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univbee
Jun 3, 2004




:siren: :siren: THERE'S AN OFFLINE PATCH! DOES IT BREAK EVERYTHING? OF COURSE! :siren: :siren:

:siren: THE MAC VERSION IS OUT BUT IS "TOTALLY UNPLAYABLE" :siren:

:siren: Many goons who have purchased this game have regretted doing so. There are still many game-breaking bugs after close to 3 months, and Maxis and EA have been mistreating people in support tickets who are just trying to get their $60 worth. :siren:

:siren: This game shouldn't even be purchased at a heavy discount or played ironically, as this will still put money in EA's pockets and send them a message that treating customers this way is an effective business model. :siren:


Metacritic 64*/100, User average 2.0 (as of August 29th 2013)
* - Some reviews later revised their scores to lower figures due to server problems post-launch (the reviewers were playing on basically empty servers) but Metacritic doesn't adjust their scores for this.

(Photo from Destructoid)

An excellent recap on the PC version's launch in March:

Sydney Bottocks posted:

For anyone who's wandered into this thread and wondered if buying SimCity is a good idea, but can't be bothered to read a bunch of pages, let me give you a quick recap:

SimCity gets released to much hoopla after some preview videos and a very short and limited series of closed betas where people get enough time to whet their appetite but not much more.

The release is an absolute disaster because of EA's requirement that the game is "always online" (with the oft-repeated claim that being online is totally necessary because it will offload calculations that would otherwise just absolutely punish gamers' rigs, and absolutely not because it is a form of DRM. No siree bob, nuh uh no way no how); and yet amazingly enough EA, after resounding MMO successes like Warhammer Online and Star Wars: The Old Republic, just completely under-anticipated the need for actual game servers for people to play their "always online" game. This made the game completely unplayable for many people since they couldn't play it offline and they couldn't get onto a server. And even if they did get online, the server was as stable as a tower of Jell-O and would often kick people out or wipe their cities (the latter is still happening for many players).

Finally the server situation is stabilized enough for more people to get to grips with the game, which is revealed to be surprisingly shallow, requiring people to use numerous methods of gameplay that are actually counter-intuitive to city builder games. The game is rife with pathing issues, as vehicles will choose the shortest route every time, even if it's actually slower. Fire trucks and other emergency vehicles dispatch en masse to fires, with all trucks arriving to a single fire (even if other buildings elsewhere in the city are burning). All of this is before you even take into account that the game actually does not allow you to build a city the way you want (both due to the limit on city sizes and the fact that the "always online" "social" component actually forces people to build "specialized" cities instead of the usual traditional R/C/I mixture).

As people get to grips with all this, more enterprising gamers start to delve under the hood, in the hopes that they can find a way to mod the game for offline play (which they do after a fashion, and I believe it was subsequently denounced by EA/Maxis as a "hack" that could cause gamers to get banned). Many of the game's dirty little secrets are discovered: the "always online" component is literally two lines of code that ping the servers and kill the game if there is no response after a period of time. The highly-touted "agents" system is at least partly responsible for all the game's traffic congestion issues, as it merely sends agents to available tasks (houses, jobs, etc.) all at once, with every agent converging on the first place until it is full, then moving on down to the second, and so forth, with the result being that the game's Sims actually just go from random house to random job to another random house to another random job, repeat as necessary. This also has the hilarious unintended side effect of having uneducated Sims actually go work at the nuke power plant (which requires educated Sims), while educated Sims sit at home and lament their unemployment (at least, until the nuke power plant melts down and kills everyone). Speaking of unemployment, it is also discovered that the game actually fudges population numbers, so that the game will literally complain about unemployed Sims that do not even exist. I could go on about many of the game's other horribly broken features but I think you get the point. I should also add that many devs confirmed that a lot of the game's problems were intentional, either by omission or by the fact that many of the broken features were intentionally designed that way. One dev gave a talk where he actually said "you should always be asking 'what can I remove from this game?'"

Oh and it's also discovered that all the offline calculations EA/Maxis claim the game does to their servers is actually complete fiction and there is no actual need for the "always online" requirement beyond saving games in their server cloud. No calculations actually take place on EA's servers and the game is perfectly capable of running offline (apart from the previously mentioned saving of games).

During all this time, EA and Maxis delivered a fascinating example of How Not To Do PR, as they stubbornly refused to accept even a single shred of responsibility. Instead, EA/Maxis blamed everyone from the gamers (who overloaded their servers and don't understand their "vision" for the game) to the games industry media (for either being too negative towards the game, or for hyping it too much, I forget which), with particular bile reserved for the Consumerist. This is because EA managed to handily win their second "Worst Company in America" award in a row from the Consumerist. EA's Peter Moore then claims the reason they won this is because of angry conservatives voting against EA in the Consumerist's poll because of EA's LGBT-friendly policies. Either that or angry sports fans voting against EA in the same poll because they didn't like whatever player/athlete was featured on a given EA Sports game's box. I am not making this up.

