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Posted by Kotaku Mar 28 2014 17:17 GMT
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Remember SimCity 2000? It was my go-to game in computer class back in middle school—and this is that it had nothing to do with another love at the time, Pokémon. Who knows how obsessed I'd be with SimCity if it had anything to do with Pokémon?Read more...

Posted by Kotaku Mar 18 2014 15:30 GMT
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One year later, SimCity will finally be playable without an Internet connection—a new update, live today, adds an offline single-player mode to the controversial city-building game.Read more...

Posted by Joystiq Mar 16 2014 18:30 GMT
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SimCity's Update 10, a patch that will allow for offline play, is in "final testing," according to a tweet posted on the game's official Twitter account. Update 10 was revealed back in January, shortly after publisher EA and developer Maxis announced that the game would also start supporting mods.

The SimCity saga of server instability and poor service was one of 2013's defining moments in gaming, as well as inspiration for our newly-launched State of Service reviews. The option to play offline has been a long time coming. [Image: EA]

Posted by Kotaku Mar 13 2014 03:00 GMT
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Of all SimCity's faults , the biggest was that, even when it was working, it was a very poor city simulator. Things essential to your planning - transport, land value, etc - seemed like they were either busted or running in a fantasy land.Read more...

Posted by IGN Jan 31 2014 21:30 GMT
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Six times people in video games ate their words. Plus, the Gears of War turn and PS4 may be emulating PS1/PS2 games.

Posted by IGN Jan 13 2014 23:32 GMT
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In today's Fix: Game of Thrones Trailer Revealed, Last of Us & Call of Duty:Ghost DLC Announced, Titanfall is tough to market and Simcity goes offline.

Posted by Joystiq Jan 11 2014 17:00 GMT
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Modders have never really needed a developer or publisher's blessing to do their work, but EA and Maxis have, nine months post-release, begun to allow official mods for SimCity. There are some caveats to being an official mod however: according to a post on the SimCity blog, you can't modify any executable files (.exe, .dll, .so, etc), can't use copyrighted material, can't use material unbefitting of an E10+ rating, and cannot "jeopardize the integrity of the gameplay" or "affect the simulation for multiplayer games and multiplayer features."

While the first three items on the above list could be described as "restrictive," it's the rules about "jeopardizing the integrity of the gameplay" that raise eyebrows. In March, Maxis General Manager Lucy Bradshaw tweeted that "the game was designed for [multiplayer]," and reiterated in a blog post that a single-player mode "didn't fit with our vision." So if the game was designed with multiplayer as an integral gameplay experience but mods can't affect the multiplayer simulation or "jeopardize" gameplay, this may be the most restrictive clause of all.

EA also has the right to use, copy, modify and/or distribute an official mod without asking the creator's approval, without paying the creator, and without crediting the creator. So feel free to change the game, modders; just don't change it too much, and don't expect to get paid or credited.

Posted by Kotaku Nov 20 2013 08:00 GMT
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In 1993, Britain's Channel 4 ran a four-part documentary series on video games. The third episode was about SimCity, and twenty years on, it stands as a monument to all that was amazing about both the early 90s and antique PC gaming.Read more...

Posted by Kotaku Nov 12 2013 08:00 GMT
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Glasslab Games have taken Maxis' misguided SimCity and tried to wrestle something genuinely useful out of the thing. Read more...

Posted by Joystiq Oct 29 2013 23:30 GMT
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It seems appropriate that the launch trailer for Cities of Tomorrow, a SimCity expansion which pushes your virtual society 50 years into the future, should arrive today, more than two weeks before its November 12 debut.

Posted by Kotaku Oct 29 2013 03:00 GMT
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For the past eight years Choice, Australia’s biggest independent consumer organisation, has been running the Shonkys — an awards ceremony that names and shames Australia’s ‘shonkiest’ products and services. The Shonkys are taking place right now and EA Australia has just won an ‘award’ for its handling of the debacle that was the Sim City launch.Read more...

Posted by Kotaku Oct 15 2013 01:00 GMT
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It can often feel as though some people who like video games want to have it both ways: They want games to be taken seriously and acknowledged as an exciting artistic medium, but the moment someone critiques a game's politics they respond, as if cued by an invisible conductor: "It's just a game! Stop taking it so seriously!"Read more...

Posted by Kotaku Oct 10 2013 18:30 GMT
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On October 1, President Obama took the stage at a press conference and did something unusual for the leader of the free world: He explained why a website wasn't working. Specifically, Obamacare's overloaded online service healthcare.gov, which hadn't had a particularly smooth launch. For a moment, the president sounded indistinguishable from a PR rep for a video game developer like Electronic Arts, Blizzard or Rockstar. Read more...

