you can amass the materials needed to begin work on them. That was a confusing sentence, so...



SimCity is actually a game about crafting


You can find oil in the ground on some plots. Plop an oil well down and you'll start pumping the stuff out, at which point you can cash out and sell your oil (either regionally or on the global market), or you can refine it. Different refineries turn oil into different things: you can turn it into petrol or into plastics and then sell those on the market instead. Or you can build enough storage to hold on to the materials for construction of a Great Work. You'd be surprised how much plastic you need to get things built.



There's a real, fluctuating global market and it will be fascinating


If you choose to sell your crude oil on the global market, the price you're offered will be affected by the supply and demand generated by every other SimCity player in the world. Other players will be importing oil to run their power stations (as most city plots lack the stuff) while certain plucky barons will be selling every last drop they can dredge up. It all causes real market wobbles, though Maxis can stimulate the economy by issuing global challenges. Global challenges are of the form: tax one hundred million simoleons out of wealthy sims, carry a million sims on public transport, and so on. There are leaderboards, if you like leaderboards. Do you like leaderboards? Maybe you do.

SimCity was built around multiplayer, insists Maxis, so your must maintain a constant connection to the internet to play even when you're mayoring all by yourself. That connection consistently saves your progress as you go. 



It's out March 8th, and I think it will be quite good actually


This SimCity is new and different, more macro in one sense as it simulates cities down to the pinheads in a pinhead factory, yet broader in scope when it comes to the interactions between cities. It deserves to be considered on its own merit. SimCity will definitely be fun and beautiful and interesting, so you should probably pay attention. It's available to buy at Origin.
SimCity

Sim City creator Will Wright talks about Sims with SimCity director Ocean Quigley

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Excited about SimCity? It’s only a bit over two weeks away till its release and everyone has their breath held. Here is a lovely video of Will Wright, the creator of SimCity and The Sims, talking to Ocean Quigley, the Creative Director of the new SimCity.<br><br>Stop what you’re doing, go grab a cup of your favourite hot beverage, sit down and watch two of the biggest Sims fans talk about SimCity.

Do you feel all warm and fuzzy after that? I sure do, but that could be the caffeine.

SimCity is out on Friday March 8th.
SimCitySimCitySim CityWill WrightOcean QuigleyMaxisEA

SimCity trailer speaks to the city planner in all of us

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Games are one of those few activities that can be more fun to do wrong than right. Opening a door wrongly can end in a broken nose, not fun; clearing up dog poo the wrong way ends with messy hands and a smelly pocket, not fun; cliff diving...well, you get the idea. Yet, accidentally flooding your rich district in the old&nbsp;Sim City games because you forgot to complete the damn around your&nbsp;reservoir, that's fun.<br><br>The latest SimCity trailer embraces this aspect of virtual city building.

Sounds akin to city management Homer Simpson-style.

We're barely two weeks away from the 5 March release date. Though if that's still just too long, you can while away the time reading Steve's piece that collects together Everything We Know, it's nice and brief. SimCitySimCityEAMaxis

SimCity multiplayer regions may become plagued by ghost towns

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Sorry for the scaremongery title but these are dire times(!) for SimCity, well, somewhat interesting times which may be solved in the future with a patch. When SimCity launches there may be a couple of problems that will become niggly during online play. The first is that you won't be able to reset your town. The&nbsp;second is that you won't be able to kick players who have abandoned a city from your multiplayer region, leaving an immovable ghost town behind.<br><br>Further details below. The news comes straight from SimCity Hall. Ok, that sounds a little more official than it is, SimCity Hall is a fan forum established specifically to investigate and play multiplayer games in the upcoming release. A few of their forum admins recently had the chance to play around with the finished build of the game and ask the developers questions collected on the forums.

