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SimCity Update: Straight Answers from Lucy

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Re: SimCity Update: Straight Answers from Lucy

#41
Previously I had implemented a project that needed to be always-connected, and in order to take network outage into account, we would write to a buffer (a sqlite database actually) if we couldn't detect network. We will sync with server once online and sync the related information as necessary. Simcity can use similar technique because I don't see there is any hard real-time interactions between players or the server. In offline mode, the simulation will run with a default parameter set, or the data from the previous sync, until the next sync happens. In fact, my gut feeling tells me the simulation engine should have an offline switch to let it run stand-alone, or else it would be hell to debug a system that keeps on changing states.

Re: SimCity Update: Straight Answers from Lucy

#42

Earlier quoted context omitted.

I think it is data. People are claiming that the game _does not work_, so if it's working for somebody, then the servers must be doing something. People are claiming that the servers have literally been down for the past week and a half, when this is simply not true. I'll agree that it hasn't been the smoothest of gameplay all the time, but it's not as extreme as some people are claiming it is. I agree with all your…

It is data, you're right. It's anecdotal evidence, and should only be used as a burden of proof if there is no other substantial evidence. Tell me, If I go to the SimCity forums will I see hundreds of people complaining about a game that doesn't work? If I go to YouTube will I see videos of buggy behavior and reviewers irate about the state of the game? That too, is anecdotal evidence. But, since you're only worried…

Again, I'm not saying "the game is working fine", I'm saying "I know that the servers are not completely shut down because there is at least one person who is able to play consistently". I agree, the game has issues (of which some have been sorta resolved), just not as serious as some people are claiming.

Re: SimCity Update: Straight Answers from Lucy

#43

Earlier quoted context omitted.

Guild Wars 2 sells an actual MMO as a one-time fee, and they're doing just swell. I've heard most people claim that as one of its benefits, not a downside. Not sure what that means, just wanted to point out that people often do enjoy single-fee game-as-a-services. Also, when you say "$60 for something I can't even use on my own time" are you claiming that the game doesn't even work, as all of the hyped up gaming arti…

Guild Wars 2 is a game that was designed from the beginning to be a cooperative, online experience, though. SimCity is an iteration on a previously offline design, with no marketing or design data shared with those looking to buy the game to indicate that it's an entirely different game (to justify online-only) than the previous SimCity games. There's also a big difference between a game where all of the computation…

Moreover, the game is so unintuitive at a mechanical level such that you can build a successful city of 200k+ sims with only residential zoning.

Re: SimCity Update: Straight Answers from Lucy

#44

Earlier quoted context omitted.

Guild Wars 2 is a game that was designed from the beginning to be a cooperative, online experience, though. SimCity is an iteration on a previously offline design, with no marketing or design data shared with those looking to buy the game to indicate that it's an entirely different game (to justify online-only) than the previous SimCity games. There's also a big difference between a game where all of the computation…

I'll agree that EA did a terrible job of explaining to people why the new game was different than the old ones (i.e. why it might require always-online). I think the key point comes from this (taken from the OP): > Players who want to reach the peak of each specialization can count on surrounding cities to provide services or resources, even workers. As other players build, your city can draw on their resources. What…

> What some people may not realize is that the cities in this new game are pitifully small (probably so that a computer can handle trying to update 20k sims at a time), so in order to actually do anything of significance, you usually have to draw from surrounding cities for materials, people, etc. This is the part of the game that requires online-only, because unless you want to be simulating all of the cities in your region (which I'm assuming you don't, but I don't really know whether the computation costs would be that high), you need some sort of server to handle that for you.

I don't think anyone is debating this. What people are upset about is that Maxis seems to be making the argument that introducing such a mechanic was done for the "vision" of the game. Perhaps they are genuine. But if they are, it leads one to question what exactly their vision was focused on.

Re: SimCity Update: Straight Answers from Lucy

#45

I feel as though I just read the political equivalent of watching paint dry, atrocious. No apologies, no explanations, just justification and dodging the real issues. They could have made it all somewhat right by coming out and admitting they made bad choices, instead we get dribble about how they've always had an always online vision, etc. How about we get some questions about the horrible path-finding AI and what t…

http://www.simcity.com/en_US/blog/article/simcity-update-8

Re: SimCity Update: Straight Answers from Lucy

#46
post #9

Still no answer to the important question, "When will you turn off the servers and what happens then?"