Additionally, EA told people they could flat-out get hosed on a refund (even when, depending on the country, there were actually legal protections in place that mandated EA had to issue a refund). In some cases EA begrudgingly issued refunds, in other places people were either forced to seek refunds via the point of purchase for non-Origin-based purchases (Amazon in particular should be commended, as they took most people's requests for refunds cheerfully and quickly), or by issuing a charge-back thru their credit card provider/bank. Incensed by people actually wanting their money back for such a lovely game, EA ran around banning users and game key codes willy-nilly (many of the affected keys were ones issued via Amazon, which in several cases hosed over people who hadn't actually contacted Amazon for a refund). EA finally begrudgingly offered an olive branch to gamers in the form of a "free game". This offer consisted of a bunch of games that generally required paid DLC to play successfully, and Sim City 4. The "free games" were then subsequently highly discounted during a sale on Origin. Again, I am not making this poo poo up.

Oh and somewhere in there EA's CEO finally resigned, and I think one of the top guys at Maxis left. And throughout it all EA and Maxis just kept their heads buried right in the sand, issuing increasingly :smug: and condescending press releases about how "millions of people" were still playing SimCity even after it became apparent that they had a huge failure on their hands. After a while, EA/Maxis seemingly went silent and apart from the announcement of the much-vaunted 2.0 patch (which will arrive next Tuesday and looks to be completely underwhelming), they have finally figured out that it's best to keep mum, since every time they open their mouths they have to extract a football team's worth of feet from it.

If you managed to slog your way through all that text and still think SimCity is worth a buy, then by all means do so. I think you'd get more enjoyment out of just setting $60 (or whatever the game costs now, last I knew several US retailers had it at half-price or even possibly less than that) afire and roasting marshmallows over it, but to each their own. v:shobon:v

Patch notes

Note 1: since the game is always online you will always be playing with the most recent version with no possibility of downgrading.
Note 2: Despite what's stated in the patch notes, here's what someone on EA's forums had to say about the lack of truth in the patch notes:

quote:

Did anyone at headquarters patch this and try playing AT ALL? Every single issue is found within 20 minutes of play time. HOW DID THAT SLIP BY? Furthermore how could you calmly ask for feedback, knowing what a firestorm (pun intended) would end up here?

How are your paid testers playing? Could they post a guide? Because apparently they love this game, and told you the patch was SOLID for release!

The game sucks, your patch sucks, your QA team sucks, your testers suck, and your programmers apparently never even bother testing their code. You may just want to fire everyone, hire the 3rd worlders you have working at the origin customer service chat, telling the shareholders how much you saved in operating expenses to achieve the same nongoals - and call it a day.

I hope you clowns go out of business and the franchise ends up in the hands of people who actually care about what SimCity is supposed to be - because THIS ISN'T IT.

Update 10/09/2013 - Update 7.5
Sending monetary gifts will now arrive with the correct amount sent.
Additional compatibility fixes for Mavericks (10.9)
Compatibility updates for Windows 8.1 support
Tuned the “Not enough freight producers” alert to display if there is a local freight consumer as opposed to regional freight consumer
Using Mac shortcuts that change application focus during loading will no longer display SimCity in a window when switching back to game

The rest of this OP is mostly Extra Noise's excellent original OP with some changes.

:siren: Join #simcity on irc.synirc.net to play cities with other goons! :siren:

:siren: Use this spreadsheet to organize with other goons for region play! :siren:

:frogsiren: Some handy charts and stuff everyone should read! :frogsiren:

:siren: Please read the FAQ below. If you ask "How do I upgrade roads?" one more time, I'm going to start hitting the report button. :siren:


http://www.youtube.com/watch?v=WMF0ZprCH2g


A new SimCity has been released!

Yes, actually developed by Maxis.

Yes, by quite a few of the same people who made the previous SimCity titles.

But it's not SimCity 5; it's a reboot of the franchise that's more like a twenty-four year successor to the original 1989 SimCity than it is a direct successor to 2003's SimCity 4.

SimCity throws you into a game where you are mayor of a city (non-existent when you start) and you're tasked with building it from the ground up. Create jobs, build a transportation network, lay down neighborhoods for families, and then improve the quality of life for your Sims – the virtual inhabitants of your city – so that they'll continue to keep you in office. On top of this you'll need to balance a budget, find and resell resources to other players, and continue to expand your city's boundaries and improve services offered.


A History of the Franchise

SimCity 4 was released in 2003 and was met with critical acclaim but suffered in sales in the wake of the success that was The Sims. A follow-up title, SimCity Societies (developed by another studio), was released in 2007 but was a commercial flop, and Maxis was restructured and refocused to work almost exclusively on TheSims 2 expansions and TheSims 3 and its later expansions. By 2009, it was believed we may never see another true SimCity title.