Just to be clear, any quotes are taken from the forums and are not the words of Maxis:

When asked whether you would be able to reset your city, clearing the space on the region you're sharing with other players, so you can start building it afresh, Maxis gave a "resounding no", arguing that it would allow players to exploit the game. Feasibly, a player could begin a new city, donate the $50,000 start up cash to a neighbouring mayor and immediately obliterate the town, then begin and again. Essentially, creating an infinite money loop.

While there must be a workaround for such an exploit, currently Maxis don't have plans to implement a reset button. Meaning, if you foul up your town and can't rescue it then that struggling suburb is a permanent fixture on your region's plot of land.

Which leads to the other missing feature, a kick button. Say one of your neighbours messes up and spends all their start up money on parks, neglecting to build housing, industry, or amenities, and their town sinks into a quagmire that they can't get out of, and they then decide to give up and leave: that park-based ghost town is taking up one of your 16 city spots in the region and it can't be removed. This is something Maxis may get a few complaints about. If you are trying with a few friends to build a burgeoning utopia and one corner of your map is shrouded in crime, all whilst sitting atop precious mineral deposits that no other player is able to get access to, it may just be enough to spur a couple of rage-mails.

You should read through the rest of the thread as it delves into a few of the more day-to-day features of SimCity.

SimCity is due for release on 5 March. It's just round the corner. SimCitySimCityMaxis

Will Wright: SimCity initially "felt a little claustrophobic"

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<a target="_blank" href="http://www.pcgamesn.com/simcity/simcity-out-two-weeks-heres-everything-we-know-0">One of the major concerns that's come out of the hands-on previews</a> and beta tests with the new SimCity has been the limit on city size. It's felt a tad restrictive, forcing you to demolish and rebuild sections of your city repeatedly in the search for living space. Turns out Will Wright, the creator of the original Sim City and overseer of the series since, felt the same thing, saying in a recent Q&amp;A "My initial thought was that it felt a little claustrophobic" but this didn't put him off.<br><br>His reason for this reaction, well, I can't give it away before the break. There'd be no fun in that. The discussion of size crops up at the 1.08 mark but it's a short video so you should try and watch the full thing, even just for the shiver of excitement that comes with hearing Will Wright talk about cities and how he used neighbourhoods as "test tubes".



So, Will's defence of the small city is "it allowed [him] to get into the simulation sooner". Had he been dealing with a larger city then the same problems of traffic, resource management, and fostering prosperity would have arisen, so he doesn't see the limitations as a game-breaking problem. 

"It was more about the quality of what I was building and less about the quantity," he went on to say. And I can see his point, I've not yet had a chance to play the game but the problems of creating a micro city that is able to cater to the needs of all your citizens seems like it would require a defter touch than that of the city planner who can just womp down a massive slab of industrial sector whenever his or her low income housing community kick up a fuss.

It's just a few short days till SimCity's 5 March release date. SimCitySimCityEAMaxisWill WrightStone Librande

Faith Check: Will SimCity's Servers Hold Up Next Week?

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<div style="float: left; padding-right: 10px;"> <!-- div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Faith Check: Will &lt;em&gt;SimCity&lt;/em&gt;'s Servers Hold Up Next Week?" href="http://kotaku.com/poll/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">poll</span></a></div --> <div><a title="Click here to read Faith Check: Will &lt;em&gt;SimCity&lt;/em&gt;'s Servers Hold Up Next Week?" href="http://kotaku.com/5987645/faith-check-will-simcitys-servers-hold-up-next-week" class="pp_image"> <img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="360" width="640" title="Click here to read Faith Check: Will &lt;em&gt;SimCity&lt;/em&gt;'s Servers Hold Up Next Week?" alt="Click here to read Faith Check: Will &lt;em&gt;SimCity&lt;/em&gt;'s Servers Hold Up Next Week?" src="http://img.gawkerassets.com/img/18g28j6rfsmq2jpg/xlarge.jpg"/> </a></div> </div> Keyboards plugged in? Mouses at the ready? Cool. We're about to hit the launch of another big-deal PC game: Maxis' <em>SimCity</em>, back from a long hiatus and <a href="http://kotaku.com/5978882/my-day-with-the-new-simcity?tag=simcity">looking pretty good</a>. <a href="http://kotaku.com/5987645/faith-check-will-simcitys-servers-hold-up-next-week" title="Click here to read more about Faith Check: Will SimCity's Servers Hold Up Next Week?">More&nbsp;&raquo;</a> <br style="clear: both;" />
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SimCity: Ocean Quigley will "get around to expanding the city size" eventually

