Gil – SIMphoni

Posts by Gil

News just came in that Will Wright, founder of Maxis and creator of games like Simcity and the Sims, is going to leave EA to focus more on his business called the stupid fun club.

Stupid Fun Club is an entertainment think tank developing new Intellectual Properties to be deployed across multiple fronts including video games, movies, television, the internet, and toys.

“The entertainment industry is moving rapidly into an era of revolutionary change,” said Will Wright. “Stupid Fun Club will explore new possibilities that are emerging from this sublime chaos and create new forms of entertainment on a variety of platforms.”

The SFC is owned by Will Wright and EA, both for 50%.

Read Will Wright’s post on the official Spore forums, or read the full press release here.

Screenshot paris Gil MC

In the second part of the series about my visit to Monte Cristo I’ll discuss an important part of CitiesXL, the online gameplay, or “Planet offer” as Monte Cristo calls it. I know some of you aren’t looking forward to this feature, but I think it has the potential to add a lot of fun to the game and increase the addictiveness. It also opens up the possibility to build in gameplay-elements never seen before in a city builder, or even other genres. The planet offer will be a monthly subscription, with a small fee.

Tokens

In my previous article I mentioned a thing called “tokens”, but never really explained what they did. A Token is the unit of all the things your city can produce, from workers in all classes, to energy, tourism, heavy industry, waste management, and even cash. Every building in your city produces and consumes a certain amount of those tokens in the different categories. For example, a residential building will produce unqualified workers tokens and cash (taxes), but consume energy and waste treatment tokens. A factory consumes workers, waste treatment, energy, and commercial tokens, but produces heavy industry ones, etc, you get the picture. Tokens allow the game to simulate a simplified version of a large economy and give the player an easy overview of the production and consumption of all resources without having to worry about units like kWh, m³ or tons. The ratio of production and consumption of tokens is displayed in a display at the top of the screen.

Trade

The city economy is based upon a worldwide system, that means that if a factory needs a certain amount of tokens, it will be available somewhere, but at a higher cost than if it were be produced locally by other businesses or the government. When your city doesn’t produce enough electricity tokens, your buildings will have to buy it from somewhere else, but they pay more to get it, which means the desirability to build new things or stay in the city will decrease. In the single player part of the game, players will have to balance their token economy by building the right buildings and setting the taxes right, just like in the past (whether it was by building a neighbour with the right supply in SC4, or building that industry area at the border of the map in city life, it’s quite the same, you had to do it yourself.). Players who play in the online mode can trade tokens with other players on the same planet. When you want to trade with another player you can send him (or her) your offer, for example: “I’ll give you 10 workers a day, if you’ll give me 10 waste treatment tokens a day. Our deal will last a week” (yes, you can trade people for garbage in CXL :-P ). Online token production and consumption will change once a day, depending on what you did with your city in the meantime. All deals are measured in real life days and can be broken by one of the players at any time. That means that you’ll have to have some trust in the player you’re trading with, because you’ll become dependent on him, and he on you. The trading with other people gives online players the opportunity to specialise their cities, and sell their surplus tokens to other players, and receive the tokens they can’t produce themselves. All the trade options are available both in the game and via a web interface in your browser so you can manage your city wherever you are.

Blueprints

Every now and then a player gets the opportunity to build a blueprint building. Those buildings are major landmarks with some special abilities like the wonders in Civilization. (I can imagine the statue of liberty will bring in a lot of tourists and a large skyscraper a lot of commerce, etc.) These buildings have to be built in stages that cost quite a lot of time and a huge amount of resources. The resources needed for a stage will be subtracted from your token balance and won’t be available anymore for use in the city or trade that day. When you don’t have enough resources for a stage, you can’t build it at that moment. To get more resources you can try to improve the production in your city or ask another player to trade with you for some. The blueprint management will also be manageable from your browser.

The Planet

As I mentioned earlier, you’ll build your city on a planet and you’ll share that planet with other people. In the planet view you can see the planet in a Google earth kind of overview. On the right of that screen you can view stats about your planet and the cities on that planet, you can sort them on all city stats available like tax levels, production of certain tokens, happiness, size, etc. You can even view those stats for other planets in the CXL universe, and compete with them in this way. You can also see stats about the players on that planet, nationality in % etc. Maybe planets with a lot of Dutch will trade more, and French planets will attract more tourists, you never know.

