If the newest SimCity had been billed as an MMO, would people have complained?

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Requia

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If it had actually been an MMO, that would have been interesting (I'm thinking something with individual cities participating in an economy shared by every, or at the least tens of thousands, of active cities, along the player driven lines of EVE but with less fighting), but billing a 1-6 player game as an MMO would be stupid.
 

Owyn_Merrilin

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May 22, 2010
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Slightly different tack: I think it would have gone over quite well if it had been F2P, even if it had microtransactions for cosmetic stuff. In fact, considering the type of game it is, I can see F2P with cosmetic microtransactions being /more/ profitable than it is in Valve's games. I mean, hats are one thing. Different architecture styles in a city builder? Something completely different.

In fact, that's kind of my thing about always online DRM, especially if it has microtransactions: don't make me pay just to get access to your store, and I won't complain about the DRM.
 

Lilani

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May 27, 2009
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CGAdam said:
Subject line says it all. It just feels like the 'always on DRM' is more like an MMO model. You can either build your city alone and ignore everyone else, as compared to grinding levels in your choice of MMO. Conversely, you can trade with other cities and players the same way you'd team up for a large scale quest.

Captcha: stony hearted. Huh.
The problem is that in its current state, they can't really bill it as an MMO or a single-player game. An MMO's core mechanics are driven by player interactivity. In WoW, you can do things alone, but things are done much more efficiently and more successfully with others. And even if you only do quests you can complete by yourself, you will always end up socializing with somebody in some way or another. You participate in the game's economy to keep your cash flowing, or you join a guild and socialize through chat rather than doing raids together.

In SimCity, the only real interaction you get is inter-city trades. The extent of its multiplayer is throwing resources at each other. Think of it this way: An MMO is supposed to play like two kids sitting in a sandbox playing together. You can play on your own and ignore the other kid sitting next to you, but when you play with the other kid the capacity for what you can do is increased exponentially. You not only exchange tools (buckets, spades and the like) but also ideas and strategies for accomplishing your goals. SimCity is set up like two kids in two separate sandboxes with separate toys with a wall between them, and one small door in the wall that they can use to exchange toys if they like. Yes, there is a certain capacity for interactivity, but to genuinely be a massively multiplayer online game, it's going to need a lot more going on under the hood.

So it can't be an MMO, but because you are forced to be online the game forces you to feel like you aren't playing it right if you just ignore everybody else around you. You don't give a game a capacity to be played a certain way, and then set it up so that it is telling the player the whole time "You're doing it wrong, this isn't how I'm supposed to be played." If you don't want players to be playing your game a certain way, then don't give them the capacity to do so. That's sort of game mechanics 101 right there: In Mario you aren't supposed to go to the left when a level starts, so the game doesn't let you. In Portal, you aren't supposed to use the portal gun in the elevator, so the game doesn't let you. In Skyrim you aren't supposed to be able to hop onto a dragon and ride it like a giant bird, so the game doesn't let you. It would have been rather dumb if in any of those games you were able to do those things, but it broke the level or impeded your progress. But that's exactly what SimCity's "single player" does--it allows you to play single player, but it doesn't fully invest in letting the player have total control in that style of play so they are denied offline play so the game can continue to remind them "You know, this is fun and all, but you could play with other people, too..."

So to answer your question, yes. People still would have complained. Ignoring the launch day disaster and the vehement hatred of the always-online situation, it's just poorly designed and executed all around. No matter how you play it, it's broken at every turn. If it's not the stifling smallness of the game, it's the terrible traffic systems or the weird way that the endgame encourages you to make a highly specialized city rather than a balanced one.
 

Keith K

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While I obviously think there would be fewer complaints regarding the online requirement, I think many of the fundamental changes to the core game would still have been ill met.

There were a lot of things about the game that I had no idea about until after it released, like the tiny lots or the lack of game saving. These are things I would have been really upset to realize after spending $60.

Putting "Online" in a game's title is a small but transparent step toward categorizing your game as internet dependent. It would have eliminated the basis for the always-on complaints. It wouldn't have solved all of the game's problems.
 

VladG

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Requia said:
If it had actually been an MMO, that would have been interesting (I'm thinking something with individual cities participating in an economy shared by every, or at the least tens of thousands, of active cities, along the player driven lines of EVE but with less fighting), but billing a 1-6 player game as an MMO would be stupid.

It's funny when people actually defend Simcity by calling it an MMO because it's always online.
 

Zenn3k

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It can't be an MMO is nobody is playing it anymore. Seems nearly everyone has jumped ship....sadly you can't take a game with no skill requirements and expect people to stick around after 2 weeks.

