SimCity is a city-building and urban planning simulation massively multiplayer online game developed by Maxis Emeryville and published by Electronic Arts. Released for Microsoft Windows in early March 2013,[2] it is a reboot of the SimCity series, and is the first major installment since the release of SimCity 4 a decade before. A macOS version was released on August 29, 2013.
Players can create a settlement that can grow into a city by zoning land for residential, commercial, or industrial development, as well as building and maintaining public services, transport and utilities. SimCity uses a new engine called GlassBox that allows for more detailed simulation than previous games. Throughout its development, SimCity received critical acclaim for its new engine and reimagined gameplay; however, publications cautioned the game's mandatory use of a persistent internet connection, which enables cloud saves and multiplayer functionality, allowing cities to trade and share resources.
Prior to release, SimCity received positive reviews; however, the game's launch was received negatively due to widespread technical and gameplay problems related to the mandatory network connection for playing and saving game data. These issues included network outages, problems with saving progress and difficulty connecting to the game's servers. As a result, reviewers were unable to review the game, labeling the launch a "disaster" and the game "unplayably broken", urging players to avoid purchasing the game until the issues were resolved. The poor performance of SimCity was cited for the closure of Maxis Emeryville in 2015.
Along with many of the cosmetic changes (such as up-to-date 3D graphics), SimCity uses the new GlassBox engine. "We try to build what you would expect to see, and that's the game," explains system architect Andrew Willmott, meaning that visual effects such as traffic, economic troubles, and pollution will be more obvious. Two other new features are a multiplayer component and finite resources.[9]
Unlike previous games in the series, the game has non-orthogonal and curved roads and zoning areas that can conform to different road types.[10] Types of zones include residential, commercial and industrial.[11] The density is driven by the types of roads built around these zones.[12]
Cities in a region are connected to each other via predefined regional networks such as highways, railways, and waterways. Elements such as traffic and air pollution are visible flowing between cities.[13] Cities can trade resources or share public services with their neighbors like garbage collection or health care. Cities can also pool their collective wealth and resources to build a "great work" to provide benefits for the entire region like a massive solar power plant or an international airport. The larger the region, the higher is the number of cities and great works that can be built.
Modules in SimCity are attachable structures that can add functionality to existing user-placeable buildings. One example is the extra garage for fire stations, which can provide additional fire trucks for increased protection coverage[16][17] Another example is the Department of Safety for the City Hall, which unlocks more advanced medical, police and fire department buildings.
The user interface, which was inspired by Google Maps and infographics,[18] was designed to convey information to the player more clearly than in previous SimCity games.[19] Animations and color-coded visual cues that represent how efficiently a city functions are only presented when needed at any given moment.[11][19][20] For instance, opening up the water tower instantly changes the landscape to a clear world where the density of water is recognizable,[11] and clicking on the sewage tab will immediately show how the waste of the citizens is flowing, and where the system is over capacity.[19][20] Some of the other visualized data include air pollution,[21] power distribution,[11] police coverage,[19] and zones.[20]
Many resources in the game are finite. Some are renewable, such as groundwater. Lead gameplay engineer Dan Moskowitz stated, "If you've built up an entire city on the economic basis of extracting a certain resource, when that resource runs out your economy will collapse."[22]
Different from some previous SimCity titles, each type of zone (residential, commercial, and industrial) is not divided into density categories. Instead, the density of the roads next to them determines the type of buildings that will be created there. This means that there is only one of each zone type, and the density of the buildings is determined by the density of the roads.[23]
Roads in SimCity are one of the most fundamental elements of the mechanics. Unlike previous SimCity games, roads carry water, power, and sewage. There are also many new tools for drawing roads. They include a straight line tool, one for making rectangular road squares, one for making sweeping arcs, one for making circles, and one for making free-form roads. There is also a more diverse range of roads to choose from. Starting at dirt roads and going up to six-lane avenues with streetcar tracks, the density of the roads determines the density of the buildings next to them, so dirt roads will only develop low-density buildings. There are two different categories of roads, streets and avenues. Streets are 24 meters wide and avenues are 48 meters wide. Since all streets are the same width, a dirt road can be upgraded to a high-density street. In order to upgrade a street to an avenue, one would need to fully demolish the old street and replace it with a larger avenue. When high and low-capacity roads intersect, the higher density roads have the right-of-way, thus stop lights and stop signs will be automatically placed. In order to space the roads so there will be enough room for buildings to develop, road guides are shown when hovering over an existing road.[23][24]
Players will be able to specialize cities on certain industries, such as manufacturing, tourism, education, or others. Each have distinct appearances, simulation behavior, and economic strategies.[25][26] Players have the option to heavily specialize on one or build multiple specializations in any given city for diversity.[13] The game will feature a simulated global economy. Prices of key resources like oil or food will fluctuate depending on the game world's supply and demand.[27] In particular, if players all over the world are predominantly selling drilled oil from within their game onto the global market, this will drive the price for this resource down. Conversely, a resource that has experienced very little exposure on the world market will be a scarce resource, driving the price up.[28]
This version of SimCity is the first to feature full online play since SimCity 2000 Network Edition (1996),[8] allowing for regions to house multiple cities from different players. Regions can alternatively be set to private/invite-only.[25] SimCity requires players to be logged into Electronic Arts (EA)'s Origin gaming service to play the game, even when playing in single-player mode. At release, an active internet connection was required every time the game was launched, and had to be maintained throughout gameplay, until an offline single-player mode was added later via a patch.[29] The connection is asynchronous,[29] so any brief network disturbance will not interrupt the gameplay[16] though outages of longer than 19 minutes, as an editor posted on Kotaku,[30] will cause loss of gamestate when playing online.[31]
Prior to its announcement, the German magazine GameStar leaked concept art. Soon thereafter, a pre-rendered trailer was leaked. The official announcement took place on March 6, 2012, at the Game Developers Conference. Initially, it was revealed that the game would be available for the Windows platform,[6] and a later macOS edition was confirmed.[7] EA showcased two new trailers for the game at the Electronic Entertainment Expo 2012, showcasing in-game graphics for the first time.
In August 2012, applicants were allowed to sign up to test closed beta versions of the game that were later released in January and February 2013, in order to perform load testing on the game servers.[32][33][34]
Maxis developed the game using a new simulation engine called GlassBox, which takes a different approach from previous simulation games. The actual engine was conceived and built by Ocean Quigley, and Andrew Willmott of Maxis Studios. Previous games first simulated high-level statistics and then created graphic animations to represent that data. The GlassBox Engine replaces those statistics with agents, simulation units that represent objects like water, power, and workers; each graphic animation is directly linked to an agent's activity.[36] For example, rather than simply displaying a traffic jam animation to represent a simulated traffic flow problem, traffic jams are instead produced dynamically by masses of Sim agents that simulate travel to and from work.[37] A four-part video has been released featuring Dan Moskowitz, the lead gameplay engineer, talking about the engine simulation behavior.[38]
After the release of the game, modders created mods that enabled offline play and access to debug developer tools.[40] On January 9, 2014, Maxis published its policy on mods, in which they allow re-skinning and building creation but not mods that modify gameplay behavior.[41]
The game's audio is bound to the pulse of the simulation. When a building is running a simulation rule like generating power, for example, its driving music and sound effects that are synchronized to the overall beat of the simulation. The audio is telling the player what the simulation is doing.[9] Audio Director Kent Jolly stated that cars in the game are tracked individually. When a car leaves an intersection, the simulator plays a sound of a car pulling away. The sound also changes based on the speed of the game. As cars go faster, the audio is matched to what the player sees, while remaining true to the actual traffic.[42]
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