The final nail in the coffin was Cities XL which was praised as a successor and then became a disaster (that certainly had some redeeming qualities, but not enough) and was a certain sign that EA would never sign off on another city building simulator because there was no market for them. But apparently the gears were already at work inside of Maxis, who was developing a new game engine called GlassBox that they anticipated to use to redevelop some of their older titles. Their first project? SimCity.


Features people are raving about!

- There are curved roads.

- Each region is multiplayer, allowing you to build cities and trade resources with your friends.

- There is a global market, allowing your cities that specialize in certain resources to distribute those resources to other cities/players for cash.

- Charts/graphs have been replaced in the game with stylized "Infographic" data charts overlayed on the city itself.

- Certain buildings are modular and can be expanded upon to affect the areas of the cities they are placed in differently. These include public buildings, civic buildings, and parks, among others.

- Cars/Sims in the game are persistent Agents and will go about their daily lives instead of fading in and out when they reach a destination. Each Sim that you see represents someone in the city, so if they're late for work (stuck in traffic), the building they work in will produce less and can cause it to shut down. They are all individually named, too!

- The "Agent" system assigns sims their daily housing and working environment. Agents are sent from buildings to meet requirements from other buildings.

- Buildings on-screen will affect the background music to give you an idea a particular area is doing.

- There are mass transit options such as busses, trams, and trains. Rumor has it that more will be added in the future.

- There are no more zone density types. Zones will grow in density as they meet certain conditions including demand and land value. You can limit growth based on road types.


Features people are raving-mad about!

- Forced online connection in order to play the game.

- Cities are saved to the server. There are no local saves. You cannot save, destroy your city with disasters, and then reload from the save.

- Cities are limited to roughly 2 square kilometers. This is about the same size as a "Medium" city in SimCity 4. There are reports that Maxis is looking to expand this in the future, but no information has been released yet with details.

- Modding is unofficially supported. More details to come as people crack open the game.

- There is no terraforming.

- There are no custom regions.

- Regions feature lots of "empty" space between cities, which at this time are big grassy plains. There are auto-generated highways that run between the cities that you cannot control.

- Tilt-shift mode. (I kind of like it.)

- Buildings situated along curved roads are not "wall-to-wall". Buildings are not dynamically shaped, leaving some dead-space between buildings. Right now that dead-space is all patchy grass, but fans are hoping there is a Cities XL-style system to plop in plazas, parking lots, etc.


Frequently Asked Questions

When does the game come out?
It is now available worldwide; it was made available on March 5, 2013 (US), March 7 worldwide, and March 8 (UK) for PC. Mac will be available soon (Spring 2013). You are required to use Origin to download and play.

I'm concerned about city size. They seem so small! Will city sizes be increased?
Maxis has mentioned a few times that there may be long-term plans to increase the borders of cities, but has them purposefully limited to decrease simulator workload and increase the need for city specializations.

How many cities are there per region?
Regions have between two and sixteen city plots, plus a handful of "Great Works" locations. You can play in up to 10 regions at a time.

Are there seasons?
Yes! Just no snow in winter. Time works differently in this game, based on "hours" that pass during the day that slowly advance each month and year. The game will cycle through each season, however, when it gets to the appropriate month.

Do I have to play the tutorial over again?
You don't. Click on the menu in game and select Main Menu. From there you can play normally.

Do I have to bulldoze all of my roads to upgrade them?
No! There is a small button under the road placement type buttons that allows for you to "Upgrade Roads" by clicking on them and selecting which upgrade or downgrade option you would like.

How do I zone entire blocks without dragging around the edge?
Hold down CTRL and it will "fill in" the block with the selected zone.

Why does transferring simoleans seem to take so long?
It's agent based: A sim gets in their car, suitcase full of money in-hand, and drives to the neighboring city. It can take awhile if you have traffic problems.

I'm being asked to build a Trade Depot. Where are city specialization buildings?
There is a small button (shield icon) in the lower left corner of the user interface that allows you to build city specializations, including the Trade Depot (and Casinos or whatever).

How are Sims named? Can I name my own?
You can't name your own, unfortunately. You can import them, somehow, from TheSims 3 through some trick of magic that I don't fully understand. I believe it involves sacrificing a goat. The names you see in the game are randomly generated from the 1,000 most popular first and last names in the U.S.

How do I disable the blurry effect (Tilt-Shift effect)?
To disable tilt-shift (or at least turn it down), check out the graphics options and select "Less" under the drop-down menu.

How do I change the color of my game? Everything is too bright and colorful and I hate prettiness. (Also maybe I'm colorblind.)
The options to change the camera "filters" are located under the game settings. It's a big drop-down list that includes a bunch of different filters to view your cities in. I prefer "Warmer". There are options for individuals with colorblindness as well, so they can view the information on the screen.

How do I restart my city?
Admit defeat and get the bulldozer warmed up: There's no reset.

I don't really care about cities, but I like zombies. Are there zombies?
One of the disasters is a simulated zombie outbreak that will spread from sim to sim, forcing your police force to kill the infected before it gets out of hand and destroys your entire population.