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The main sticking point for the upcoming SimCity is the restrictive city size. <a target="_blank" href="http://www.incgamers.com/2013/03/city-sizes-will-be-expanded-in-sim-city-says-maxis-ocean-quigley/">Speaking to IncGamer</a>, SimCity's creative director, Ocean Quigley, stressed that the restriction&nbsp;"“is just a performance decision. [...]&nbsp;we could certainly make the city sizes larger" but he also said that, as a mainstream game, "it has to run in your Dad’s PC as well”, which is why they've initially focussed on the small scale.<br><br>Though, he went on to say that Maxis will expand the maximum city size. He just can't make a promise as to when. The troubling maximum city size of just two square kilometres has been a noticeable concern when we've had hands-on time with the game, it even worried Sim City's creator Will Wright when he first played the finished build. So it's great news to hear that Quigley has confirmed Maxis will "eventually get around to expanding the city size", and that it's not simply a pipe dream for the players. It's a tad frustrating, though, that there can't be a set date for this update, nor even how much of a priority it is for the developer.

Another concern is that, with EA's recent announcement that EA are planning to build microstransactions into all of their games, there's a possibility that the update to expand the cities will only be available after a little coin has changed hands. It doesn't seem like this would be the sort of thing that should be charged for but EA's recent talk of microtransactions has seemed to suggest they're gearing up to take a fairly aggressive approach to monetisation. This is, of course, pure speculation.

SimCity is due out in just three short days, 5 March.

Thanks, PC Gamer.




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SimCity launch hobbled by server strain; EA offering refunds

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Surprising no one, the launch of SimCity was mired in problems as a result of both the game's always-on internet connection DRM and the lack of an option to pre-load game files. In response to all the issues surrounding the launch, EA are offering a refund to anyone who's been affected by the issues.

Details below.

For those of you living in the United States, you may have been looking forward to spending today wearing your self-made mayoral hat and robe whilst delving deep into constructing the perfect city in the newly released SimCity. Yet when the designated switch flicker over in EA towers flipped the heavy binary bar on the side of the US servers from "NO, thank you" to "YES, please", the servers quickly overheated from the traffic load and promptly fell over.

The problem was two-fold.

Firstly, EA hadn't allowed pre-orderers to download the game files before launch. Usually publishers using digital distribution let you pre-install the game so that on launch day you're all set to start playing. Because EA didn't it meant that everyone who was now able to play SimCity all tried to download a copy of the game at the same time, causing a massive server-stopping drain.

Answering why there were no pre-loads, EA's Origin global community manager, Marcel Hatam, said in a complaints thread "pre-loads are very important, which is why we usually offer them (as we did for all of our last big releases like Crysis 3 and Dead Space 3). This didn't come together for SimCity unfortunately, for which I again apologize." Comforting words.

The second issue was that once players did get the game installed they found that there was no space on servers for them to play. This caused numerous problems because not only did it stop people from playing, those that could get into a server often weren't able to get in with their friends, defeating the much-touted social aspect of the game. Also, players found that they could not play a city-build between servers. So if you built a city on one server, lost connection and were unable to get back in, you'd need to start all over again on a different server.

It all sounds a little ridiculous.

In response to the launch day trouble Hatam said " If you regrettably feel that we left you down, you can of course request a refund for your order at http://help.origin.com/contact-us , though we are currently still in the process of resolving this issue. "

With the European launch due for the 8 March, hopefully EA are sorting out pre-loads now.

