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message posté le 17 oct 2012 à 00h08

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bol5

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  • belgique
Passer un certain stade cela deviendra un handicap. Dans minecraft, une fois le mode survie exploré, pas mal de joueur ce concentre sur le mode création sans évènement destructeur ou perturbateur. Ce principe s'applique aussi pour Sim City.

cliquez ici ! Pour une recherche de lot ;)

message posté le 17 oct 2012 à 02h09

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jujuhoude

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  • Québec
bol5 a écrit
Passer un certain stade cela deviendra un handicap.


Ça ne devien pas n'éccésairement un handicap. Dans un sens cela peux être avantageux car tu peux construire de géante ville sans te faire exploser tes gratte-ciels comme dans la vidéo. :yeux:

message posté le 17 oct 2012 à 02h52

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Zed68

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  • Ma chaise
Euhhhhhh... je veux pas de catastrophes moi... :grr:

Si on peut pas les désactiver c'est carrément inacceptable pour moi. :stop:

message posté le 17 oct 2012 à 05h50

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dvchronique

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  • Montréal
Qui parlait de la sagesse aveugle? :D

Vous savez... Ils ont dit qu'il y aurait des catastrophes... Qu'elles seraient aléatoires... Il ont probablement juste pas dit qu'il serait possible de les désactiver... :|

Encore une fois, à la sorti de sc4, ils annonçaient les catastrophes les plus juteuses sans parler de pouvoir les désactiver... En tous cas, ce n'est qu'une fois le jeu en mains et après quelques destructions que j'ai trouvé l'option «désactiver les catastrophes» ... :| Ce sera probablement ça dans celui là aussi...

Et corrigez moi si quelqu'un trouve quelque part un des concepteurs dire «qu'il sera impossible de désactiver les catastrophes» ... :|

dv

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Tu m'as dit: «Le noir, l'arabe, le blanc ou le juif sont à l'homme ce que les fleurs sont à l'eau »

message posté le 17 oct 2012 à 07h51

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Zed68

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Ouep, ça me parait plus logique ^^

message posté le 18 oct 2012 à 09h24

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dave8888

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  • Rennes, France
Simtropolis a enfin publié son avis suite à la visite de 2 jours dans les locaux de Maxis :

SimTropolis.com a écrit
First, thank you Maxis and EA for having us down there, our host and hostess were awesome. We had a great time, there just wasn't enough of it! We appreciate the opportunity to connect with you!

Fellow Simtropolians, these impressions are for you (this is not a review). Sorry for the posting this a couple days later than intended, got distracted with some server stuff, and I also wanted to give it some more thought. If there's a topic i didn't cover, please feel free to ask and I'll try to get an answer for you. Do keep in mind, these are really early impressions, and I'm sure lots of things are going to change.

Please share your thoughts, let me know where I'm wrong, or what you disagree with.


----

Oct 2012 Maxis Studios Visit, Thoughts and impressions

In the hands of Maxis

SimCity is back in the hands of Maxis. And last week, we were invited to visit their studio in Emeryville with an opportunity to interact with the team and to to get a detailed inside view of the development of the new game.

I have a few thoughts and impressions to share with you guys, but I want to make it very clear that while we enjoyed lots of candid, insightful conversation, we simply did not have enough time to fit in an extended play session with the actual game. So it made writing this difficult because I wanted to be honest with what I saw, informative for you guys, but fair to Maxis, knowing that I didn’t really get a full experience with the game.

What I did get was a brief exposure to a limited tutorial, and while I tried to take in as much as I could given the constraints, I just couldn’t get enough out of it without time to play freely. Again, this was just the unfortunate result of scheduling not conspiracy (I think). Anyway, even though our time there was condensed, it was packed with plenty of information, lots of demos were shown and plenty of discussion. I’ll share what I thought was interesting, but I’m not going into specific gameplay stuff that has already been shown or talked about.