Can I reticulate splines?
This is actually the first game in the entire series that allows you to do it, because all the roads are real splines now. Reticulate away!

quote:

A park. I blame a park for a city of dead, irradiated, burnt sims.

Here's the story:

My city was doing nicely, earning a decent profit and had good service coverage. High density buildings had started sprouting up in my core downtown area after upgrading my roads, but they werent a huge burden to the city and I was handling things. I built a nuclear power plant and, now supplying the region with lots of power, took down my old windmill. The city was well educated and running smoothly.

I decided that downtown could use a little urban renewal, so I built a plaza.

Immediately the new high-wealth skyscrapers started to spring up. It halfed my total population, as everyone who was living in the buildings that were just there were kicked out in the name of new development. But that was where all the smart sims lived!

The nuclear plant immediately started issuing warnings of a lack of educated workers, and that's when things got hairy. The plant melted down. A wave of radiation washed over my city, killing hundreds.

With the power now out, and no money for a backup, the clinics filled up and then shut down. The schools shut down. Police. The fire departments.

Sims, homeless and without jobs because their factories and offices were closed, began turning to crime. Crime led to arsons. And that's when the great fire broke out, consuming what was left of the city that wasn't completely sick and decayed.

In less than a year, the city went from a thriving metropolis to a burned crater, glowing and full of criminals and fires.

All because of a park.

xzzy posted:

Had a cozy little town going, but the main avenue was getting a lot of traffic backed up during the morning and evening commutes. City was perfectly stable, I was making enough money to experiment with some upgrades and was generally having fun exploring the game. Without thinking I upgraded the avenue. and suddenly a bunch of medium density buildings converted themselves into an unbroken row of skyscrapers. They looked like the magnificent mile in Chicago.

All the sudden I had thousands of unfilled jobs and I wasn't making money any more because the vacant towers weren't generating any taxes. After a few minutes my industrial sector also got pissed off because no one was accepting their freight and then they started shutting down.

Worst part was it didn't do jack poo poo to help the traffic problems.

Badfinger posted:

Making the highway right through town also be a major artery to get to places IN town is horribly dicking me over. Traffic is terrible and it's causing people to miss work, which is causing them to be homeless, which is causing buildings to be abandoned, which is causing crime, which is causing me to spend more money on police infrastructure (but I can't spend it on the really fancy police station because I can't afford it, so I'm band-aiding it over with the cheaper ones which end up costing more overall), but there are homeless people so I'm losing out anyway because I'm not getting enough tax revenue, but the traffic is still so loving bad that my police cars and fire trucks are in horrible traffic jams and can't stop the crimes (example crime: arson). Traffic so bad that the common cry of "why aren't people pulling over? Why aren't the emergency response services using the unused lanes?!" have no merit to me because all the lanes are jammed for HOURS. And guess what? When the skyscraper on the avenue is the one that's catching fire, then the fire trucks are the ones causing the traffic jams. Hooray for me.

quote:

My jerk friend built a nuclear power plant in a neighbouring city but refused to educate workers enough to properly run it. In essence, he had elementary school educated adults running a nuclear reactor. It eventually melted down when they mistook a control button for a soother, and the radiation cloud is going to arrive in my city soon. When I found out this happened, a tornado appeared in my wealthy downtown core and took out about a thousand people. Welp.

Mandalay posted:

To alleviate traffic congestion, I added an extensive streetcar fleet running a perimeter loop around my city, as well as one spur through the central avenue that runs from the highway to the coast. To help circulation, I also added an avenue on the edge as well.

My incoming traffic backed up to the next city over. You know all that green space people are complaining about as empty? Nope. Full of cars. Outgoing traffic was paralyzed too.

Then a taxi stopped on the side of the main avenue for days. And my oil tanker got stuck behind that. My city ran out of power due to lack of oil and negative tailspin bankruptcy hoooo

quote:

I finally got a sweet processor/computer/television industry going, when a giant lizard monster rampages through my nuclear power plant and renders the city uninhabitable due to radiation. All my high-wealth, high-education, high-density stuff turned to mud huts instantly. There's nobody around smart enough to work in my high-tech industry, and nobody even smart enough to recycle things so that I can produce more plastic and alloy for my industry anyway.

BULBASAUR posted:

Remember my hilarious soviet dystopia of coal, oil, zero social services? Monday night I made a mistake. After watching an alarmingly large part of my population die in the streets from pollution I built a school and a clinic. BIG mistake. Suddenly the plebs got dangerous thoughts and started to DEMAND things from the people's mayorship of lowtaxastan. Riots broke out. People packed up and left the city.

I vowed to demolish the troublesome school and clinic when I got home.

Instead I built more schools, clinics, and a ton of parks. My population started to decline even more so I built even more parks and social services before rezoning everything into heavy. The net result basically looks like this.

http://www.youtube.com/watch?v=lxq7U0oNuCE

:siren: This thread contains much of the following. You have been warned.

univbee fucked around with this message at 14:38 on Mar 20, 2014

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univbee
Jun 3, 2004




Beamed posted:

The FAQ says the game is fun despite the earlier warnings. So, well: is it?