Cheers, PC Gamer.

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EA “confident” in Origin stability for SimCity European launch tomorrow; issues are “frustrating” for Maxis

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Launch day trouble for SimCity has been such that EA have offered refunds to any and all players “let down” by Origin’s meltdown. But the issues continue unabated, and now pre-orderers elsewhere nervously eye the US’s still-unreticulated splines and wonder if they can expect the same at tomorrow’s European launch, or during the UK's on Friday.

EA, however, are “confident” that the server apes will be back in their cages tout suite - in time for the international launches beginning tomorrow.

Origin, yesterday.

“We are experiencing overwhelming demand which is keeping some users from accessing their games,” shouted the publisher above the industrial metal din of machines exploding.

“We’re working as fast as we can to resolve. Due to the high demand for SimCity, Origin has experienced delays impacting a small percentage of users. We’re working non-stop to resolve.

“We’re making changes to prevent further issues, and are confident that Origin will be stable for international launches later this week.”

If you’d grabbed ten strangers in the street last week and asked them about SimCity’s launch day, they’d have uniformly told you that demand would be higher than a housefly in a hash pipe. That’s one reason to grumble. Another is that pre-loading, now a staple of Steam pre-purchasing and acknowledged to be “very important” by EA, has been notably absent here.

Developers Maxis are grumbling too, over on the Sim City Reddit:

“From a developer standpoint it's frustrating to know that some players aren't enjoying the game you spent so long working on,” they wrote. “The team is working extremely hard to fix these issues, and all we ask for is patience while these problems get resolved.”

It’s a terrible shame for everybody involved that for a significant minority, a clearly brilliant game has thus far been crippled by everything a ‘service’ shouldn’t be. Here’s a question: if the poster boy for the social features and benefits that can come with an always-online requirement can’t get it right, how can we expect better from anybody else in the future?

Thanks, RPS.

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My first night in SimCity: the wasted time, the good time, the giant fire-breathing lizard time

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I am torn between two reactions to SimCity. On the one hand, my experience last night wasn’t really all that bad. I saw the US servers were slammed, waited 40 minutes to try and get into one while I caught up on emails, and then gave up on the US servers and played on a western European server. I played for about three hours, and while I did have two momentary connection glitches, I was able to get right back to my game without any trouble and no lost progress. On balance, SimCity was only slightly inconvenient and quite nice to play. But what rankles is that it still shouldn’t be anywhere near as inconvenient as it is.

The boring, underemployed town of Tryhard at night.

I can’t get over SimCity’s complete indifference to the user’s experience or time. An example: last night when I tried to log onto the west coast US server where most of my friends are building their cities, I was told the server was full and SimCity would try to connect again in 20 minutes.

Let’s pause for a moment and appreciate what’s happening here: SimCity’s response to a full server is not to put you in a proper queue where you can slowly work your way to the front of the line and get a spot on the server, but to freeze you out of that server for 20 minutes at which point it will simply try again and maybe you’ll get lucky. Who knows? SimCity sure as hell doesn’t.

Nor does it care. I mean, consider this awesome passive aggression: when the 20 minute countdown timer reaches zero, the “connect to SimCity button” lights up and you can once again roll the dice to get onto the server. But if you have better things to do than stare at a countdown timer and don’t immediately click that button, THE TIMER STARTS OVER AGAIN.

 

Hang on, I need to go grab some bourbon before I keep talking about this...

Okay, I’m back. EA’s trolling doesn’t stop there, either: I was chatting to IGN’s Dan Stapleton last night and he went to check on the status of some other servers. Well, SimCity does NOT like server promiscuity, apparently, because the simple act of opening the server selection drop-down menu also reset his timer to 20 minutes. After he’d already waited for 16 minutes.

