Tuesday, 08 October 2024
News with tag Maxis  RSS
SimCity Review | GIZORAMA

Added: 16.03.2013 18:18 | 5 views | 0 comments


GIZORAMA - SimCity 4 came out more than a decade ago, and people are still playing it to this day. Its not hard to see why: Maxis delivered on the dreams of gamers and wannabe civil engineers, giving them both a sandbox and a toolbox to build the sprawling metropolis of their dreams. Fans of the series have been waiting a long time for a new SimCity, and its finally here. Unfortunately, its unlikely that this latest release will satisfy their simulation hunger. SimCity is a city-building game in the most traditional sense. Youre combination mayor, city planner, industrial mogul, and god all rolled into one. Every city starts out as an empty plot, a blank canvas on which to paint your ideal version of society. Youll be in charge of zoning residential, commercial, and industrial areas, as well as providing basic services to your miniature citizens. The game adds the concept of city specialization, a focused industry that lends your town a sense of personality and a healthy rev...

From: n4g.com

SimCity Review | EGM

Added: 16.03.2013 2:18 | 9 views | 0 comments


EGM: "The latest version of the Maxis venerable city-building simulator is like an archeological dig. Somewhere under the dirt lies the broken pieces of a fantastic game. EA and Maxis are working furiously to put Humpty Dumpty together again, but in the meantime, we have a game thats equal parts entertaining and frustrating. Sporting a fantastic user interface, great graphics, and an interesting concept, SimCity has an astounding level of potential. But in its current state, I cant recommend it to any but the staunchest series fans. Keep an eye out on the forums and official announcements, and wait for an indication that the problems are fixedand then give SimCity a try. Someday, it will be a great game."

From: n4g.com

Sim City Makes Progress Samsung Galaxy S4 Gets Announced!

Added: 16.03.2013 1:29 | 20 views | 0 comments


In light of the recent SimCity Launch Debacle, Maxis is still experiencing issues but says they are "getting close" to resolving them.

From: www.ign.com

SimCity Review Building On Unstable Ground | GameInformer

Added: 16.03.2013 1:18 | 5 views | 0 comments


GameInformer: "Given time, Maxis and EA could clear up the problems with SimCity. But they are charging gamers for this experience right now, and it isnt worth your money."

From: n4g.com

SimCity's Lucy Bradshaw Defends Always-On DRM, Says EA Didn't Force It On Them

Added: 15.03.2013 21:38 | 2 views | 0 comments


Lucy, why? Why? The gaming community really is trying hard to believe that Maxis isn't just some shell of EA composed to do their bidding and screw over their own fanbase, but these new comments about Maxis being in complete control of the always-on DRM and EA not force-feeding it down the developmental pipeline just makes both EA and Maxis look incompetent.

Tags: Says, Lucy, Force, Maxis
From: www.cinemablend.com

EA: SimCity offline mode 'didn't fit with our vision'

Added: 15.03.2013 21:30 | 4 views | 0 comments


Maxis GM says developer recognizes some fans want offline mode, but even more are praising the game's always-on features.

Electronic Arts has admitted it could have created an offline option for , but developer Maxis ultimately chose not to so as to keep with the "vision" of the city-building game.

In a note to fans today titled Maxis general manager Lucy Bradshaw explained that SimCity is an always evolving product, similar to a massively multiplayer online game.

"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," Bradshaw said.

"So, could we have built a subset offline mode? Yes," she added. "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."

Bradshaw said Maxis understands that longtime fans of the SimCity series are upset the game does not accommodate offline play. But at the same time, she said positive responses to the game's always-connected features has been numerous.

"We recognize that there are fans--people who love the original SimCity--who want that," she said. "But we're also hearing from thousands of people who are playing across regions, trading, communicating and loving the always-connected functionality."

Earlier this week, an anonymous Maxis employee claimed SimCity's servers .

EA and Maxis' decision to have SimCity require an always-on Internet connection has proved highly controversial since the game's , with Maxis insisting that the online requirement is to enable social play.

From: www.gamespot.com

SimCity traffic problems being fixed, says Maxis.

Added: 15.03.2013 10:44 | 35 views | 0 comments


SimCity lead designer Stone Librande acknowledges traffic issues and details how the team at Maxis is working to fix them.

detailing how the game's simulation mechanics work, and has pledged to fix the game's traffic pathing.

This week numerous YouTube videos have surfaced from users who have found ways to highlight bugs and errors in the SimCity's simulation. Librande has clarified how the game's GlassBox engine processes information. "At the surface level, GlassBox is designed around the premise that 'Agents' are created to carry data to various 'Sinks' around the city. In SimCity, you can think of the 'Agents' as Sims and vehicles. The 'Sinks' are the buildings that receive money, happiness and other resources from these Agents."

"Our main focus right now is updating the pathing system that the Agents use to get to their Sinks. Running a successful city means keeping the traffic flowing and we are actively working to make this system better," Librande added. "One of the main bugs being highlighted at the moment is in the game's traffic system insisting on taking the shortest possible route to each location, causing massive traffic jams even when other roads are available."