I just edited the OP and combined two related questions to avoid this confusion.

univbee
Jun 3, 2004




Ugly In The Morning posted:

Some do, some don't. Crysis 2 is on, the Sims stuff is on, I think, but it's missing games like Battlefield 3 and Mass Effect 3. It's kind of a crapshoot.

I think, excluding Sims 3 expansions and a reissue of Crysis 2, no games have made it to Steam since Origin has been a thing. Battlefield 3 was the first Origin-only game and it's been non-Steam since then.

univbee
Jun 3, 2004




Undead Unicorn posted:

The op quote mentions this game was a failure right? Was it one financially at all or just from a creative standpoint? Seriously EA white knighting is a getting annoying to me online.

Financial is the one variable in which we're not sure how well they did. On March 18th, two weeks after availability, they had apparently sold 1.1 million copies; a press release issued April 10th (to announce the pending Mac version) bumped that only to 1.3 million.

Other things that happened: Amazon stopped selling the digital version of the game for a while due to the large volume of complaints, and EA even requested their advertising partners to pull their ads in an attempt to slow the tidal wave of new players while they kept trying to unfuck their servers.

The game currently has a 64 on Metacritic, but at least a few reviews revised their scores after initial impressions due to the connection issues (Metacritic doesn't re-score in this case). Metacritic's user score stands at a 1.9 right now, Amazon has a 1.5 star average. To compare, Simcity Societies has a 2.5 star average on Amazon, a 63 on Metacritic and a 4.1 from Metacritic's users.

univbee
Jun 3, 2004




Air Julio posted:

Has anyone cracked D3 yet? Not trying to be snide, just asking.

Nope. The game itself works like an MMO; all monster behavior and item drops are controlled server-side.

univbee
Jun 3, 2004




Well, not content with Steam making Simcity 4 Deluxe a daily download a few days ago, GOG has jumped into the fray with a 60% off classic EA games sale, which includes Simcity 2000 Special Edition (making its price $2.39). It's Windows- and Mac-compatible, although I think in both cases it's the DOS version running through DOSBox.

univbee
Jun 3, 2004




ExtraNoise posted:

If EA attempts and succeeds with ruining their (possibly) largest franchise on the PC, what will be left for them?

They're the only game in town to make licensed sports games, which people pay $60 a year for per sport and while making less overall money wouldn't endear them to shareholders, they would nonetheless remain a very profitable business pretty much in perpetuity.

Madden and NHL both do extremely well in North America (Madden has sold an average of 4 million copies for each release, of which there've been 24 so far), and FIFA does even better than them due to the huge international market (no one cares about American Football or Hockey outside of the U.S. and Canada but you bet your rear end they love their soccer).

As lovely of a company as EA is relative to its customers, they pull in tons of money and the sports games sell a lot of consoles (which was a significant contributing factor in the Dreamcast's demise, as EA finally told Sega to go gently caress themselves after releasing no less than 3 poorly-selling consoles in North America). People and companies would have to develop self-control and a conscience for EA to go down; it's just not going to happen, even if they get reduced to just the EA Sports division, which is pretty much a failure-proof business model.

univbee
Jun 3, 2004




Police Automaton posted:

Gaming nerds have very poor impulse control.

This is incredibly true; have there been studies or anything that sheds some light as to why this is the case? Music and movies are nowhere near as bad. Almost every $50+ game has pre-order incentives that are usually digitally locked, and many of the hotter titles will have grandiose collector's editions that cost $150 and sell out months in advance, but I think the poor impulse control was already there and the publishers took advantage of it.

This game was a big enough disaster that it's making me re-evaluate my spending habits in a pretty serious way. If that pans out, it'll ironically be worth the $80 I spent on it.

univbee
Jun 3, 2004




Denzine posted:

I think you're all mistaking the validity of music and movies as artistic mediums with what their respective industries actually put out.

edit: I realize I'm being unfair to Nickelback by putting a joke about them next to Bee Movie.

Video game marketing preys a LOT more on a sense of urgency than those industries, though. There are almost no DVD or Blu-ray releases that you can't just order on Amazon for either the regular retail price or well below retail price, even elaborate box sets are plentiful. The supposedly-crazy limited Wizard's Collection of Harry Potter (I think 32000 copies worldwide) is still easy to track down. Likewise with those early DVD releases of the extended Lord of the Rings movies that had little statues in them; they're plentiful and like a third of the price they were when released.