Posted by Kotaku Oct 02 2013 03:30 GMT
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The good news is that SimCity will soon be allowing user-generated content. The bad news is that EA is looking to place so many restrictions on what you can actually mod that it seems almost pointless.Read more...

Posted by Kotaku Sep 19 2013 18:44 GMT
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SimCity is going to the future, where hopefully the servers are better.Read more...

Posted by Kotaku Sep 18 2013 05:00 GMT
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SimCity has a new round of DLC on the way, and unlike previous efforts, this one isn't tied to a company. It's tied to a charity.Read more...

Posted by Kotaku Aug 15 2013 21:00 GMT
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Games come, and games go. After a time, we lose interest.Read more...

Posted by Kotaku Jul 25 2013 04:30 GMT
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SimCity had one of the most catastrophic launches in video game history. Even after the server problems went away, fans slowly found out the game was a city-building mirage, with many key features and mechanics simply not working. Somehow, at EA, this qualifies as a "success".Read more...

Posted by Kotaku Jul 16 2013 19:30 GMT
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SimCity creative director Ocean Quigley announced today on Twitter that he's leaving Maxis to found an indie studio called "Jellygrade" alongside two other Maxis designers.Read more...

Posted by Kotaku Jul 03 2013 23:30 GMT
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It seems a few players were a little upset with the way the most recent installment of SimCity turned out. Today a survey is making the rounds suggesting several potential features and expansions that might transform Maxis' train-wreck into the game we wanted in the first place. What sort of improvements and changes? How about the ability to raise and lower the ground? Larger cities, so we're not done building in thirty minutes? The return of subways! Along with these compelling features, the survey also gauges interest in fresh multiplayer features, including I don't care about multiplayer SimCity anymore. Wait, that's not on the list. The survey continues, laying out the idea of a potential expansion pack, packed with further really cool things that might make me open up Origin again. I love the idea of SuperScrapers reaching into the sky, with the ability to split them into distinctive zones. And future cities? Yes, please. I want my city to progress until we are all Autobots and Decepticons. Of course this is just a survey, and no indicator of what EA's actual plans might be. It's at least somewhat comforting to imagine they might be listening to SimCity players for the first time since all of this shit went down.

Posted by Kotaku Jul 01 2013 03:00 GMT
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If your $50 copy of SimCity is lying unused, would a $9 piece of DLC adding a few balloons get you playing again? Of course not, but that's the plan at EA regardless, the new "Airships" set adding two new types of hot air balloon park and an airship mass transit option. That's it. For $9. Believe it or not, the video above is not parody. It is a real promotional piece. I really want to write something nice about the game, since Kirk beat me to the game's sole bright spot, its wonderful soundtrack. Maybe one day I'll get the chance.

Posted by Kotaku May 27 2013 22:00 GMT
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Anxiety caused by the fear of missing out (FOMO) is a real thing: it's when you worry that no matter what you're doing at that moment, you could be doing something better somewhere else. Typically, FOMO is discussed in the context of social media, as social media feeds into the fear of missing out. We can constantly check in on what's happening with our friends and family—and having this ability makes it easy to wonder if you'd be having a better time doing something else. You might experience something similar to FOMO while playing games online, since most platforms tell you what your friends are playing at any given moment. That makes it easy to doubt whether what you're thinking of playing is as cool as you think it is. I know I've started playing a game because a Steam pop-up told me a friend was playing it, at least. But more often than not, I have a nagging fear of missing out while playing a co-op game solo. I can never shake the feeling that whatever fun I'm having at the moment would be dwarfed by the fun I could be having if I was playing the game with some friends. That's probably a fair fear, to be honest—friends make everything better. But beyond the desire for camaraderie and connection, I fear that there's something in the melody of the design that only sings when other people play with you—people who can react in ways AI teammates simply can't. I've been playing Fuse recently—that third-person co-op shooter that used to look more cartoony—in preparation for tomorrow's review. Due to internet problems at home, I haven't been able to team up with anyone to play the game. Not yet, anyway. I fear that there's something in the melody of the design that only sings when other people play with you. Co-op games are often built with design elements that encourage coordination, and that's why I've experienced a whole lot of FOMO while playing Fuse. Am I missing out? I keep thinking about Borderlands: I played through the entirety of the first game on my own. Then I played it with friends, and realized that it's much better if you have everyone fulfill roles during enemy encounters—like having someone aggro the enemy while someone else whittles down that enemy's armor, all while someone else resupplies the team. It was such a radically better experience to play with other people, I'd go so far as to say Borderlands is not a franchise you should play on your own—not if you want to experience the high of a brutally efficient human team. Sure, co-op games will often let you play on your own, but that doesn't mean you should take the option. I would urge anyone playing Journey to play online, for example, because much of the game is about communication and friendship. You can only see what Journey is truly about if you play online at least once. The option to play on your own, while appreciated, can sometimes feel antithetical to a developer's intentions if a game puts enough emphasis on the multiplayer/co-op elements. These games are the worst for FOMO. Everything about Diablo 3, for example—from the always online requirement, to updates that give you bonuses when you play with other people—make Diablo feel like a game that Blizzard wants people to play with each other. And yet I ended up playing through most of it on my own. Did I get the full experience? Then we have games where the design makes it impossible to play unless you're playing with other people. SimCity, DUST 514, MAG come to mind, although there's plenty of others. The online-only requirement with these games can be annoying at times, but it's a hassle I know about going in. And if nothing else, there's never any FOMO: I know that I'm playing the game the way it was 'meant' to be played—and hopefully, by extension, having the best possible experience. My only hope while playing co-op or multiplayer games solo is that I don't get too caught up on an experience I can't actually have at the moment. That would be the worst: I'd end up missing out on the game I can actually play, while fantasizing about an experience I can't have. The Multiplayer is a weekly column that looks at how people crash into each other while playing games. It runs every Monday at 6PM ET.

