Re:Using SimCity to diagnose my home town's traffic problem
by teamonkey on Wednesday February 20, 2013 @12:21AM
(#5249120)
> "there is no redo in real life"
Psychologically speaking, failure is not a good teaching tool. Learning is much more effective through experimentation and success.
Re:Using SimCity to diagnose my home town's traffic problem
by Evbn on Tuesday February 19, 2013 @11:27PM
(#5248947)
That's completely the opposite of why games exist. If I didn't want a chance at forgiveness, I would just play real life.
Re:Using SimCity to diagnose my home town's traffic problem
by Fargren on Wednesday February 20, 2013 @12:32PM
(#5251809)
There a lot of great, fun games with no redo. The entire concept of a roguelike is based on death being permanent and having to start over. FTL, Spellunky, The Binding of Isaac and Dungeons of Dredmor are all recent examples of games that embrace this unforgiving play-style.
However, I think forcing this into Sim City is just a bad idea, and contrary to my expectations from such a game.
Re:Using SimCity to diagnose my home town's traffic problem
by streptomycin on Wednesday February 20, 2013 @12:05AM
(#5249069)
Different games exist for different purposes. Not every game allows infinite saves and redos.
Re:Using SimCity to diagnose my home town's traffic problem
by derefr on Wednesday February 20, 2013 @01:10AM
(#5249228)
> Not every game allows infinite saves and redos.
I would argue that every single-player game is forced to allow infinite saves and redos, by the fact that virtualization with memory snapshotting exists. (For a networked game like this one, you must just first reimplement a "private server" for the client to talk to, and then run that within the same virtualized container, so that a snapshot tracks their combined state.)
You can easily develop a way to rank how productive, profitable, clean, and happy cities in a game like SimCity are. If you weigh these factors and provide a number then you have a ranking. Maybe global leaderboard was a bad example but there are numerous other features that might require this kind of online only gameplay that we haven't experienced yet.
I say don't knock it until you try it. Not the beta, not the videos of others playing, the real game.
If the new strategy really kills the game then I'm sure someone will create a fake server patch or method of playing offline.