If you wanted Collector's Editions of the following games you had to pre-order basically right when they were available for pre-order (or get stupid-lucky at a brick and mortar store)

- Any Blizzard product from Diablo 2 onwards (although CE's of every WoW expansion are available in most places still at standard prices)
- Borderlands 2 Collector's Edition
- Ni no Kuni Wizard's Edition (and the company handling the pre-orders in North America hosed up pretty bad; some people who pre-ordered early never got theirs)

Comparatively, very very few CD, DVD or Blu-ray releases do the same thing (actually run out intentionally) in most of the world. They happen, but they're outliers and usually reserved to countries with serious collector's markets like Japan (e.g. "The Alien Head" set). Even Kickstarter exploits this in a pretty big way. "Oh, you want this fancy box of this game you've been dreaming about since you were in high school? Well you'd better get $250 to me within the next 30 days for something that you won't see for another 18 months or you can kiss your chances of that happening goodbye."

univbee
Jun 3, 2004




Lucy Heartfilia posted:

But aren't video game sales very similar to movie ticket sales? Most of them happening in the first few weeks and so on?

It's the same with movie and music sales, and in the case of movies applies equally to the box office (you might be hard-pressed to see Iron Man 3 on opening day/weekend but after that the audience rates plummet pretty rapidly) and home movie releases. Remember Disney specifically employed its Disney Vault system to exploit this; they can set off a buying frenzy every time they reissue a movie, just like they did in the pre-home video days by re-releasing Snow White or whatever for a country-wide theatrical tour whenever they needed a fast cash injection.

Ultimately a lot of it has to do with accounting and shareholders. A media product's success is gauged on its success based on how much money it makes in its first week or two, and what happens after that is largely incidental. I'm pretty sure that at EA, you're probably less likely to be fired for releasing a product that sells a million copies in its first week and then never sells another copy, than if you released something that sold 250000 copies its first week and then 50k copies every week after that for the next 6 months.

This is also why almost everything either comes out in September, or on Black Friday. If you don't have the bestest numbers ever in Q3 you might as well not be making games, apparently.

univbee
Jun 3, 2004




No Safe Word posted:

Excuse me, Simcity has won 26 PC game awards

Either they're counting other games in the series or bullshit like "most anticipated game of E3 2012". I did find one award EA got because of the game after its release, though: http://news.yahoo.com/botched-simcity-launch-vaults-ea-second-consecutive-award-194255890.html

univbee
Jun 3, 2004





I also just noticed the juxtaposition between the two stars in the gold medal, and the 1.5 star average.

univbee
Jun 3, 2004




KnifeWrench posted:

Peter Moore certainly did his best to spin it into a badge of honor.

I love how The Consumerist replied to this and basically stated that they were full of poo poo (they found no evidence of that kind of group effort or a pattern of link referrals that would suggest what EA was alluding to).

univbee
Jun 3, 2004





I'm surprised you forgot to mention Syndicate: the first-person shooter.

univbee
Jun 3, 2004




DeclaredYuppie posted:

Only if that margin is a meaningful driver of additional profits. Even if EA charges itself $0 to distribute through Origins (which I'd say is a shady transfer price even if it's close to accurate), how much are they paying to box their games? $1 a box? So at most a 1.5% cost driver?

There's a LOT more to physical distribution than putting a DVD in a pretty box. Remember it's not an end-to-end sale, they have to sell units in bulk to retailers who themselves are charging $60 for the game (meaning they're paying less), and major stores like Amazon and Wal-mart buy in big enough quantities to drive the per-unit cost down quite a bit, and some of them won't touch it without some kind of guarantee that your product will fly off the shelves (i.e. you are advertising the gently caress out of it).

Valve would take I think 1/3rd of your sale price and that was seen as a pretty amazing deal, given Steam's popularity and the fact that they cut through a lot of the bullshit when it came to marketing/distributing your game.

univbee
Jun 3, 2004




kedo posted:

If any of you in this thread buy an EA game ever again, I will be sorely disappointed in you. They need to be run out of business.

Agreed, but we're too small a population. Even if every one of the 177000 SA members was a lost sale, that doesn't affect their bottom line much, certainly not "run out of business" territory. And as far as gamers and their self-discipline, all I have to say is:

univbee
Jun 3, 2004




Reason posted:

This game has led me to pretty much never purchase an EA game again. I kind of want to play BF4 because I do enjoy the Battlefield games, but I'm just so upset. I really DO enjoy the first hour/hour and a half of a city in SimCity then you hit 'the wall', literally, figuratively. I really hope those awesome modders do something to unleash SimCity, some of the stuff that let you build in regions looked promising and if they could open up an entire region and offline mode I'd probably play the game.

I mean, people were comparing this to Diablo 3, but at least Diablo 3 is fun after an hour of playing.

Diablo 3 was essentially playable after the first 2 days, and the game only turned to bullshit on the last difficulty level (and I think they've fixed a lot of the issues that led to this anyway). By then, you had technically beaten the game 3 times, which is longer than most games are able to hold my interest, at least.

