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Sure, it may not seem like such a big deal now,
but in 1989, SimCity was nothing short of groundbreaking.
In the years since, Maxis has released a pair of
follow-ups to SimCity, but while they were quite
fun and very successful, neither of them caused
as big a splash as the original game did. Now, well
over a decade a later, Maxis is preparing the fourth
installment in the SimCity franchise, a game that
the company hopes will have the same effect today
that the original game had in its time. Maxis plans
to unveil SimCity 4 at E3 in a few weeks, but we
have some early details on this truly impressive
game right now.
In
true Maxis form, the entire SimCity formula is
being rebuilt from the ground up for this sequel.
"SimCity 2 and SimCity 3000 have basically
been elaborate revisions of the first game,"
said Maxis producer Kevin Hogan. "We're doing
more than just giving SimCity 4 an updated look."
For starters, the game's econ engine will be brand
new, and it will focus on the needs of the individual
inhabitants of your city--of your individual sims--and
not of the city as a whole. That means that your
actions as mayor will have more of a local effect
than a global one. For example, in SimCity 3000,
placing a school anywhere within your city would
satisfy your entire metropolis' need for education.
While efficient, this technique wasn't exactly
realistic, nor did it give the game a very personal
feel. On the other hand, building a school in
SimCity 4 will satisfy the education requirements
of only the surrounding neighborhood and not your
entire city. What's more, any actions you take
will be felt more quickly than they were in SimCity
3000. "If you have a poor neighborhood in
SimCity 4, and you try to make it better by building
a school or a police station, you'll start to
see redevelopment happen really quickly,"
Hogan said. "In SimCity 3000, redevelopment
didn't occur until the game's random walk parser
reached that area."
Another
major change to the SimCity formula is the way
that this sequel presents its real estate model.
Whereas the quality of the buildings was determined
by the land value in SimCity 3000, in SimCity
4, land value will follow, not lead, the quality
of real estate. So if rich people want to move
in to a certain neighborhood, the buildings in
that area will look ritzy, which will ultimately
lead to an increase in land value. And since the
demand for real estate determines that property's
value, and since property value determines the
quality of the buildings, you can bet that all
the structures in SimCity 4 will have several
different appearances that reflect the current
state of their respective neighborhoods. Ignore
the needs of a neighborhood for too long, and
you'll upset the local populace, who will up and
move away after a while, causing that area to
deteriorate.
So
the challenge of the game will be to find a proper
balance between expanding your city and maintaining
a quality of life that will keep all (or at least
most) of your populace happy. "SimCity 4
isn't just about making the biggest city possible,"
Hogan said. "It's about attending to the
needs of your citizens, about giving the city
a little bit of character...After all, anyone
can build a Pittsburgh, but it takes a little
skill to build a San Francisco or a Manhattan."
SimCity 4 will have three primary tilesets: a
turn-of-the-century Chicago feel, a 1950s New
York City appearance, and a 2000 Houston ultramodern
look. As the game progresses, you'll automatically
switch from one tileset to another, and this will
ultimately give your city several unique areas
and a distinct sense of history. Hogan envisions
the typical user-created metropolises to have
naturally occurring districts, like an old town,
a warehouse district, a financial district, and
so on. This ability alone will give your SimCity
4 maps all the style and character worthy of the
world's San Franciscos and New York Cities--no
offense, Steelers fans.
While
mirroring the look and feel of existing cities
isn't Maxis' goal for SimCity 4, the game's designers
are perfectly willing to give you the tools to
create your own Manhattan, San Francisco, or even
Pittsburgh, if you're so inclined. Like in SimCity
3000, you'll start things out in SimCity 4 by
terraforming a piece of land before laying down
your roads, lots, and buildings. To do this, you'll
have a number of tools for flattening, smoothing,
pulling, pushing, and eroding almost any kind
of terrain to suit your city-building needs. It's
interesting to note that two major changes have
made been to SimCity 3000's terrain engine for
this sequel. First, you're no longer limited to
building on flat ground. Small houses and office
buildings can be constructed on sloped terrain,
and you'll be able to see the angled foundations
underneath those structures. Second, terrain and
time of day will affect weather patterns. Place
some mountains on a coastline, for example, and
you'll actually see clouds starting to develop.