Now I had the option of giving up on the US servers and heading over to the underpopulated European ones, because I had just started playing and didn’t have a city to call home. But for someone like Dan, changing servers means starting fresh with a new city, which means that’s not always the most practical solution. In time, I suspect everyone is going to be keeping cities on every server in the world, just so they can avoid the crowds, but at that point you’re changing how you play the game just to get around EA’s server debacle.

When I finally did reach the sunny shores of Europe West 2, things got really weird. First, I wanted to create a private region where I could just practice my urban planning craft. But when I tried to claim a city on my region setup menu, SimCity told me I couldn’t. I also couldn’t claim a city on any of the public games I saw.

With increasing desperation, I just decided to visit someone’s city. Just so I could look at SimCity, and imagine what it might be like to play it. Once I did that, however, the tutorial activated. I was pulled out of this stranger’s city and brought to the tutorial area. Progress!

Except the interface was dead. The tutorial area had loaded, but I couldn’t interact with it. So I gave up and started diving into public regions at random, trying to claim a city. Eventually, for whatever reason, the game let me. I never did see the tutorial. Which is too bad, because I suspect I could have used its lessons.

So from the time I sat down to play SimCity to the time I actually started playing, about an hour passed. Probably closer to an hour and a half. I’m still not sure how I got into a game, or why I couldn’t start my own region. I have no faith that I ever would have made it onto an American server last night and, given the load they were under, I suspect I would have been kicked in short order. When Europe gets hold of the game, I suspect I will lose access to my city for a few days.

If I had not been trying to get into SimCity for work, I would given up after the second 20-minute countdown failed. I also had the luxury of beating my head against it until midnight, and then playing for a few hours. If you are someone who cannot afford to have copious amounts of time wasted, I strongly suggest you wait on SimCity until the server situation is improved and vastly more consistent. That includes Origin, which is also glitching independently of SimCity. If Origin hiccups, you still get disconnected even if you’re still connected to a SimCity server.

Once I got in, SimCity behaved pretty well. I’ve had far worse connection problems with other games, and a nettlesome hour isn’t really such a big deal. But what bothered me beyond the time spent was just the indifference evident in how connectivity works in SimCity right now.

Things break, things fail, but it’s important that they fail in a reliable fashion. If there’s not a chance in hell of getting a spot on a server, just tell me that, and don’t make me wait 20, 40, or 60 minutes to push a button and hope. If it’s so important that I have a connection to the EA server, then maybe a brief flicker from Origin shouldn’t immediately punt me back to the desktop. I wasted an hour yesterday, I know other people who wasted five or six, encountering all manner of glitches and errors.

All so you can play a pretty good city-builder.

It’s too early to render a final judgment on SimCity, but so far I’m pleased, not amazed. I think part of it is that I just don’t hold SimCity sacred: a lot of other people have made great city-builders, and in the last couple years the Anno series and Tropico have both done a great job of channeling the pleasure and challenge of construction. This isn’t Dishonored, showing up to carry on a tradition that gaming largely abandoned in the last several years. This is the reappearance of a major brand in a genre that already boasts some very creditable contenders.

 

I’m not terribly happy with how road layouts work: it’s way too easy to end up with a zoning nightmare because somewhere along the line you misaligned a road by a few degrees. This is where SimCity’s smaller city size really becomes a headache: once you’ve laid out a few neighborhoods, you’ve consumed a third of your available territory. Need to go and expand the civic infrastructure you put down at the start? Well, you’d better be prepared to bulldoze a ton of lots and have the cash to both deal with the lost tax revenue and build your improvements. And if you want to build a city like LA, comprised of effectively different cities driven by different socio-economic dynamics, you probably don’t have the space. I have yet to shake that claustrophobic feeling that Will Wright talked about with designer Stone Librande.

