I was cautiously looking forward to the new SimCity
game. Sure, the always-online
requirement was troubling, especially for a game series that’s been single
player for 25 years, and most of the previews complained about the small city
size, but really, how can you screw up SimCity?
As it turns out, pretty easily. While I haven’t played the new game, by all
accounts the launch was horribly mismanaged, with the “always-online”
requirement locking players out and even erasing entire cities. Though forced online play was an advertised
part of the game from the start, it’s an unfortunate situation when you’re
paying fifty dollars to effectively lease a game from a company, a company that
can refuse to grant you access to the game whenever they feel like shutting
down their servers. This created a huge
fuss when Blizzard tried it with Diablo III last year, but at least Diablo III
worked (eventually).
The problem is the multiplayer angle was never right for SimCity. Multiplayer games are generally about competition, about maxing stats and staying ahead of other players. SimCity is a game about screwing up. In the previous games, only an elite few could make a fully functioning metropolis. For the rest of us, the game was about filling in the map with junk until you gave up and summoned aliens to wipe it out. The fun of SimCity comes from the joy of unfettered creation mixed with the utter frustration of watching your creation refuse to behave as planned.
The problem is the multiplayer angle was never right for SimCity. Multiplayer games are generally about competition, about maxing stats and staying ahead of other players. SimCity is a game about screwing up. In the previous games, only an elite few could make a fully functioning metropolis. For the rest of us, the game was about filling in the map with junk until you gave up and summoned aliens to wipe it out. The fun of SimCity comes from the joy of unfettered creation mixed with the utter frustration of watching your creation refuse to behave as planned.
Though for many SimCity 2000 remains the ultimate version of the game, I have the fondest memories of the original game. My first exposure to the game came not on the PC but the Super Nintendo, and my child brain was utterly fried by the possibilities. For kids who had grown up playing almost only side scrolling action games, those first generation Super Nintendo games were a breath of fresh air. Sure you had traditional games like Super Mario World, but there were also outside of the box titles like Actraiser (an action game mixed with an early RTS) and SimCity. These were the kind of games you could only dream about on the original Nintendo; games where the player actually got to design and create their own world.
Sadly, I didn’t actually own a Super Nintendo, and spending hours constructing your own city at a friend’s house isn’t exactly the most sociable of activities, so I eventually got the game for the PC. The original 1989 PC version and the 1991 SNES version are essentially the same game, though the SNES version has a few more bells and whistles, along with a rather clumsy control scheme. The PC version also had cool alternate graphics options allowing you to build a medieval or wild west city, something I would love to see return.
Though fairly simple by the
standard of later SimCity games, all the gameplay basics were there from the
start: worrying about money, worrying
about crime, worrying about pollution, worrying about traffic, worrying about
population, and summoning monsters.
Patience, almost incomprehensible patience, was the only way to win. Or, like me, you could just hit SHIFT+FUND to
build up a huge treasury, then build until the map was full, then spend a few
minutes wondering why your city was a post-apocalyptic hellscape before
starting it all again.
Whereas other games are all about instant gratification, SimCity is a game of small victories and slow progress. You can spend hours upon hours
just trying to balance the budget. Even
with SimCity 4 in 2003 (the most recent game before now) the formula was
basically unchanged. A SimCity fan who
fell into a coma in 1990 and woke up in 2003 (thus missing the entire run of Batman:
The Animated Series) would be able to pick up and play the newer
games without a hitch. There was
something constant and familiar about SimCity.
I’m not saying that change is bad or that innovations should
be avoided, but SimCity was the absolute last series that needed to be online
only. The entire premise is that the
player is a mayor of unstoppable god-like powers, free to do whatever she or he
wants with the world. By limiting city
size and encouraging cooperative play, it seems like Maxis has removed an
essential part of what makes SimCity so much fun. Hopefully, once all the anger over the
completely botched launch fades away, players will be able to find the appeal
in the underlying game.
For the rest of us, it sounds like the older games may do a better, more stable job of scratching the SimCity itch. The original game is probably free at this point, SimCity 2000 can be bought from GoG.com for $6 dollars, and SimCity 4 is on Steam for $20. Thanks in part to the problems with the new game, they’re selling quite well. In the next SimCity game, perhaps “SimCity 2013 Release” can be one of the optional disasters. As long as they keep the aliens.