Posted by IGN May 17 2013 23:24 GMT
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Reported first details on next-gen Xbox console and controllers; SimCity amusement park DLC; three new Sonic games; Nintendo Direct news roundup.

Posted by Kotaku May 15 2013 05:30 GMT
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Kyle McInnes made this clip for the upcoming Ottawa Games Conference. There's a pretty good rap in there about the state of modern gaming! But let's be honest, I just like seeing them smash SimCity to little pieces with a baseball bat. So cathartic. Make Better Games. Ottawa Game Conference - May 29 - 31st. [YouTube]

Posted by Kotaku May 08 2013 23:49 GMT
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SimCity's latest v3.0 update has added an exciting new feature to the game: a disappearing or erratic mouse cursor. It's easily fixed, but also a ridiculous bug to come up so long after release. Please note that this news comes a day after EA declared the game had "recovered" from its disastrous launch. The cursor will disappear "if you right click and then left click whilst your right mouse button is held down". Maxis says "We are working on resolving this to prevent it from happening but in the meantime whilst we work on a solution for this happening, to get your cursor back just click the right mouse button again." Missing Cursor [EA]

Posted by Kotaku May 08 2013 03:30 GMT
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Meet the Rogers. One of the first families to move into my burgeoning metropolis of Windfall Islands, they are stalwarts of the city, having stayed in the same spot, in the same house, for what feels like an eternity. Or, at least, I think they're the Rogers. Not everybody that lives in the house - and the number of inhabitants varies day-to-day - is actually called Rogers. There's a wide assortment of ages, genders and race coming and going every day, so maybe they're adopted siblings living together. Maybe it's a group house. I don't know. Not all of them have jobs. Understandable, since the Rogers were dirt poor when they moved into their lot, and have remained so, Windfall Island's land values sadly ignorant of the fact their block not only sits on the water, but also enjoys fantastic transportation approaches and has vast green fields for a backyard. I've heard they cast envious glances at the single residential tower nestled in the middle of my pollution-choked industrial quarter, but the single BBQ pit across the street has propelled land values there so high they'll never be able to afford it. Shame. Those ocean views and fresh, clean air will have to suffice, for now. Like all families, they have their problems with the city. They often complain that there's no shopping. There's an entire shopping district right over the bridge, and a bus stop outside their home to take them there, but that's not important. What's important is that the Rogers have perceived problems. They're uneducated, even though public schooling is only a few blocks away. They're often unwell, despite the presence nearby of a band new, cutting-edge clinic. Yet their biggest concern, the one that literally hangs over their home, is that they lack the space to expand their abode, when really, all they have is space. I could get angry at the Rogers. At least frustrated. My performance as their Mayor is based not on the actual solutions to their concerns that I've supplied in full, but on how they believe I'm solving them. Or, in their case, not solving them. But as absurd and illogical as their issues are, I don't blame them. It's not their fault they're so, for want of a better word, stupid. Instead, I feel a little sorry for them. I often wonder how they feel, getting up every morning and walking out the door of their "modest" little home, when the first thing they see are the glistening steel towers of Windfall's commercial and administrative heart. Do they yearn for a higher standard of living? A more meaningful place of employment? That might explain why they can't seem to hold the same job down for longer than a single day. I've heard the city has made sweeping changes in the past few weeks aimed at helping people like the Rogers. Help them find better jobs, lead happier lives, turn right at intersections. Like all promises from big government, though, it seems to have had little trickle-down effect. Every day, like clockwork, I still see them walk to the end of their street, stop, turn around and walk back, over and over, until the sun goes down. Either they're spies, drug dealers of hamsters. They're a simple folk, the Rogers. They have needs, just like the rest of us. Only they need problems addressed when their problems are already addressed. Which might explain why they're never happy. And why you, like me, think they're so crazy it's not worth the hassle.

