• City Limits

    Posted on May 2nd, 2009 admin Comments

    It was with mixed horror and depression that I read Ryan Scott’s preview of SimCity: Societies, a game which purports to “return to SimCity’s roots” while stripping out everything that’s made a SimCity title for the last 18 years. No zoning? No power and water grids to worry about? No roads beyond the terribly unrealistic-looking, squashed four-lane things there now? The ability to make haunted theme parks, mime factories, Stalinist cryo-prisons, and a whole city that looks like something out of Willy Wonka’s franchising-opportunities guide is supposed to appeal to lifelong fans of the series?

    I humbly beg Maxis to not allow this kind of dumbed-down gameplay style to pervade and become the whole of the SimCity universe. From every screenshot and preview of this game I’ve seen, the hype is all about making totally unrealistic fantasy-type cities: Orwellian slums. Candy Land nonsense, industrial hellholes, things out of the great stereotype playbook, Surely there’ll be fans of this type of city-building genre, a type in which what you plop down and where doesn’t appear to be half as important as what little giggly coiorfui stimulus responses you get from watching it I, however, and many hundreds of thousands of others, I would venture to guess, are not fans of this and were hoping for a rTiore streamlined but also more realistic sim - as in simulation - version of SimCity that would get us ever closer to being able to model our hometowns and cities with better accuracy and fun bells and whistles.

    More types of roads. Perhaps a preindustrial starting period that would let us watch our cities turn into the skyscraper ferms that SC3 and 4 would generate over time as technology advanced. But all that possibility is thrown out for cheap graphical gimmicks and simplified gameplay. It’s a shame.

    blog comments powered by Disqus