Theoretically, part of SimCity is supposed to be creating synergies with your neighboring cities, which is also the justification for the whole game existing online instead of locally. I’m not sure if that’s really going to pan out: my region feels very disconnected right now.  Everyone is starting from the same low-tech position (coal has become the world’s most precious resource) and it’s not terribly clear yet how I am supposed to interact with my neighbors. So for now, I’m just trying to create industry, a prosperous middle-class housing market, and a booming downtown. If the game is going to be that local, was it too much to ask that it run that way too?

SimCity’s performance is likely to improve with time, just as my own skills and understanding will. I adore its infographic-based approach to displaying map data, and it’s great watching my city grow from a few shotgun houses and strip malls into a wealthy mining town. I even enjoyed watching a giant fire-breathing lizard wreak havoc on an industrial slum, which I took as a sign that it was time to rezone that neighborhood.

But right now I see more promise in SimCity than concrete achievement, and a lot of front-end drawbacks. I’ll be sure to write more as I spend more time as a civil engineer, but for the moment I think I’ll just leave this sign standing by the side of the road to SimCity:

HAZARDOUS CONDITIONS AHEAD. USE CAUTION.

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EA deploy patch 1.2 to SimCity; disables Cheetah speed

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Patch 1.2 has just hit SimCity, with it applying fixes to common crashes. While the game suffers from serious server strain, EA have also disabled some ‘non-critical gameplay elements’ such as leaderboards, achievements and region filters. One of the most peculiar changes is that to the speed the game can be played. The highest setting known as Cheetah Speed is now only as fast as Llama Speed, presumably to reduce further server load.

There is no doubt that it’s been a rocky start for SimCity. Here are the patch notes:

 

- Fix for crash caused most commonly occurring on servers experiencing lag. This crash would happen most often when claiming a new city when playing in a region. 
- Fix for server select dialog not appearing on start-up if the server the player was last on is not available. 
- Disabled Cheetah speed. Cheetah speed is is now the same as llama speed. 
- Crash fix for finding closest points. 
- Crash fixes in transport and pedestrian code. 
- A fix cities having processing problems associated with helicopters.

 

How’s your SimCity experience been so far?

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How EA could repair SimCity's disastrous launch

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SimCity faces a disaster. Not a rampant lizard, but a vast crater where the game’s servers once stood.  The ongoing drama has been galling to watch and experience: the game dogged by server queues and bugs, disconnections and downtime from the moment it arrived on people’s PCs.

The only real way to put this right is for EA and Maxis to fix the issues that plague the game. Getting the game we paid for (I bought it too!) to work is the obvious solution. But it’s clear that’s going to take time. in the meantime, here’s what EA could do to help...

Stop selling the game

When the Guild Wars 2 launch went off like a rocket, NCSoft and Arenanet saw they had a problem. They turned off their marketing and stopped selling the game. When World of Warcraft faced exactly the same problem, they took the same drastic solution: pulled the game off the shelves until they could put the server capacity in place to deal with their current demand.

SimCity is still on-sale, at retail, and more importantly, on Origin. This is not a clever plan. If the game servers can’t handle current capacity: and they clearly haven’t been able to handle peak capacity since the launch on Tuesday, they certainly can’t handle current capacity plus one.

That means taking the game off sale online in their own shop and elsewhere.

Ninja Edit: Amazon have just withdrawn the game from sale.

Refund their purchase if players ask for it

Earlier today, an image was flying around that recounted a conversation between EA and a customer support rep. After the customer was refused a refund, he threatened a chargeback on his credit card. In response, the EA rep threatened to ban his Origin account.

We’ve reached out to EA to ask if they’ll follow through on what was said, but had no response.

If the game doesn’t work, customers have a moral and legal right to ask for their money back. SimCity was expensive: at least £40 in the UK. I bought the digital deluxe edition for £65. EA should step up: if players want their money back, they should absolutely let them have it.

Give up the first batch of DLC for free, as a thank you and apology

If players want to stick with the game, they should be rewarded. Right now, you can buy three City packs for the game which add regional special buildings like Big Ben and the Eiffel Tower. They’re expensive, at £8 a time. If EA wanted to present a gesture to customers to say thank you for staying with the game through the problems, gifting that DLC to all customers would be a great start.