Playing the tourist

Every player will have an avatar; you can walk around the cities of other players and chat with them, comment on their city and arrange trade agreements. This makes it a bit Second Life-ish, but with more fun and things to do. Philippe mentioned the possibility of a car production GEM, where you’ll be able to design, manufacture and sell your car design to other players.

Of course you don’t have to keep up with your city every day, but to keep things a bit realistic your city will slowly go backwards in production and wealth after a certain amount of time of inactivity. At some time it will reach a steady point. Philippe told me that cities will be removed from a planet after about 6 months of inactivity, but it will still be available for you to download or play with it after that time if you come back, you can even place it on the planet again if there’s a free slot!

So much for the second part of my report of my visit to Monte Cristo. Next time I’ll talk about the other large change in the city builder world, the part of the game Monte Cristo calls “gameplay extension modules” or GEMs. With the online gameplay, the GEMs enable MC to create a game that can be modified and grow to a lot more than only a city builder. One thing I won’t talk about is custom content; I’ll leave that to Dirk from Simtropolis. Also, please note that I saw an early version of the game, the planned release is still a couple of months away, and a lot can change in that time, especially with a completely independent studio like Monte Cristo and the time they spend to listen to their potential customers. Please ask questions if you have them!

Early March I visited Monte Cristo in Paris to see how CitiesXL is shaping up and to give them feedback about the game. They allowed and even asked me to write about my experience. My apologies that it took so long to start writing, I’ve been very busy the past two weeks and caught a cold a couple of days ago. This is the first post about my visit and more will follow. Questions can be asked in the comments, forums, by PM or by mail to gil[at]simphoni[dot]net.

I arrived after a couple of hours by train at 10:30 am. After a short walk and subway ride to the Monte Cristo offices in the center of Paris, Philippe da Silva gave me a tour. The building is quite old, and very very Parisian. The office space resembles a maze of large lofts with a lot of desks and large computer screens. The walls are covered with large CitiesXL screenshots printed on canvas. After the tour Philippe gave a presentation about the game, and then it was time to try the single player mode.

I was very impressed by the size and ambition of the whole project and by the current look of it. It looks like Monte Cristo is pulling off something that no other developer has done before. CitiesXL will be really XL. With CitiesXL, Monte Cristo is creating a platform to build on in the future. CitiesXL is a large and long termed plan that involves a lot of online gameplay, extension modules of different sizes, formats, gamestyles, a costing plan for the so-called GEMs, and of course a very good looking and nice city builder, creator and simulation.

I’ll kick off this series of posts about CitiesXL with the citybuilder part, the core of the game.

I played a while with the (alpha version of the) single player citybuilder. The first thing you notice is the 3D engine, you can move around as much as you like. The graphics are very good, trees look nice, water looks realistic enough; in short the landscape is great. When you start a city you first need to build a city hall, this is the governmental center of your city. When building things you don’t have to build them along a grid, because there isn’t any. Instead you can build roads in any direction you want, including curved. This makes it possible to create realistic looking small villages, European looking city centers etc. Curved roads bring another dimension to the look your creations. After you’ve built your cityhall, you zone some residential areas, either by placing them lot by lot (like in City Life) or using one of the two mass placement tools. One of them creates 6×2 lot rectangles surrounded by roads, the other one lets you click and draw as much corner points as you like and fills this area with roads and lots. Residential comes in 4 different wealth levels with 4 size settings.You can also place zones with mixed wealth levels. Now that your citizens can live somewhere they also need a place to work. You can build factories, offices, retail, hotels, farms, and leisure facilities. Factories produce things, offices are needed to manage that process and retail sells end products to your citizens and tourists. Your citizens will even demand to be able to shop nearby. Lower classes aren’t as demanding as the rich people about this though. If you don’t like zoning you can also select specific buildings and plop them; you’ll be able to do that with all unlocked buildings.

The interface is familiar, with on the left of the screen the menus with different things you can build, in the bottom left corner a map etc. But there are new things as well. On the right of the screen are quick links to different information views like traffic, shopping, happiness, etc. At the top of the screen are even more buttons, which lead you to detailed information panels about your income, stats about your citizens, production buildings and tokenproduction (I’ll write about that in a later blog). A great addition to this part of the GUI is that MC implemented both buttons for detailed and simple statistics. In the simple mode there is a red-orange-green indicatorfor every wealth level and industry type; red is unhappy, green is happy. When you hover over the indicator a list appears with the problems that type of industry or class of workers is having. This gives you an easy overview of the problems in the city.