Before moving on, one caveat: given that what we saw was all based on early software, some behaviour we discussed was undemonstrated, and what in-game art we saw is not final, I may totally change my mind on any of these things as new information arises.

The very limited tutorial I went through amounted to little more than click here, drag down this road, put down a zone and that’s about it. It’s a serviceable tutorial for a new player, but I didn’t get much out of it. I got a chance to draw a couple of roads; yes, it feels pretty good and intuitive. Painting down zones feels just as you might expect. I like how buildings sort of swing around as you drag them across the terrain before placing them. Yes, all pretty superficial. Sorry to disappoint, but if I get another chance to actually sink my teeth into the actual game, I’ll tell you something more meaningful.

City sizes, repetition, and why Glassbox could play really differently


But we did get to some talking about city-building, and city sizes. Yes, it’s 2x2, sorry, no change right now. I brought up the issue of building repetition. So from what I understand, to help mitigate this a little bit, the idea is that each building will have some slight variation, I’m assuming texture, colour, props, so that even a row of similar looking houses, should at least have a little variety between them. That’s good news.

When I asked if it extended any further than just cosmetics, for example, will the simulator be able to recognize that 4 car washes are growing next to each other and, maybe, you know, not do that? The answer was no. It will still be possible to still get a bunch of similar stuff bunched together, like 4 gas stations all on the same street. It’s a small gripe for me, but maybe not for you. As long as the underlying simulator is fun, I can overlook that.

About the simulator, I think Glassbox, based on the demos we saw, will really make the new game feel and play very differently form its predecessor. I like the idea that every car, vehicle or sim is an agent with goals, that they will use whatever infrastructure you’ve laid down, to attempt to get to their destination. And if for some reason they can’t you will actually see how things screw up naturally as a result of your own boneheaded networks. I like that. It seems like your city will have a real physicality to it because you will see real sims physically using your transportation network, and will see exactly what isn’t working. In SimCity 4 the simulator was purely statistical so trying to get the current state of your city meant staring at windows with rows of numbers, and looking at a value like “47%” and then trying to figure out what that means, what affected that, and what you should do to move that number up or down. There’s usually a lot of guessing, and then you just stop guessing, and just spam bus stops (or whatever) everywhere and moved on. For me, playing SC4 sometimes felt like balancing a spreadsheet.

So with Glassbox, I like is how the data is presented like a real-time animated info-graphic style, allowing you to see what’s going on right now. It’s nice to not have to comb through rows of data while playing the game to understand a situation. I do see some value for having charts though, perhaps more like a summary, or annual report, where you can see a nicely plotted graph of trends in crime, pollution, population, what improved, what’s declining, that sort of thing. It’s info fluff for sure, but it would give the city a growth history.

The complexity of buildings, and modding

As we walked around the studio, nearly every wall it seemed was covered with large format print-outs of concept artwork. I was impressed with the attention to detail that went into the design of every building. This stuff makes a SimCity geek happy. And looking at them, I started to appreciate just how much more there is to consider for each building now that they are in 3d, animated, and can be expandable with modules.

That’s going to take modding and custom content to a new level.

There are still a lot of questions with modding and custom content support. I can tell you that Maxis is very keen to support modding, but don’t expect any tools until well after launch. Right now, they just don’t have any solid answers or solutions on how modding could work in persistent world with these online regions. How does a modded building affect that global economy? Would it? Should it? What about other players in your region? Maybe if you play with modded or custom content, you play in your own region, and you affect nothing else, including the global economy. But should you get to access the global economy? Does that not just isolate you, you know, just as if you were playing a single-player offline game?

The other thing to consider is the leap in technology and tools just needed just to create a building. In SimCity 4 the buildings were essentially static sprites. Buildings in the new SimCity are fully 3d objects. And I’m assuming with the Glassbox simulator there’s even more to account for: Building have animations to indicate their state, such as doors opening, or conveyor belts moving. Lighting is now volumetric, no longer simply baked onto the texture as in SC4. Buildings that provide services can be upgraded and expanded with snap-on modules; those snap on areas must be considered in the over all design. All buildings require road access, the artist must plan where road connections on the lot would be ideally placed.