Start communicating clearly with customers 

Want to know if the servers are up or down? If the game is functional? What the latest patch does? How long the queues are? What EA’s plan is going forward?

Good luck. All that knowledge and information is spread across forums, reddit, twitter, comment threads, the EA support site, even other news sites. There should be one single place where EA and Maxis can explain what they’re doing to fix the problems.

Own up. Say sorry.

Here’s what worries me: I haven’t read a clear and unambiguous statement from EA that shows they actually understand the problem. That’s got to be a first step: owning up and saying “Yes, this was bad.” Part two says: “We are very sorry.” Part three: “We are going to fix this.”

EA has had a terrible week, and the situation is getting worse. Acknowledging that is essential if they’re ever to regain trust in their customer’s eyes.

Don’t do it again

Quite aside from the argument of whether SimCity even needs to be online, there’s a more baffling problem.

This situation should never have occurred. SimCity is an online only PC game, not a console game. It’s not bound by the same rules that govern the launch of, say, Madden. There didn’t need to be a single moment where gamers were suddenly let into the game. They could have staggered the launch carefully, growing out the playerbase from the beta-weekends, and rolling out server capacity as and when it’s needed. Look at how Valve has handled Dota 2: gradually allowing players into the game via the beta. That’s allowed the population to grow organically. It’s also one of the most popular games on the planet.

Make it right

Here’s what’s heartening. Even the best games have terrible launches. But they get past them. Half-Life 2 was a disaster. So was WoW. But if the game is good, players will embrace it. The lesson from here has to be this: everyone will cock something up. When it happens, it’s what you do to fix the problems that matters.

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Amazon withdraw SimCity downloads

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Amazon have withdrawn sales of the digital download version of SimCity, as the game’s server problems continue ahead of the UK launch tomorrow. Meanwhile, it’s faced a vast and vocal consumer backlash, with customer reviews sitting on one star.

It’s not clear if this has been a request of EA’s or if the sheer number of refunds made Amazon take action, but it’s clear that customers are not enjoying the product they paid for. 

 

 

As you can see above, Amazon stated the following:

 

“Many customers are having issues connecting to the "SimCity" servers. EA is actively working to resolve these issues, but at this time we do not know when the issue will be fixed.”

 

There is currently no ETA on when digital downloads will be made available again. Customers can still buy physical copies of the game.

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SimCity UK launch has happened without explosions or brouhahas. Update: Explosions in progress

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Update: The UK servers are now suffering exactly the same connection issues as the US servers. Players are unable to log in or are asked to wait in a queue of 20 minutes to attempt a fresh login. 

 

SimCity’s release in the US on Tuesday was an unmitigated disaster - a ship-launching turned awry by an iceberg which had been visible to its passengers for months, yet seemed to remain all but invisible to its captains. EA have since disabled“non-critical game elements” to temper the server strain that saw a significant minority of players locked out of the game, and remained “confident” of smoother European and UK launches yesterday and today - even as Amazon temporarily withdrew SimCity from their store.

Thursday came, and the European and Nordic launch wasn’t so smooth as all that. But SimCity unlocked for UK Origin users this morning. And you know what? It totally works.

That’s grim consolation to players elsewhere in Europe, of course, who have had to suffer the worst of our continent’s server woes in a shonky sort of dry run for the past day. Maxis patched a number of European servers overnight, and added another to the game, Europe East 3, early this morning.

“We are working on the servers 24/7,” tweeted the developers. “Expect performance fluctuations. Our fans are our number one priority.

“We are continuing to upgrade servers and more people are playing across the world. Thank you for your patience.”

PCGamesN editor Tim has been hopping in and out of the game all morning. Apparently he’s set up a region, and called it ‘N’d of the World’.

Where are you, and are you managing to play SimCity okay?

 

Thanks, Eurogamer.

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