I had quite a lot of fun playing with the city builder, even with this as yet totally unbalanced and therefore unchallenging version of the game.
(Note that I am still awaiting some screenshots from dasilva to accompany these articles, so stay tuned for those)

In the coming weeks blog posts about the simulation in CITIES XL will appear on the official website: citiesxl.com.  In the first part of the series Monte Cristo talks about “effects”. Topics include the effect of different resources (Water, fuel, electricity, agriculture, services, etc. ), services and the living environment of your citizens.

The availability and accessibility of different services like hospital to your citizens will depend on how much time it costs to get to the location:

Residents will take into account the distance that separates their home from a building providing a service. This distance will be calculated based on roads and transport facilities. It’s not much use being close to a hospital as the crow flies if you’re actually on the other side of a river and there’s no bridge…

Similarly, traffic jams will in effect increase the distance from a service. Players will therefore need to improve the transport infrastructure by building highways and providing bus services.

Colour gradient on the roads show the accessibility of the hospital

Colour gradient on the roads show the accessibility of the hospital(blue cross)

This is a huge improvement if you compare it with the area circle used in SimCity 4.

Read more about the “effects” and the living environment on the cities xl website, or discuss it on our forums.

A Dutch guy called Nique made a modern version of a classic SimCity 2000 song. It sounds very good. Brings back a couple of memories from the SC2000 era. Use the youtube video below to listen to it, or download the mp3s!


A lot of thanks to Nique for providing the mp3’s!
[display_podcast]

This is a quick reminder that there are less than six days remaining to vote for us in the CU Planet Awards. So go over to cuplanet.com and vote! You have until March the 31th.

A new spore video showed up, this time it shows us quite a lot of the cell and creature stages. The game engine still looks very flexible, the editors are brilliant.

The Australia based British comedian “Yahtzee” reviewed Simcity:Societies in his weekly column in the escapist. He uses some strong words, so if you are easily offended, be careful.

New reviews by Zero Punctuation appear every Wednesday on the Escapistmagazine.com

spore logo

A lot of new articles and videos spawned all around the internet in the last couple of days. Here’s a round up so you do not have to miss anything.

Articles

Interviews

Videos

Screenshots

Simphoni Spore screenshots thread:


Parts via

* update: Interview with Thomas Vu and Bit-tech hands on preview added.

Yesterday’s Newsweek article is not the only one appearing in the wake of the Spore release date announcement. IGN, Joystiq and Wired all wrote articles on Spore as well.

IGN had an interview with Maxis’ Executive Producer Lucy Bradshaw and Senior Producer Morgan Roarty in which they explain some of the ways content will be shared among players. IGN tries to pry some details on the Wii version out of Lucy, but she is not willing to hint on a release date for that platform. In her words, someone “is holding a bazooka to her head”. According to Lucy she enjoys creating anthems for the creatures she makes:

As you arrive on a planet that you’ve colonized or have cites on, you’re greeted with your little national anthem which is a very fulfilling thing as you spread your empire into space.

She also reveals we have some stuff to look forward to in advance of the release:

We’re not releasing any underlying tools yet but what we will be doing is releasing a creature creator, a free trial version in advance of the game. That’s going to be not only to the community, but that’ll go wide.

In the Wired article, Will Wright talks a wired Journalist through the phases of the game. Beside the basic explanation of the phases, the article confirms that a music editor will also be available to the user.

Wright collaborated with musician Brian Eno to create the music generator, which also allows users to jump in and create their own themes by clicking and dragging musical notes. “I could put in the Star Wars theme if I wanted to,”Wright said.

Joystiq admits he had his doubts Spore even existed until he had a hands-on demo:

I imagined that Spore was the greatest illusion ever passed over gamers and journalists. From what I heard, it was just a series of unconnected tech demos. Will Wright could expertly misdirect his audience, leaving them thinking that they saw a game, not an idea. I was skeptical, even a little cynical.

After a full rundown of the game he concludes:

Spore is about scale, and it’s changing the way I think. Like Katamari Damacy on a microbe-to-galaxy level, I have a new perspective on size. I’ve had about two weeks to digest Spore, but I’m already hungry to play more. It’s going to be a long wait until September

We think no one here can disagree with that.

The new articles come with a collection of high resolution screenshots, so be sure to check them out!

Written by Gil and Jirnsum

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