I’m certain there’s more that goes into creating a buildings. Additionally, all models are now built in Maya along with some proprietary tools and palettes that Maxis developed to work in Maya for the project. So if all the above requirements are true for Maxis-made buildings, it seems reasonable that custom content makers must follow the same standard. It’s a lot to consider, but I know it’s on their minds.When the time comes, content creators can expect a big leap both complexity and creativity. While Maxis doesn’t have all the answers to modding yet, they are open to a dialogue with the community and hear your feedback.

Road geeks win with 3d

The other great benefit of everything in true 3d, is roads. Because roads are now full 3d paths, Road geeks will have a whole other dimension to play within. Ocean gave us a demo of the road tool and it was pretty sweet to see just how easy he was able to create a three level overpass by using the free-form tool and dragging out an elevated road, dragged another one beneath it, and one on top. Elevated roads create their own support pylons, and if there’s sufficient space beneath, you can run another road or rail under it.

The road tool is smart enough to try to solve bumpy or hilly terrain for you. At times it will suggest a bridge as a solution to span a gap, other times it might draw a road down one incline and up another. But if you want finer control, you can still create your own solution by inching the road tool along and clicking to commit as you go along.

There seemed to be endless possibilities, and unlike previous titles, making these complex configurations looked pretty effortless. Also, I loved the fact that as you draw your road, you’ll see a dotted line hinting the optimal space required for zoning. So if you wanted to carve a winding road down a hill, the zone hinting line will make sure you leave enough space to zone your hillside houses.

Zoning, changes and omissions

On the topic of zoning, you no longer specify density for your zones. The density of the building that will grow there will depend on the type of road its adjacent to. Busy roads with lots of traffic will result in high density, but low volume roads will create low density buildings. There will no longer be an agricultural zone. No farms. When asked, the team felt that farm zones offered no real gameplay value. Well, two things to say about that: they may not add much to gameplay, but it did allow players to design a city with that distinct agricultural look so it’s a shame it’s gone, we lose variety. Second thing, what about actually adding a gameplay element to farms?

Make farms produce goods that would be sold on the global market. Now people have a choice to specialize even further if they want to export grown goods for income. There’s a built-in trade-off since farms take up a lot of space and there are risks such as pollution, disasters, drought. If you get a good yield one year, you might make a lot of money selling high quality wine or something sold to rich sims everywhere. But you don’t always get a good yield. Risk versus reward. If anything it’s another interesting choice for a player. It’s also a challenge to operate a purely agricultural based city; you’d need to support it with neighbouring cities and deals to ensure your other needs are met.

In other words, turn agriculture into a challenge. People might enjoy the challenge of trying to sustain a profitable agricultural city. It could add another dynamic to both the global market and multiplayer regions. Well, just an idea.

Speaking of multiplayer, when I first heard that the new SimCity will be an “online multiplayer SimCity”, I probably had the same reaction as some of you. Honestly, the term “multiplayer SimCity” must, to a core fan, confuse as much as it offends.

Multiplayer and always-online

So far, we have no real idea how online multiplayer, global markets and global economies will play out. I’m guessing the Beta is where we’re going to discover all that. My initial resistance was based on the fear that I would be forced to play in a region with other people and I had no choice. For me, leaderboards and group challenges hold almost no appeal whatsoever, other players might dig that. I hope the only component offers some surprising dynamic that we haven't already seen before (which failed) and that serve to engage more than annoy.

So we know now that you can still play an entire region by yourself - though you still have to be online.

So that brings us to a burning point of contention which has been debated all over the forums here and abroad. I don’t think I can add much more to the conversation, but I did bring up the topic with Maxis at dinner the one night: “Ok, so hey, let’s say I had a long day at work, and I just want to go home, relax and load up SimCity. In fact, I can’t wait to get home and work on my city. I’ve been thinking about it all day. So I get home, I load it up, and the servers are down. I can’t play… so… now what?”