"We understand that when cars always take the shortest route between point A and point B there will be unavoidable (and illogical) traffic jams, so we are returning these values to make the traffic flow more realistically," said Librande.

"To dig a little deeper," Librande added, "our roads will have a weighting system based on 25%, 50% and 75% capacity. As a road hits those marks it will become less and less appealing for other cars, increasing the likelihood of them taking an alternate path if one exists."

The traffic situation will be patched shortly, says Librande, and that the fixes are being tested internally at Maxis right now alongside other pathing issues, such as with multiple emergency services responding to issues one by one as opposed to simultaneously.

"We are working on additional fixes with the pathing of our Agents and these changes will streamline the way that the simulation unfolds in your city. For instance, emergency vehicles will not get blocked in their garages and will move into empty lanes to get around traffic jams. We#146;re also working on preventing service vehicles from clumping up (for instance, only one fire truck will respond to a fire instead of two) and improving the way that Public Transportation operates in the city. We are currently testing a patch internally and hope to have it out to you soon."

Librande also detailed how some of the game's simulation mechanics actually work. He confirmed that SimCity's Sims do not lead realistic lives, but instead move to the nearest available job in the morning and leave for the closest vacant house in the evening. It means a Sim might go to a different job every day, and return home to a different family every evening.

"Ultimately we didn#146;t feel that the cost of adding in that extra layer of micro detail made the macro game play richer. Game design is filled with tradeoffs and compromises like this and we are constantly evaluating these (and many other) decisions," said Librande.

Librande confirmed that Maxis is slowly . Regional achievements are now live on select servers, and leaderboards are up and running on the game's Test server. SimCity's Cheetah speed is still unavailable, and was not mentioned by Librande.

Yesterday a , essentially making it possible to play the game, which by default insists on an always-online connection, indefinitely online.

From: www.gamespot.com

SimCity traffic problems being fixed, says Maxis.

Added: 15.03.2013 10:44 | 53 views | 0 comments


SimCity lead designer Stone Librande acknowledges traffic issues and details how the team at Maxis is working to fix them.

detailing how the game's simulation mechanics work, and has pledged to fix the game's traffic pathing.

This week numerous YouTube videos have surfaced from users who have found ways to highlight bugs and errors in SimCity's simulation. Librande has clarified how the game's GlassBox engine processes information. "At the surface level, GlassBox is designed around the premise that 'Agents' are created to carry data to various 'Sinks' around the city. In SimCity, you can think of the 'Agents' as Sims and vehicles. The 'Sinks' are the buildings that receive money, happiness and other resources from these Agents."

"Our main focus right now is updating the pathing system that the Agents use to get to their Sinks. Running a successful city means keeping the traffic flowing and we are actively working to make this system better," Librande added. "One of the main bugs being highlighted at the moment is in the game's traffic system insisting on taking the shortest possible route to each location, causing massive traffic jams even when other roads are available."

"We understand that when cars always take the shortest route between point A and point B there will be unavoidable (and illogical) traffic jams, so we are returning these values to make the traffic flow more realistically," said Librande.

"To dig a little deeper," Librande added, "our roads will have a weighting system based on 25%, 50% and 75% capacity. As a road hits those marks it will become less and less appealing for other cars, increasing the likelihood of them taking an alternate path if one exists."

The traffic situation will be patched shortly, says Librande, and the fixes are being tested internally at Maxis right now alongside other pathing issues, such as with multiple emergency services responding to issues one by one as opposed to simultaneously.

"We are working on additional fixes with the pathing of our Agents and these changes will streamline the way that the simulation unfolds in your city. For instance, emergency vehicles will not get blocked in their garages and will move into empty lanes to get around traffic jams. We're also working on preventing service vehicles from clumping up (for instance, only one fire truck will respond to a fire instead of two) and improving the way that Public Transportation operates in the city. We are currently testing a patch internally and hope to have it out to you soon."

Librande also detailed how some of the game's simulation mechanics actually work. He confirmed that SimCity's sims do not lead realistic lives, but instead move to the nearest available job in the morning and leave for the closest vacant house in the evening. It means a sim might go to a different job every day, and return home to a different family every evening.

"Ultimately we didn't feel that the cost of adding in that extra layer of micro detail made the macro game play richer. Game design is filled with tradeoffs and compromises like this and we are constantly evaluating these (and many other) decisions," said Librande.

Librande confirmed that Maxis is slowly . Regional achievements are now live on select servers, and leaderboards are up and running on the game's test server. SimCity's cheetah speed is still unavailable, and was not mentioned by Librande.

Yesterday a , essentially making it possible to play the game, which by default insists on an always-online connection, indefinitely online.

From: www.gamespot.com


« Newer articles
advertising

Copyright © 2008-2024 Game news at Chat Place  - all rights reserved