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SimCity 5

Started by Tonitrus, March 08, 2012, 09:03:22 PM

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Barrister

Quote from: Tyr on March 06, 2013, 01:23:12 AM
Quote from: Barrister on March 06, 2013, 01:08:38 AM
Quote from: Tyr on March 06, 2013, 01:05:17 AM
Good point. I was wondering what could be so amazing they would need server side calculation- its not that they need that at all, just keeps the pirates at bay.


So...alternatives on the horizon for those who want a new city builder?

even after I said "fuck you" to SimCity, I still don't blame them for going all DRM.

Yes, they want to stop you from pirating their game.  No, I don't blame them.
When this is done by making things awkward for paying customers however I totally blame them cheer the pirates on.

So when you have to go through scanners outside your local shop, and are stopped by security because the clerk forgot to remove the security tag from something you bought, do you cheer on the shoplifters?
Posts here are my own private opinions.  I do not speak for my employer.

crazy canuck

Quote from: Syt on March 06, 2013, 12:52:59 AM
Something that Arstechnica also pointed out: with old SimCity you could always save reload. At the end of a session I would often save, then raze the city with disasters, but reload the old save game to continue normally. Or sometimes you just want to try something, then go back to a previous save point.

Can't do that with the new one.

That is a deal breaker for me.

ulmont

Quote from: Barrister on March 06, 2013, 02:14:02 PM
Quote from: Tyr on March 06, 2013, 01:23:12 AM

When this is done by making things awkward for paying customers however I totally blame them cheer the pirates on.

So when you have to go through scanners outside your local shop, and are stopped by security because the clerk forgot to remove the security tag from something you bought, do you cheer on the shoplifters?

Not when it's based on an individualized suspicion of guilt triggered by the scanner, no.

However, when a retailer has a general policy of checking all bags at the door against receipts, I (1) refuse to comply; (2) offer to wait for the police if they would like to call them; and (3) cheer on the shoplifters.

sbr

The other problem with the clothes store analogy, is that you would have to call the shop and ask them permission every time you wanted to wear those pants, while the shoplifter could od whatever he wanted with the pants with no outside hassle.

At that point I may root for the shoplifter just so everyone would see how absurd the system was.

Cecil

#79
The netrage over the equivalent of error 37 gives me a certain amount of satisfaction that I didnt buy into this crapfest.

Kleves

I bought the game (an Amazon gift card was burning a hole in my pocket, and they we offering a $20 credit for buying the game). Yesterday I couldn't actually play the game (it essentially froze when it got to the tutorial, and the game made you play the tutorial before opening up any other options). EA said this was a known "server-side" issue and that they were working to fix it. I checked this morning to see if there were still issues, and I was able to get in and play, but I wasn't able to access the tutorial, so I didn't really know WTF I was doing. On the upside, the game looked pretty good and ran smoothly. Rating so far: clusterfuck.

AS far as the gameplay goes (though I haven't yet been able to really experience any, thanks EA), I don't really mind the MP-focus necessarily, even though I want nothing to do with other players. I think it might be fun to balance symboitic specialist cities within a region. OTOH, I don't think playing like that should be necessary if all I want to do is make some huge self-sufficient city. Unfortunately, that doesn't seem to be an option with the map sizes currently so small.
My aim, then, was to whip the rebels, to humble their pride, to follow them to their inmost recesses, and make them fear and dread us. Fear is the beginning of wisdom.

Weatherman

When it works, it's not a bad game. Yesterday, I couldn't play at all.  <_<


FunkMonk

Person. Woman. Man. Camera. TV.


Kleves

QuoteI still have to recommend that you stay away from SimCity for the time being. The latest word is that "non essential services" are being disabled to lighten the load on servers (I can't imagine the leaderboards and achievements were getting a lot of use anyway when many people can't even play), so we'll see how that shakes out today and tomorrow.

Update: Holy smokes, EA and I have very different definitions of "non-essential services." Even if I could get in right now – which I can't, because I'm stuck in yet another loading queue – I don't think I even want to play without Cheetah Speed, the fastest time acceleration. There's already quite a bit of waiting around before you can gather enough cash to buy something like your first $30,000 police station or a coal mine, but this will tip the balance of the pacing drastically in favor of tedium. It's now basically futile to play. Also, Amazon.com has pulled SimCity from its download store. To any Europeans reading: just stay away. Save yourself the frustration.