The only answer I got was about the only answer I deserved for such a loaded question. Kip shrugged his shoulders and offered a “c’est la vie” face. Really, what else could he say? We are told that online play is asynchronous, so temporary outages will not disrupt your game. And yes, occasionally Origin servers may be down for maintenance, and you won’t be able to login or you may be kicked out of the game, but we can be assured that plenty of notice will always be given.

While not new, I still reject the idea of “always online” but I am accepting that it will be the way many games will go. Still at dinner, and at the risk of being obnoxious on the topic, I wanted to make the point another way: “Ok, so you look at SimCity 4 released 10 years ago, and I can still load it up today and play it. I can load it up five years from now and still play it. I don’t need to sign in, I don’t need a server, I just load it up and play. How can this always online requirement be able to assure me that I can still play my game, say, a year or 10 from now just as I can with SimCity 4?”

As an answer, Kip hunched over and waved his fingers: “Hmmm… let me look into my crystal ball…”

There was laughter, it was kinda funny. And really, what did I expect? Still, however glib Kip’s response, within it contained about as much truth and assurance as I could have hoped to extract on the matter. The honest answer of course is that no one really knows for sure, and there really are no promises. There was no answer that could have satisfied.

Not to paint Kip as completely glib and dismissive (he’s actually very patient, great to talk to and good humoured) he did address my concern as best as he was able to: Maxis values SimCity greatly, it’s one of their flagship titles, and that we have every good intention of making sure it has a long life. Something along that line. So there you go, that’s the best answer they can possibly give us, whether that affects your buying decision is up to you.

Final musings

Some final thoughts, I have noticed that the SimCity coming out in February has a disconcerting lack of version suffix. We’ve just been calling it the New SimCity. Is it possible that this is the Final SimCity? From what I’ve seen, and I have not seen it all, the concepts and the intents behind the ideas all support a distinct possibility for a great game. While I am mostly, cautiously, optimistic by what I have seen so far, and despite a few points on which I disagree with -- if I have any meaningful reservations to share with you it would be the overall visual style. I’m not warming to it yet.

It could be that I just haven’t played the game enough, and that I’ve only really seen very early builds and demos, but the truth is right now, I’m not connecting with the visual style which feels to me overtly cute, bright and cartoony. SimCity 4 had a clean stylized realism to it that felt right, at least for me. In the new SimCity, there’s something about the scale of the city in general, the look of the buildings, the awkward spaces between buildings (ugh), the way all the cities we’ve seen look and feel sparse. I’m not looking for realistic, just believable. So for what it’s worth, there’s my big disconnect right now, perhaps real gameplay may cure that at some point.

Overall, Maxis is doing a lot to move the game forward. And I believe them when they say that having a deep simulator is important, we’ll wait and see how deep it is, but it’s looking promising. It feels like they want to make SimCity more connected, socially engaging, encouraging you to partner up to build “great works” and complete challenges.

There’s lots of evidence that Maxis wants to make the game more appealing and more accessible to both bring in new players without, hopefully, alienating the dedicated fans (too much). I can see this effort in some of the design choices, super friendly interface, the way data is rendered in a more friendly way, the new music is friendly and relatable (unlike the electronic, abstract mix of SC4), and mostly in the art direction; the brighter palette, the sense of scale. The tilt-shift style makes it all look miniature, like a toy … like a doll-house city, maybe?

At the Maxis Live broadcast event, one thing about the presentation format did not escape me. The SimCity portion of the live event was bracketed by two major The Sims 3 announcements. I mean even the “promotional” mystery box for SimCity, required owning some Sims 3 expansions. Now there’s nothing wrong with this. It was just an observation and I’m not suggesting anything more nefarious than just savvy marketing and PR. Whatever the intention, I think it was a good thing. Maxis is known for The Sims and SimCity (what’s Spore?). The difference, is that The Sims 3 has approximately nine thousand expansions. SimCity 4, has one.