Coastal valleys like San Francisco's Bay Area
will almost always have heavy fog in the mornings.
Built
This City on Rock & Roll
According
to Hogan, this new approach to city planning has
been implemented to give SimCity 4 a more personal
feel than before. Other small details throughout
the game also convey that same effect. Buildings
don't magically appear out of thin air when you
construct them, for instance. Instead, you'll
see girders being erected outside the hull of
the building, and you'll notice little sim construction
workers pour concrete, lay asphalt, and paint
medians while building roads. Traffic lights will
direct cars and pedestrians through the major
intersections. Efficient power plants will billow
acrid smoke if left unmaintained, and this smoke,
as well as other objects in the game, will be
affected by weather patterns like wind. The disaster
system from earlier games will also make an appearance
in SimCity 4, though with a few notable changes,
the most important of which is increased control
over these disasters. Tornadoes, for example,
will be on a leash of sorts. That is, you'll be
able to implement a certain measure of control
over their general direction, but in the end,
they'll decide where they want to go, what they
want to uproot, and how many cows they'll throw
into the next county. Fires and volcanoes will
also plague players in SimCity 4, as well as a
few other disasters that are still in the works.
Dealing
with these disasters will also take on a new form
in SimCity 4. "There will be a toy-like quality
to disaster control in the game," Hogan said.
"In SimCity 3000, you'd put out a fire by
simply placing the right icon on the burning building,
but we want to give the player an immediate sense
of gratification in SimCity 4." That means
you'll actually see the fire trucks leave their
station and make their way through traffic to
the location of the fire before putting it out.
Of course, if you've mismanaged your roads and
left your fire engines without any possible way
to reach the inferno, the fire will rage on. So
in a sense, your cities in the game will require
a deeper level of involvement in your part than
in SimCity 3000, for example, and yet, they'll
also take on a life of their own. Hogan explains:
"Cities will have a pulse, like they do in
real life. Day will turn into night, and weary
commuters will head home on the roads and freeways
you've built. Cars will drive at different speeds
on different roads." Crowds will also ebb
and flow, as will the tide and morning fog in
the game's coastal cities.
As
you've probably already guessed by looking at
these screenshots, SimCity 4 is being developed
using a brand-new 3D engine that gives the game
a living, breathing look. Volcanoes will rise
from the ground and spout lava that will flow
realistically down its sides and burn up anything
in its way. Steam will rise from the ocean if
lava flows touch the water, and after it hardens,
lava can be terraformed like any other terrain.
The colorful palette that graced SimCity 3000
returns for SimCity 4, and this will undoubtedly
give the entire game the vibrant look that few
other PC games--no matter what genre--have ever
matched. And while you won't be able to rotate
the camera at will, you will be able to choose
from four different perspectives and make use
of a 5x zoom.
Visually or otherwise, SimCity 4 looks impressive,
and we're certainly glad to see that the desires
of closet mayors everywhere will be fulfilled
by this city-building game from the company who
invented the words "city-building games."
Maxis is still working out the details of the
game's campaign structure, though Hogan explained
to us that SimCity 4 will depart from the series'
standard mission goals, and will instead feature
a more personal results and rewards system that
will be conveyed to you by a number of petitioners--sims,
really--that you'll be able to see walking or
driving throughout your city. You'll even have
the ability to start up multiple neighbor cities
like you could with The Sims, and have a number
of your populace commute from one of these cities
to the other during the day, and back at night.
Anyone
making the commute to E3 this year will be able
to see SimCity 4 first hand, but in the meantime,
be sure to gawk at the new screenshots in our
image gallery.
By PC GAMES [POSTED: 05/3/02]
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