I don't really see Battlefield 4 offering anything compelling, frankly. Is there really something that Battlefield offers that Call of Duty doesn't? Cutting out EA from your spending habits is actually more doable than it is with a lot of companies, since their franchises are designed by committee to the point where they have no soul to them. Ubisoft was on my naughty list for a while with their always on DRM but they've since backed away from this policy, and while not everything they do has been great they've shown they can be more than a cookie-cutter company with products like Far Cry 3: Blood Dragon. Ubisoft now actually feels like they genuinely care about making their customers happy in a way that goes beyond their shareholders' demands. They're not perfect, but I feel like they at least give a gently caress.

univbee
Jun 3, 2004




Shumagorath posted:

-Vehicles (even if jets hurt more than they help)
-The best sound design in the industry by a wide margin
-Projectile physics instead of hitscan weapons in loving 2013
-Acceleration (as in you don't instantly move at full sprint and have to slow down too)

That's an interesting list, given how all of those shouldn't be an issue for Call of Duty to implement; vehicles have been in FPSes on PC since 2003...normally I'd say it's a software patent issue but everything you just described other than maybe the acceleration (and the sound, I guess) have been in numerous games from several different companies, so I don't know. I guess it's different since the Battlefield franchise literally started as a multiplayer-only game while the first Call of Duty games were all about single player.

I started a bit of an EA purge in my house, it turned out it wasn't so bad since I had very few console games, pretty much just Skate 3, and two games a friend of mine worked on during his brief stint at EA in Canada I'm going to give amnesty to (SSX Blur and Boogie).

I don't do multiplayer so that makes things pretty easy, really. The only two things I can't really deal with cleanly without EA are football and hockey games. I'm probably going to stick to the PS2 versions of those games; at least with hockey there's a strong community that ROMhacks the SNES and Genesis versions of NHL 94 (the series' zenith) to have the most recent rosters.

Jesus, this loving patch.

univbee
Jun 3, 2004




I'm aware that it doesn't immediately affect their bottom line (as mentioned, they already have my money), but getting used to not playing games of theirs makes avoiding future games a lot easier. EA hasn't put out an original game in a very long time and I'm more trying to break the sequel cycle than anything else.

univbee
Jun 3, 2004




Air Julio posted:

This thread is amazing. Every time I feel the righteous indignation can't get any worse, goons find a way to top themselves.

Seriously, are you that weak-willed?

Seriously, yes. :smith:

univbee
Jun 3, 2004




Mendrian posted:

So you're saying that you're making Hate EA a lifestyle choice. You're making it a part of your identity, removing any of the hated EA scriptures from your home.

I'm not going to be crazy-militant and preachy about it, if that's what you're implying, but at this point I just don't see myself having fun with their games anymore.

univbee
Jun 3, 2004




The Sims 3 DLC has gone on mega-sale on Steam a few times (like 66% off for each thing) but you'd still be paying well over $100 for everything even with those discounts. I think their release was paced so you would buy them for $40 at a time as they were released, with the presumption being that you were constantly playing just that one game and each DLC was answering the hardcore Simmers' wants for more.

VV That too.

univbee fucked around with this message at 14:49 on May 12, 2013

univbee
Jun 3, 2004




Honestly, being pretty in stills was a pretty huge influence in my getting the game, and it seems I'm not alone in that regard.

univbee
Jun 3, 2004




Mozi posted:

The problems with this game, beyond the online issues, are fundamental and, I think, unfixable. So while they'll do bugfixes and put out some contractually-obligated DLC, the game is headed for oblivion sooner rather than later.

Sadly I think this is the case. As a hypothetical, what would be the path of least resistance towards making things work?

- Making the game moddable
- Making the game support local saves
- Maybe some method of making invisible or unblockable agents for transferring things?

univbee
Jun 3, 2004




Like a blowjob sandwich, but with only one blower. Like the equivalent of an open face sandwich with a single piece of bread, only fellate-y.

VV It does?

univbee fucked around with this message at 13:19 on May 16, 2013

univbee
Jun 3, 2004




Endorph posted:

* Fixed bug where Firemen would stop on the way to a fire to ride rollercoasters.

Sold. Come to think of it, I think a lot of the game's problems would be fixed if you had the slapping demon hand from Dungeon Keeper.

univbee
Jun 3, 2004




I want them to import the same A.I. used by police cars in Grand Theft Auto for all the agents. That should solve everything.

univbee
Jun 3, 2004




Tried version 4.0. After applying the patch, the "restart" process locked up the game and I had to end task. Relaunching it asked me to pick a server from an empty list. Deleted the entire game and tried to redownload, said the download directory was invalid. So that's my review of version 4.0 of SimCity.

univbee
Jun 3, 2004




IMO the game's last hope is some sort of Hail Mary patch with the Mac version's release. If the game still has the bulk of the same problems at that time it's officially a dead duck. Some sort of protest at EA's E3 booth would be pretty magical, although I suspect it wouldn't happen due to the possibility of being banned from all future E3 conventions.

univbee
Jun 3, 2004




Martytoof posted:

Shut up shut up shut up la la la not listening :(






Oh man this is going to be the case, isn't it? :(

With EA? I'll be amazed if it doesn't require a Windows 8 Pro license and an Office 365 subscription to work. That doesn't make any sense, but at this stage nothing would surprise me. Don't forget they turned Syndicate into a first-person shooter.

univbee
Jun 3, 2004




Don't forget EA offered up a free game to early buyers (and even gave a heads-up for prospective new buyers), and one of those was a brand new still-$60 game. I know a few people doubled-up that way (in their mind they were buying Dead Space 3 at regular price and getting SimCity for free). Some people got shafted, though, like myself who already owned everything that was worth anything in the offer and had to settle for Simcity 4, which I already owned on Steam. If they had a gifting system I'd have picked up Dead Space 3 for a friend instead, and truth be told I'd feel a lot better about this whole ordeal in that case.

