Monday 25 March 2013

SimCity: Keep Your Fun Inside the Dotted Line at all Times!



SimCity looked very promising at its initial unveiling. The best known city building simulation getting another instalment, coupled with a brand new game engine which promised an even greater level of detail. Then EA made the horrendous decision to slap useless, always online DRM on it. They didn’t just manage to match Blizzard’s cock-up with Diablo 3, but actually beat it. And just like Diablo 3, you’re left wondering if there’s a game worth playing?

Thankfully for everyone who bought and persevered with the launch day troubles, the answer is yes. The updates in the new instalment bring some interesting re-works to the mechanics of previous SimCitys. Most notable is the changes to roads. They now act as the veins of your city, distributing the heartbeat of the power stations and other utilities. Water and electricity trickle down them to all attached buildings, whilst sewage is pumped back along them to your waste treatment plants.


Because of this, you can no longer place buildings in the middle of nowhere. Instead you have to build a road to every space you want to make use of. It seems odd a first as it redefines how you plan your city. Now roads are the most important element, and building the right roads at the start will save you a lot of painful demolition work later on.

Roads also control the density of your city. Previously your choice of zoning defined an area as low, medium or high density. Now your roads are the key to your city’s development. Upgrading a road to ease a traffic jam can suddenly cause a whole street of skyscrapers to pop up out of a trailer park.

The core gameplay remains unchanged. You take on the role of city mayor with all the powers of a dictator. You mark out areas for residential, commercial and industrial buildings and then entice tax paying Sims to move in by providing all the utilities and services a budding metropolis will need. As always, you have a group of advisors who’ll keep you informed of your Sims needs.


And it’s just as hard as always to keep everyone happy. Your Sims will often speak up with speech bubbles, alerting you to services or objectives they’d like you to achieve. If you accept their challenge, you’re often provided with a monetary reward to help you city grow. The only problem is you’re often asked to ‘plop’ buildings which will be useless for your city’s specialisation. You can be a mining tycoon; then out of the blue be asked to build an airport for tourism. Even worse are the constant requests you receive to build any DLC you have. I get constant requests to build the superhero DLC I received with the limited edition, and there’s only one way to shut your Sims up. You have to turn all Sim speech bubbles off in the options. It’s a minor problem, as speech bubbles really serve the purpose of being an extended tutorial. However I know I’m missing out on any challenges and money rewards I might be interested in which is a little annoying.

The UI is very nicely laid out. Clicking on any icon on the tool bar brings up all the construction items associated with it, as well as the appropriate city overlays. Each overlay provides a living graph, displaying all the information you need to track anything you need to see in real time. As you wait for your taxes to roll in, it’s satisfying to sit back a flick through the overlays; watching your city grow and spotting how its needs change.


And there’s an impressive level of simulation occurring. Although the big problem, as with many simulations is; if you look too closely the cracks show. And this comes from the new ‘agent’ simulation used. Each blob of utilities, vehicle and Sim can act independently, which leads to some odd scenarios. Often, conga lines of rubbish trucks form as they compete to serve the same buildings. And this happens with plenty of other services such as busses and emergency vehicles. Even more bizarrely, the AI is enticed by the freeway like moths to a bright light. I’ve observed my fire trucks drive straight past Sims in desperate need of saving from a horrible fiery death, just to go for a joy-ride on the freeway! Presumably all my emergency crews crave the open road where there’s no red lights to stop them, because for no explicable reason they will stop at red lights!? Until a recent patch, they would happily join traffic queues and junctions and patiently wait their turn instead of using open lanes to jump the queue.

The AI also acts like a fool when it comes to resources. Your city specialists bleat like new born lambs as soon as any coal mine or oil well is full. Completely oblivious of the fact that your fleet of delivery trucks is en-route, just stuck in traffic. Meanwhile your power and water advisors will happily fall asleep on the job and not warn you of any problems until the lights go out.  And if I could shoot the zoning advisor, I would. Many of my cities end up in a bizarre situation where he demands I build more residential housing as there aren’t enough workers for my industry, but also tell me to build more industry; with no explanation for the industry demand.


Multiplayer has the most obvious simulations issues, or really, the lack of simulation. Your city will often receive ‘spare’ workers or vehicles from neighbours to help you, despite having a shortage of the same thing. And it’s not surprising that this element of the game is very loosely based on actual game data. Each city runs asynchronously so that all players can use their preferred game speed. This would make it impossible for real time sharing of resources. It’s a little immersion breaking, but equally it doesn’t really add or take away anything from the experience.

In fact, the majority of the simulation issues are just distractions, only mildly annoying when you notice. The biggest problem by far is the incredibly limited city sizes. You barely have to zoom the camera out to view your entire city. It takes me only a few hours to fill all the usable space. Then all I have left to do is a bit of tinkering. The limited space also means you can only really specialise in one type of industry, and once that’s accomplished your budget takes care of itself. Without being able to build a sprawling mega-city, it’s hard to go wrong. The challenge is prematurely cut off, leaving you with the choice of trying to please all your Sims, or moving on to found your next city.


In the build-up to the game’s launch, EA and Maxis went to some lengths to explain the limited city sizes were due to the complexity of the simulation. Also thrown in was the ‘fact’ that the origin serves handled some of the calculations for you, allowing the game to run on lower end machines. It sounded like a reasonable comprise that even led me to a somewhat optimistic view on the DRM.

It turned out to be a complete lie following some excellent detective work by RockPapaerShotgun, and modders quickly exposing the nature of the DRM. We really shouldn’t have expected anything more than anti-piracy measures from EA, and poor ones at that. The game will only check in with the servers at around a twenty minute interval, do a quick cloud save, update some region stats and then merrily continue on.  You can play offline during that entire time until it reaches the next arbitrary check. And if there’s any synching issue during a cloud save, your progress is lost leaving you the choice of abandoning the city or doing a rollback, undoing the last twenty minutes of play!


Clearly there are no server side calculations going on here. So why were there so many explanations to the contrary from the head of Maxis? Why are we limited to small cities and no local save feature? The likely answer is that EA was expecting to get away with selling some city size DLC before the DRM fiasco blew up so spectacularly. EA showed their corporate side horribly with this pointless DRM, which can be easily removed.

It would be nice to see EA do a U-turn on this stupid decision, and you’d think with their share price failing, they might would to improve their reputation. Instead, it seems dragging it through the mud has been the plan for the past few years. We can only hope than a change of CEO might see a change in direction.

There’s an enjoyable, measurably good game buried under the DRM. Like Diablo 3, it has suffered a similar fate. Until modders remove the DRM (something I’ve never hoped for before now), it’s difficult to recommend because of the message that would be sent to the industry by SimCity being a sales success. Hopefully the wave incredibly bad press coverage will outweigh the ‘success’ of any high sales figure, something I shouldn’t have to wish on any game.