Or why they were unprepared for the launch demand. Or why it took so long to scale up to manage the "unexpected" demand.

After reading the RPS link[1] posted here[2], it seems to me that the multiplayer-is-required aspect probably was bolted on towards the end of development. While this doesn't preclude the possibility of fully preparing their servers for the launch, it does hint that a lack of direction could have led to confusion and/or a lack of planning for these issues. (Though this is really just shooting in the dark because we can only go on what public statements they make)

[1] http://www.rockpapershotgun.com/2013/03/16/simcity-bosss-str... [2] https://news.ycombinator.com/item?id=5384314

Re: SimCity Update: Straight Answers from Lucy

#47
post #15

EA should clean house on their PR team. What disastrous responses. To starting this post with, "I hate to disturb you when you’re playing SimCity," is so gross, self congratulatory, and not contrite. That plus doubling down on the dishonesty instead of really offering straight answers is just going to fuel the fires.

There's a subtle piece here that a lot of folks are missing: it's not just EA, but also Maxis, independently responding to the community. Maxis being the developer, EA being the publisher. That's why part of this is a shitstorm, Maxis and EA are sharing contrary words with the community, so the community sees double-speak and stops trusting anything from EA or Maxis.

Because Maxis is a wholly owned subsidiary, I assume what is said by Lucy Bradshaw is actually filter and vetted, if not scripted, by EA corporate PR. If not, shame on Lucy for being so tin eared. If so, shame on Lucy for letting it happen.

Re: SimCity Update: Straight Answers from Lucy

#48

Earlier quoted context omitted.

I'll agree that EA did a terrible job of explaining to people why the new game was different than the old ones (i.e. why it might require always-online). I think the key point comes from this (taken from the OP): > Players who want to reach the peak of each specialization can count on surrounding cities to provide services or resources, even workers. As other players build, your city can draw on their resources. What…

> What some people may not realize is that the cities in this new game are pitifully small (probably so that a computer can handle trying to update 20k sims at a time), so in order to actually do anything of significance, you usually have to draw from surrounding cities for materials, people, etc. This is the part of the game that requires online-only, because unless you want to be simulating all of the cities in you…

>But if they are, it leads one to question what exactly their vision was focused on.

I think it's pretty clear that their vision is focused on the "social" aspects, and with that comes the idea of having all of your friends build a single small city in your region, and you all interact with each other and stuff. I've seen some examples of this happening, it looks pretty fun. I'm sure people would like the option to build single huge cities, but Sim City 3 still works just fine for that.

> I don't think anyone is debating this.

Have you been reading the same news that I have? I hear a lot of people complaining that the servers are basically doing nothing but saving cities to the cloud, so everything should be able to be run client side, and either don't realize or refuse to acknowledge that the servers might be doing other things/useful. I dunno. Maybe things will clear up in the next week or so, when server issues will hopefully get better, and we can stop having front page posts about a company who doesn't know how to scale an online game.

Re: SimCity Update: Straight Answers from Lucy

#49

Earlier quoted context omitted.

Guild Wars 2 is a game that was designed from the beginning to be a cooperative, online experience, though. SimCity is an iteration on a previously offline design, with no marketing or design data shared with those looking to buy the game to indicate that it's an entirely different game (to justify online-only) than the previous SimCity games. There's also a big difference between a game where all of the computation…

Moreover, the game is so unintuitive at a mechanical level such that you can build a successful city of 200k+ sims with only residential zoning.

dye44 on twitch.tv has a map of 1.1 Million sims on a res only map. It seems likely he can go much higher then that.

He also has a map that has a 'taxi-splosion' one taxi spawns hundreds of taxi's until all the streets are deadlocked with taxi's. He has to log off and back on for the map to work again.

Lastly are the insane, inane, and wacky workarounds he does to have a playable game. EA got too ambitious and couldn't manage all the WTF's they have made with the new engine.

Re: SimCity Update: Straight Answers from Lucy

#50
This week many of the stability issues were mitigated, and I began to enjoy my game. To be honest, while I didn't ask for the multiplayer features, they were a bonus when they worked. I could even ignore the DRM if the game worked.

But posts such as this can only make my blood boil. What I read is neither "straight" in a sense of honesty nor an "answer" of any sort to the downtime/mismanagement they've done.

Shame on you, Lucy. The next time you want to lie, at least don't claim it's "straight". Only there won't be a next time.

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