Who'd have thought things would get worse before they got better?
:bleeding:
My aim, then, was to whip the rebels, to humble their pride, to follow them to their inmost recesses, and make them fear and dread us. Fear is the beginning of wisdom.

sbr

I feel kind of bad for those that got suckered into buying, and long time fans of the series, but I don't remember hoping somthing would crash and burn so badly.  :blush:

Alcibiades

 :lol:


Bought it, but thankfully my urge to play isn't that high.
Wait...  What would you know about masculinity, you fucking faggot?  - Overly Autistic Neil


OTOH, if you think that a Jew actually IS poisoning the wells you should call the cops. IMHO.   - The Brain

Kleves

QuoteIt has been out for three days, and SimCity is broken. Seriously, unplayably broken. As a long-time fan who's been looking forward to this week for many years, this is a huge, frustrating disappointment. The worst part? The main issue isn't with the game itself, but an entirely unnecessary and completely avoidable always-online DRM system that's keeping millions of fans from playing the game they paid for, when they were told they'd be able to play it. If there is one good thing that comes of this disaster, let it be yet another lesson to publishers like EA and Activision/Blizzard, and platform owners Microsoft and Sony, who may be considering always-on DRM in next-gen consoles or PC games: don't even think about it. It's a pipe dream, and to attempt it is to invite an enthusiasm-draining catastrophe with every single game launch.

Here's what the past 10 years of online DRM has taught anybody who's paid the slightest bit of attention: it never works right, at least at first. And while it might be largely successful in stopping piracy (as Diablo III effectively has), it exacts a terrible price: the trust and enthusiasm of the most loyal and enthusiastic gamers. These are the people who are dying to get their hands on new games, the ones who eagerly spend on pricey collectors' editions and DLC – all of it sight-unseen. If treated well, their word of mouth buzz can generate more game sales than a site like IGN ever could. They are also the ones who will always be affected most by the inevitable screwups that always-online DRM will bring.

I'm no network engineer, but it's obvious even to me that the infrastructure required to allow millions of gamers to play at once without issue is extremely complex. That means there are simply too many points along the line where it can break down, and it only takes one to make a game that's dependent on servers completely unplayable. It's also a system that invites technical disaster and locks out gamers who travel frequently or serve in the military. Failure is virtually assured.

You, the publishers, might think that it'll be different when you try it – that you'll get it right where others failed, and the fancy new proprietary always-online DRM technology you've invested in is foolproof. Here's the reality, reinforced by this week's events: you will almost certainly fail, and the payoff of zero piracy isn't worth the cost. In PC gaming, publishing giants Ubisoft, Blizzard (and by extension Activision), and now EA have all attempted it, and all have completely botched the launches of some of their most highly anticipated games. While you might eventually stabilize your servers after the initial spike in demand and get things humming along, constant login queues and downtime have turned many of your greatest allies into your worst enemies. You'll have hamstrung your own momentum.

Yes, MMORPGs and most free-to-play games will always have this problem, because being online is an integral part of their design. It's what the O in MMO stands for, in fact. But games like Diablo III and SimCity are not MMOs. They don't need to be connected to be enjoyed – I know, as I've played both primarily in single-player thus far. In SimCity's case it's especially ridiculous, as you're not even playing with others in real-time. Despite Maxis' insistence that it was built from the ground up to be a multiplayer game, its designers' best efforts couldn't shoehorn essential multiplayer into a game that is inherently single-player. Certainly nothing that's worth not being able to play at all because a server's down. Not to us.

We don't need to add the unfortunate downsides of MMORPGs to games that don't have or need the upsides which come with that necessary evil. Piracy is awful, and most gamers can only imagine how it feels to have to watch as your expensively produced product is stolen with impunity. But this is an overreaction that runs a very serious risk of doing far more harm than good.

But forget about money for a moment. There's also the question of preserving gaming history. As we saw with THQ last month, publishers aren't immortal. They can die, and had THQ implemented always-online DRM in Darksiders II, all copies of that game might've died with it when the rights to the series weren't bought up by another publisher. As bad as it must feel when thousands – or even millions – of people are playing your game without paying for it, surely the idea of everyone who did pay for it losing access to a piece of your work that they love is even more appalling.

I feel terrible for Maxis, who I'm almost certain didn't come up with the idea to make SimCity require an online connection. That development team put in years of their lives on a game that, when it works, is astonishing in a lot of really interesting ways, and watching it sabotaged by DRM has to be absolutely crushing for them. And I feel awful for gamers out there who waited 10 years for a modern successor to a classic PC game, only to find a frustrating technical mess.

Just remember this, publishers and developers: if you choose to go down this road, and there comes a time when you're frantically scrambling to fix your overloaded and failing servers, with hordes of angry customers howling for refunds and swearing off all your future games forever (as Maxis is this very moment, and Blizzard was last year)... it didn't have to be like this.
My aim, then, was to whip the rebels, to humble their pride, to follow them to their inmost recesses, and make them fear and dread us. Fear is the beginning of wisdom.

FunkMonk

I've watched a few streams and the game actually looks really fun. Too bad the city sizes are shit and they shoe-horned in all the online components. I might pick this up after a couple expansions (like city sizes lolol).
Person. Woman. Man. Camera. TV.