Posted by Kotaku May 07 2013 22:08 GMT
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Nevermind the bugs: the folks behind SimCity say it's doing just fine. In an earnings call today, EA's Labels president Frank Gibeau had some choice words about the publisher's disastrous sim management game. He called the launch "challenging"—perhaps the understatement of the year—and vowed it wouldn't happen again. He also said it had recovered: I’ll start with Q4 and SimCity – a great game that has recovered from a challenging launch. The short explanation for the launch is that the initial rush of consumers overwhelmed our game service, disrupting the consumer experience. As we stabilized the game and improved service in the first week, fans continued to pour in. So far we are ahead of forecast with more than 1.6 million units currently sold through to consumers. The digital story is particularly strong – nearly 50 percent of those sales were high-margin digital downloads. The key takeaway here: SimCity is a highly resilient, global franchise with a long service life in front of it. But we learned our lesson and are now building better processes to anticipate and service demand. This won’t happen again. That sure is an interesting way to describe a game that has been nothing short of a catastrophe for everyone involved. Cops can't cross intersections. The traffic system is a mess. Attempts to patch the game have just caused more issues. Why is EA saying the game has "recovered"? I wonder just how many of those 1.6 million SimCity buyers wish they could get their simoleons back.

Posted by Kotaku May 07 2013 04:00 GMT
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Will Wright created SimCity. Will Wright did not work on the digital cluster*crag* that was is the 2013 version of SimCity, though, so what did he think of the game? The game itself, he says it's "good", and that he enjoys "playing it a lot". But in an interview with GI.biz, he talks more about the game's launch, and now that he no longer works at developers Maxis, his thoughts were about the same as yours or mine. "I feel bad for the team", he says. "I could have predicted - I kind of did predict there'd be a big backlash about the DRM stuff. It's a good game; I enjoy playing it a lot." "It was kind of like, 'EA is the evil empire, there was a lot of 'Let's bash EA over it,'" he adds. "That was basically inexcusable, that you charge somebody $60 for a game and they can't play it. I can understand the outrage. If I was a consumer buying the game and that happened to me, I'd feel the same." Will Wright: Games "falling way short" as a medium [GI.biz]

Posted by Kotaku Apr 24 2013 21:30 GMT
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This week, hopeful eyes turned to SimCity as the troubled city-building game received its first major patch. Maxis has promised that SimCity 2.0 would fix a number of bugs in the game, but it sounds like the 2.0 patch has also brought with it a raft of new, equally annoying bugs. Over at the SimCity Reddit, user Imidazole0 has been maintaining a list of the newest bugs in the game. Some are small, cosmetic issues, but others are more troubling—Cheetah mode troubles, sewage overloads, leaderboards with no data, and perhaps most worryingly, cities that are still becoming unusable and "rolling back" to previous versions, thereby losing progress. I haven't had much of a chance to try out the game post-patch, but I still can't recover my lost cities from that first weekend of play, which continues to throw water on my desire to ever invest time in a city again. Kirkopolis just sits there on the now-mostly-abandoned Kotaku region, looking at me longingly. Oh, well. Also via the SimCity Reddit, Youtube user waytofailself has shared this video demonstrating that many of the game's weird AI pathing issues remain in version 2.0: A perusal of the SimCity forums shows plenty of other users breaking down additional problems (and, in fairness, improvements), including problems with education, casinos, and ongoing traffic issues. As time goes on and the dust settles, we'll have a clearer picture of just what's new with the 2.0 patch; what's gotten better, and what's gotten worse. But it does seem for the moment that at the very least, the 2.0 update isn't going to give SimCity the overhaul it needs. (via PCGN)

Posted by Kotaku Apr 17 2013 00:30 GMT
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Move over, Nissan Leaf®. We've got some new brands in town: Crest® Toothpaste and Oral-B®. According to EA, specially marked Crest® and Oral-B® products come packaged with a SimCity code for downloadable content called "Attractions Set." Here's what is included in the set: Giant Garden Gnome, Dolly the Dinosaur, Llarry the Llama, MaxisMan Statue and the World’s Largest Ball of Twine. Each attraction adds happiness and will also act as a tourist destination in your city. You will have a choice of redeeming the Attractions Set, The Sims Social SimCash, or a $5-off coupon for Origin. Additionally, the set will make low wealth sims happier, and more tourists of all wealth classes will visit your city. The cost of the Crest® Toothpaste and Oral-B® products is not clear, though it should be noted that purchase is not necessary: it's possible to get a code via email by mailing in a handwritten postcard to EA according to the FAQ. The promotion goes on until supplies last, though I'm sure those of you that are unable to pick up Crest® and/or Oral-B® products will be able to sit tight until the inevitable next promotional ad campaign comes around. SimCity, after all, seems to be just as much of an advertising platform as it is a game.