If there’s any hope for the title to be a commercial success (and more than just fan service), which means continued support, more expansions, servers remaining online, it’s got to appeal to more players than just us core fans. So, core fans, in February what we’ll see will be the next generation of SimCity. I for one hope that the game has enough in it for me so I can include myself in this next generation, too. That’s all I have to say for now.

Thanks for reading.

Dirktator

Jeux de gestion addict!

message posté le 18 oct 2012 à 09h43

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dave8888

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  • Rennes, France
Je ne vais pas faire de réédite sur ce que l'on savait déjà (taille des cartes, connexion obligatoire ou l'absence de l'agriculture).
Je dirais juste que je suis surpris par la tonalité finale du CR.

On y parle "d'espoir". Un fan devrait être survolté... et c'est plutôt "j'espère que ca se passera bien".
En clair : J'ai de très gros doutes sur les choix stratégiques pris par Maxis, je pense notamment qu'ils ont fortement tord... mais peut être que c'est simplement une fausse impression.

Autre point : L'arrogance de Maxis se poursuit après la communication désastreuse la semaine dernière : "Pourquoi vous avez fait ca comme ca? Parce que nous avons penser le jeu dans ce sens." A croire qu'ils ne savent pas pourquoi ils ont fait ces choix!
J'avais déjà remarqué aussi ce phénomène avec les Sims, avec des extensions complétement a coté de la plaque concernant les attentes des joueurs (supernatural ou show time notamment).

Jeux de gestion addict!

message posté le 18 oct 2012 à 10h23

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Pyl

  • membre
Salut,

Sans relancer le débat... Actuellement ce qui me déçoit le plus est la petitesse des cartes... Etant un adepte des grandes villes sur de grandes cartes j'avoue que j'ai peur de ne pas retrouver mes petits. Par ailleurs l'espace entre chaque batiments semble considérable...

message posté le 18 oct 2012 à 11h54

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Paribas

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  • Strasbourg
Voila une réponse précise pour le zoning :

Citation
you no longer specify density for your zones. The density of the building that will grow there will depend on the type of road its adjacent to. Busy roads with lots of traffic will result in high density, but low volume roads will create low density buildings


Ca semble logique, pourquoi pas.

Mais au niveau de l'agriculture je trouve ça totalement stupide de ne pas la mettre dans le jeu et cela parceque "ça fait pas partie du gameplay" mais WTF ? :mefiant:

Par contre je n'ai pas vraiment compris ce qu’ils disaient sur les fermes :yeux:

message posté le 18 oct 2012 à 12h04

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lnomsim

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Ce que je trouve dommage, c'est l'obligation de devoir connecter les bâtiments à un réseau de transport. Certains jeux permettent aux citoyens de se déplacer librement sur toute la carte, alors pourquoi pas ici?

Selon leurs arguments, c'est parce que la simulation se base sur l'encombrement des voies routières.

Personnellement, étant un piéton confirmé, je peux garantir que quand je voie les embouteillages en heures de pointe, je suis content de faire mes quelques km à pied.

A Aix en Pce, il m'arrivait même de traverser la ville plus vite qu'en voiture en passant à travers les parcs, les places ou les rues piétonnes.

Désolé de revenir encore sur Tropico, mais les tropiquiens peuvent se rendre aux lieux de service même sans accès routier.

Autre point, je trouve que devoir placer plusieurs bâtiments d'un même service dans 4km² c'est un peu exagéré. Surtout quand on sait qu'aujourd'hui, pour trouver un hôpital ou un bureau de poste, il faut se trouver à proximité d'une ville importante, les villes de 10 000 habitants ayant tout juste le service minimum.

Je parle pour la France, mais je suppose que pour les hôpitaux, c'est le même cas aux Etats-Unis?

In the end I trust
mon deviantart