I can't even think of a reason to load up SIMCITY, you literally CANNOT fail in that game.
 

IamLEAM1983

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Aug 22, 2011
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Nope, because SimCity isn't an MMO. I wouldn't call a sixteen-player project a "massive" experience, I'd call it a collective endeavour. Peter Moore can backpedal as much as he wants, it doesn't change the fact that SimCity turned out the way it did because of either corporate meddling or EA and Maxis alike stupidly agreeing on the fact that always-online systems can be hidden behind a thin veneer of interactivity.

The more time passes, the more I'm realizing that I'm loathing this generation's business practices. "Here's your game, sonny-jim, and if you don't like us looking over your shoulder all the time in case you turn out to be a filthy, filthy pirate, then deal with it!"

I'd bill it on games turning into projects that rival Hollywood blockbusters in complexity and scope. Investment returns are becoming absolutely vital for most studios and publishers, and not in any order of magnitude anyone would consider to be sane. Look at Riccitello's departure and how Square-Enix's own CEO left!

If we stopped producing games as megamillion behemoths for HD junkies and if we stopped leeching off base-level markets like the CoD crowd, we might see publishers who can actually stay afloat in what is currently considered to be a "lesser" order of sales. Five million copies sold is a whole damn lot, why is it that Squeenix is all up in arms about Tomb Raider not having sold enough?

Eugh. Sorry, I rambled. The thing is, I consider this "Derp, it's an MMO! See, it's not our fault!" approach to be symptomatic of something that's much bigger. Greed, basically. Greed motivated by the fact that AAA projects have turned absolutely monolithic in scope.
 

Atmos Duality

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Actually, I gave this some thought earlier.

The SimCity we got, as a game (ignoring aesthetics) is strictly worse than Sim City 4, with a bare-bones multiplayer component attached.

It doesn't matter what EA/Maxis claims what SimCity was "intended" to be, because what they made doesn't really fit the claim in practice.

SimCity an "MMO" in the same vein as Diablo 3: A large playerbase with online-centric gameplay, but each "instance" is so segmented that it doesn't really connect directly to a greater whole like a real MMO.

I am as convinced of EA/Maxis calling SimCity an "MMO" as I am of Tommy Wiseau calling The Room an "intentional comedy".
 

Apollo45

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Jan 30, 2011
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I'm pretty sure the rage would have been less, but less people would have bought it in the first place. No one wants a fundamentally single player game to be an MMO. That sort of thing works for RPGs and even shooters and whatnot to an extent, but a city building game by necessity doesn't cater to an MMO experience because of what it is. You're building your own city in your own area. The only way that can be made "MMO" is if other people were able to build in your city too, and I'm not sure anyone would really want that outside of a few of their friends.

So people may not have complained quite as much, but EA would have also gotten less sales than they did.
 

Shoggoth2588

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Aug 31, 2009
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I don't think it would have worked if they called it an MMO. At the end of the day your interactions with other players is tangential at best: You're still building your own city by yourself and at your own discretion. It's true you need help from neighboring cities for some things but that form of multiplayer is hardly 'massive' when other MMOs can have you playing the entire game as a member of a guild from beginning to end.

Besides, being billed as an MMO with the same exact release would have still lead to a lot of rage from the people who couldn't even play the game on week one.
 

Virgilthepagan

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May 15, 2010
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Honestly I think there were enough problems (server issues, horrid AI) that the launch would have been greeted just as badly.
 

V da Mighty Taco

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As everyone has already said, people would still be pissed as 16-players maximum isn't even close to being an MMO. If it was, Call of Duty would qualify as an MMO as it allows up to 18 players in a match. Even assuming that the game was actually involving hundreds of players in a game and thus qualified as an MMO, people would still be upset about the server down time and lack of carrying over cities to different servers. There's also the issues of the game's piss-poor AI and the game's lack of actual server-side processes, which completely break the game in the case of the former and the latter making the server issues entirely unnecessary. Last but possibly least, people still wouldn't like the small city-sizes and the balance-damaging DLC that are blatant in-game advertisements, though those two could be overlooked due to the MMO nature (city sizes) and the ability for patches to fix the balancing issues (DLC).

TL;DR: SimCity in its current state could never accurately be classified as an MMO and many of it's issues would still exist even if it was. Them simply labeling SimCity an MMO would have only shifted people's issues around a bit, but everyone would be just as angry as they are now.

Captcha: "cut and run" That's EA in a nutshell, isn't it?