Earlier quoted context omitted.
Age of Empires 2, Sim City 3000, Diablo2 and Red Alert 2. Released in the span of 3 years. What an incredible era. Can’t shake off the feeling that 3D took away as much as it gave gaming. Also can’t believe it’s just my age-based selection bias.
Homeworld, quake 2, Half-life, counterstrike, starcraft, diablo, 97 to '00. I cannot think of a more revolutionary span of games over 3 years.
SimCity 4 was released 20 years ago
191–200 of 252 posts
Re: SimCity 4 was released 20 years ago
#192Earlier quoted context omitted.
Simcity 4 was the high point, it was its putrid and inbred successor that killed off the franchise.
"Putrid and inbred" correctly describes the DRM scheme. The game underneath that crud was trying to go way more in-depth by building a sim game out of an RTS engine. They wanted to, say, have Sims in your SimCity actually drive to work and back and get stuck in traffic jams. Problem is, the average computer in 2013 couldn't actually handle simulating that many units . This isn't inbreeding, this is being overambitiou…
PS. Ok I saw that the problems were related with a buggy DRM system requiring Internet connection on top of that, I was lucky enough to begin playing when that was allowed to opt out.
Re: SimCity 4 was released 20 years ago
#193I prefer SimCity 2000. I feel like it hit a pretty good sweet spot between simulation and fun (which is to say, not even a vague gesturing at anything remotely realistic). Realistic simulation in games is almost universally less fun than simple, predictable game logic. Probably the most extreme example of this is chess: way more enjoyable than real warfare. Back on topic though. My beef with SimCity 4 is that it adde…
Absolutely! SimCity 2000 was a masterpiece, striking the perfect balance between the immediate grokability and comprehensible simplicity of the original SimCity "Classic", plus the judicious addition of rich immersive CD-ROM quality graphics and sound. SimCity 2000, much like Hunter S. Thompson's description of mid-sixties San Francisco, represented a harmonic convergence of factors that established a high-water mark…
Who programmed the original games? Is that unimportant? Did Will Wright program?
Re: SimCity 4 was released 20 years ago
#194Earlier quoted context omitted.
I thought 3000 was the best showing, though perhaps that's looking at it back later when performance is not as much of a concern. It felt like an upgraded SimCity 2000, rather than a big change in game mechanics that 4 was.
Age of Empires 2, Sim City 3000, Diablo2 and Red Alert 2. Released in the span of 3 years. What an incredible era. Can’t shake off the feeling that 3D took away as much as it gave gaming. Also can’t believe it’s just my age-based selection bias.
Re: SimCity 4 was released 20 years ago
#195Regardless, young me decided it would be easier to uninstall the game with "keep saved games" checked and re-install the game every time I wanted to play. And that's precisely what I did, hundreds of times. I'd come home from school, boot up the computer, start the install, go do other things, and then that night play Sim City 4. One day I came home and couldn't find the case the game came with, the case that held the product code. After searching around for a while I couldn't find it, and never did )it likely got tossed cleaning up one day). I figured I might as well try to remember what the key was and typed out: 25MM-TNK4-EH6A-6V6K-KHWN. At this point it's nearing 20 years and it's still living rent free in my head, albeit the last 2 groups may be swapped around... would have to try it to be 100% sure. Not too many months into doing this did I figure out what I was supposed to do with the discs, and then later how much easier it was to play a cracked version of the game in the first place. The rest of my history with the game was trying to fit far too many mods into 512 MB of RAM.
All that history and love for the game aside, I do think either Sim City 4 or Sim City 2000 were the greatest city builders relative to when they came out. On the other hand, I think Cities Skylines is the greatest City Builder of all time as an absolute. The shear scale without having to hop between simulations in a region, the more freeform nature of what you can build, and the additional gameplay systems (like flowing water) all on top of being a more modern game with a more modern interface make it shine. Of course, no two city builders focus on exactly the same gameplay so some may feel differently depending if they e.g. want to care about details like transportation along the way or just want to see the city grow.
Also, given this is HN, if any of the modding folks responsible for things like NAM/SAM/NWM/CAM/etc are around thanks for all the additional free fun those many years ago :).
Re: SimCity 4 was released 20 years ago
#196Earlier quoted context omitted.
Pardon my ignorance, but what do you mean with painter?
At a certain point in Cities Skylines you stop having any real challenge to make money or to keep your city running, so it becomes pretty much a sandbox. You can make the city look pretty much however you like instead of being bound by the needs of the city. In effect, you can just paint whatever kind of city you like onto the terrain. There's still a little challenge to deal with transportation but its fairly trivia…
Re: SimCity 4 was released 20 years ago
#197Earlier quoted context omitted.
The minimum requirements for Civ 6 are far below the capability of the M1 series macbooks so I don't know why you'd think so.
Because that's not how games work - they don't run "at minimum capabilities" and they run their game loop constantly, rendering graphics. This means that it will almost certanly saturate at least M1s GPU and probably at least one of P cores. At that stage, even the M1 starts drawing a lot of power which needs disspiation. Also Civ 6s target GPU is much faster than any of the M1s (which, despite the marketing, are sti…
Seems that others have pointed out that Civ is more CPU bound than GPU so I don't know if that's something that could be optimised without completely changing the mechanics of the game or if Civ is just an unoptimised beast but then again the M1 is way above the minimum required spec for Civ 6 so i don't think it's some unfeasible concept.
Re: SimCity 4 was released 20 years ago
#198I prefer SimCity 2000. I feel like it hit a pretty good sweet spot between simulation and fun (which is to say, not even a vague gesturing at anything remotely realistic). Realistic simulation in games is almost universally less fun than simple, predictable game logic. Probably the most extreme example of this is chess: way more enjoyable than real warfare. Back on topic though. My beef with SimCity 4 is that it adde…
The problem with city building games is that they are far too gamified. In reality construction takes years, even decades for many infrastructure projects. Because of that, the challenge of solving the problems of 25 years in the future is not well represented in many such games.
Re: SimCity 4 was released 20 years ago
#199Earlier quoted context omitted.
The others help your point but Cities Skylines is memed because it's graphics over substance as it's basically a city painting game with shallow mechanics that most people use to make little city dioramas which is still fun but not deep gameplay.
People mostly complain that it’s not SimCity but the gameplay is fine. It’s in no way shallow. Just different.
Re: SimCity 4 was released 20 years ago
#200Earlier quoted context omitted.
Age of Empires 2, Sim City 3000, Diablo2 and Red Alert 2. Released in the span of 3 years. What an incredible era. Can’t shake off the feeling that 3D took away as much as it gave gaming. Also can’t believe it’s just my age-based selection bias.
The "best (according to me)" games are still 2D or 2.5D: Roguelikes Dwarf Fortress Factorio EU4 My theory is that deep gameplay and AAA 3D graphics are mutually exclusive because deep gameplay fundamentally requires "tile grids" of some kind, which don't lend themselves to AAA 3D graphics. (Diablo 1 and 2 kind of railed against this by taking the approach, "Hey, what if we took a tile-based roguelike and rendered it…