The Phantom Menace analogy is interesting; there's a big difference between paying to see a lovely movie and paying to see a broken movie. I think a better example would be comparing it to a concert, like back in the day when Axl Rose would throw a temper tantrum and walk out after playing for 20 minutes; there's a big difference in expecting a refund if the concert was full-length but lovely (depending on the reasons for it being lovely), and if the concert was cut abruptly short and no refunds issued.

univbee
Jun 3, 2004




WeaponBoy posted:

Second, I know people freaked out because Syndicate wasn't an isometric strategy game, but Syndicate was actually a ton of fun, both in single and multiplayer. :colbert:

I'll admit, I played through Syndicate single player, thought it was OK if mostly a bog-standard FPS, though it did have my favorite FPS boss fight of all time which won it some brownie points (and the level following it was pretty wicked, if it'd kept up that momentum for the rest of the game I'd have been pretty thrilled). Still a jarring shift in game style, and one I'm quite glad Brian Fargo lampooned in his Wasteland 2 video pitch.

univbee
Jun 3, 2004




rickiep00h posted:

people that talk about class action suits against Blizzard get laughed right the gently caress out of the WoW threads

Assuming this is about something other than the kerfuffle following Diablo 3's release bogging down battle.net, I'd really like to know what their beef was. Was it like "WAAH they nerfed Rogues"-type poo poo? :allears:

univbee
Jun 3, 2004




Sierra Sports NFL Football Pro '99 was so buggy they actually issued a product recall for it; IIRC Sierra offered no-questions-asked full refunds to anyone who sent the game back. They also axed the franchise outright.

univbee
Jun 3, 2004




Zelder posted:

Wasn't Daikatana completely horrible, buggy, and parts of it were unplayable?

"You call it unplayable, but I call it a challenge." - Amazing Let's Play of Daikatana which should show you all the greatness of the game with only the first patch. Highlights:

- In a multiplayer game, when you change levels, the players will only START loading the level once the host has fully loaded the level. Loading a level took at least 45 seconds on a good PC in those days, so you'd have roughly 2 minutes of downtime waiting for the level to change.

- One of the levels starts with a game engine cutscene where a giant metal door opens, then you're given control of your character and able to go through the door. Multiplayer games don't play the cutscenes, so you start that level in a tiny hallway you can't leave; you have to noclip through the door.

Maybe I care less about it because I never bought the game, but I think John Romero got exactly what he deserved from Daikatana, with his name being so thoroughly tarnished he'll likely never meaningfully work in the industry again.

SimCity hasn't (yet) failed hard enough for most people's liking, which is the big difference.

univbee
Jun 3, 2004




A similar bug happened with a mediocre D&D Pool of Radiance game, although I think it didn't matter where you installed it. I remember seeing warning stickers on the PC game boxes in store.

univbee
Jun 3, 2004




My guess? The rollercoaster actually gets stuck in traffic, generating a ride queue so long it engulfs your entire city.

univbee
Jun 3, 2004




WeaponBoy posted:

I still have no idea why Origin says you need to download 12 gigs of data. Doesn't the install folder only hold like 3.5 once the game is downloaded?

I'm assuming they calculated some weird size ceiling to the complete game + DLC; maybe some people with tiny hard drives bought one of the Sims games and bitched because the game "stopped working" and this is their way of covering their rear end.

What I find most retarded is that Origin itself only downloads the launcher; downloading the game itself only starts when you actually launch the game. Likewise, anytime you want to patch it's the same.

univbee
Jun 3, 2004




The Sharmat posted:

Rome: Total War shipped with an AI that didn't understand the concept of rivers. It wasn't a glitch or anything, they just didn't give the AI an awareness of the fact that it couldn't cross water without a ford or bridge. This lead to hilarious battles where it would march all of its troops blindly forward, and the ones that weren't lucky enough to have a crossing in the way just walked into the river and drowned.

Lemmings: Total War

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univbee
Jun 3, 2004




Well, not specific to Simcity, but I looked up the Wikipedia page for The Last Of Us (a game which isn't out for another two weeks) and due to "best of show"-type E3 awards already has 25 awards. This is for a game no one has played yet.

VV Because this was on the front cover of Simcity's boxed versions:

univbee fucked around with this message at 02:56 on May 30, 2013

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