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Posts Tagged ‘Simulator’

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There seems to be a growing preoccupation with developing games that double as social commentary on current affairs. Riot is the latest game to do just that; it’s a riot simulator heading to iOS, Android, PC, Mac and Ouya. It’s just gone through a very successful funding campaign over on crowdsourcing website Indiegogo, where the small team behind the game was looking for $15, 000.00 and ended up with $36, 124.00 instead.

The game has been inspired by real events like the riots in Egypt, Greece etc. As such, you’ll be whisked all over the world to either lead or oppose riots in different countries. The neat thing about Riot is that you get to pick a side: you can be in charge of issuing orders to the angry mob, or you can keep your riot police in line and attempt to repel the violent crowds.

Riot is being directed by Leonard Mechiari, who used to be an editor/cinematographer at Valve. He’s experienced riots in his home country. The idea for the game came about from a desire to tell the stories of those involved in the conflict. Along with the rest of his indie team, Mechiari aims to tell the stories of both sides involved in riots: the rioters and the riot police.

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Yesterday, a Maxis insider revealed that servers aren’t required to run SimCity computations and that offline play is entirely possible. It was also discovered that SimCity will continue to run without an Internet connection for 20 minutes before it boots you out of game and back to the main menu. Now, a poster over on Reddit claims to have accessed the game’s debug mode, which has allowed him to customise the freeway layouts outside of his city’s plot. Whoopie. The bigger news is that he also set the game’s built-in twenty minute offline timer to infinite, which means he basically made his city playable offline. No region features or saved games obviously, because those require online social elements and server storage, but still: he could build an entire city offline.

Source: Reddit

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We’ve gone, what, two days without any SimCity scandal? Well, this is about to make up for that hiatus I assure you. Since the game came out last week, it’s been the topic of much debate regarding always-online DRM and unprepared game launches. Bottom line: the SimCity launch has been an utter disaster and ever since the server issues began (which was the moment the game released) people have been begging for an offline mode.

To that request, Maxis studio boss lady Lucy Bradshaw has stated (repeatedly): “with the way that the game works, we offload a significant amount of the calculations to our servers so that the computations are off the local PCs and are moved into the cloud. It wouldn’t be possible to make the game offline without a significant amount of engineering work by our team.”

RockPaperShotgun, however, has a Maxis insider. This insider worked on the game, and he/she has said that the whole “calculations to our servers” thing is a load of rubbish. Everything happens on your PC and the only things the servers do is make sure you’re not cheating and, obviously, run the social aspects of the game.

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The SimCity server woes continue, but things have been significantly improved since the game’s US launch last week Tuesday. This weekend, many South African gamers likely bashed their heads against a keyboard as they faced the same connectivity issues as the rest of the world. In an update post on Sunday, senior vice president of Maxis Lucy Bradshaw reported that the worst of the server issues are now almost over.

“I’m happy to report that the core problem with getting in and having a great SimCity experience is almost behind us. Our players have been able to connect to their cities in the game for nearly 8 million hours of gameplay time and we’ve reduced game crashes by 92% from day one,” Bradshaw reported via the game’s official blog. Unfortunately, that elusive “all-clear” report remains just that, but Bradshaw believes that “a few more days of data” will be allow them to get the game running as intended.

In related news, the game’s publisher, Electronic Arts, has suspended SimCity’s online advertising with their affiliates.  In an email to EA’s marketing partners (which was obtained by Polygon) the publisher said that they have “deactivated all SimCity text links and creative and we ask you to please remove any copy promoting SimCity from your website for the time-being.” That marketing will resume as soon as the server issues are under control.

Sources: SimCity Blog & Polygon

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SimCity limped onto US PCs yesterday. I say limped because loads of people found themselves locked out of the game due to launch day server issues. Apparently the Origin and SimCity servers just weren’t ready for the masses of American gamers who have been waiting ten years for a new SimCity game.

“We are experiencing overwhelming demand,” EA said via the Origin Twitter account, “which is keeping some users from accessing their games. We’re working as fast as we can to resolve.”

Luckily for the rest of the world, SimCity isn’t out yet, so EA has time to get things fixed before opening the doors to gamers in Europe, UK, Australia and us here in South Africa. “We’re making changes to prevent further issues and are confident that Origin will be stable for international launches later this week,” EA said. The game is out in South Africa on Friday, and despite EA’s latest announcement regarding server issues being fixed by then, you should probably anticipate a bumpy ride for at least the first couple of days. We’re not being pessimistic, but rather realistic. And maybe a little grumpy.

Source: Twitter
Via: Eurogamer

You know how some men just want to watch the world burn? Well, Wildfire Worlds creator James Boty might be one of them. The concept of anarchy and mass hysteria clearly fascinates this man, and as a result he’s made this rather cute game with a serious propagation engine running in the background.

The premise is simple and rather dark: you get to hover above this adorable papercraft city complete with tiny little papercraft people all scurrying about doing whatever it is that fills their papercraft days. You’ll see them driving to work in either their own vehicles or on public transport; you’ll see them shopping in stores that they learnt about while passing particular billboards on their way to work. The whole city runs peacefully and like clockwork.

Your job is to break that peace and stability, because deep down you know that you also want to watch the world burn.

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You know, about five years ago I never thought I’d say that I’m looking forward to the new SimCity. That’s not because I’d given up all hope of a new game launching, but rather because the franchise never really appealed to me. I was always a SimAnt kind of guy.

This new SimCity, however, looks totally cool and has my undivided attention. Since the game’s announcement in early March, there’s been a persistent trickle of information coming from Maxis’ lair. Sticking with that aqueous-laden metaphor, we bring you details about the water simulations for the upcoming game.

While it doesn’t sound THAT exciting, it’s actually pretty neat. Water tables will play a role, and if you’re not careful then your stinky, smog-spewing factories could pollute said water tables leading to your little sims getting sick. Sick sims can’t work, which will affect your city’s economy. Hit the jump to check it out.

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So there’s a new SimCity hitting the PC in 2013. That’s still quite a way away, but the flip side is that it gives you some time to sort out ADSL, because you’re going to need it. Taking a leaf out of Ubisoft’s delightful always-on, PC DRM measures, Maxis has revealed that SimCity will require a permanent Internet connection in order to play.

But wait, because nobody mentioned anything about DRM (except for me, in that last sentence)! According to the game’s lead designer, Stone Librande, the always-on Internet requirement is for the multiplayer aspects inherent in the game. As was previously revealed, the way you run your city will impact the way other people’s cities run in your shared regions. The way regions are collectively run will in turn influence the entire SimCity online community. Obviously this sort of multiplayer requires a constant connection.

It’s also been confirmed that you’ll be able to pick up digital copies of SimCity from digital stores other than EA’s Origin. Exactly which stores are included has not been revealed, but what has been mentioned is that irrespective of which store you buy from, you will still need to be logged into Origin in order to play.

Source: Joystiq

In an announcement last night at GDC, publisher Electronic Arts confirmed that the beloved city building simulator, SimCity, will be returning to the PC in 2013. Adding to the already excellent news is that Maxis will be developing the game, making this the first Maxis-developed SimCity game in nearly ten years.

The game will run on a new engine called GlassBox. According to the official website, GlassBox allows for a number of simulations to run at once, meaning that you’ll get “the power to impact individual Sims lives, manage city level simulation, and balance multiple city simulations at once”. You’ll also be able to customise your buildings by adding new sections to them – such as adding a gymnasium to an already existing school campus.

Hit the jump for the announcement trailer.

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Get ready to initiate enhanced imaging people, because the years of silence has been broken and Piranha Games has finally provided more information on the next MechWarrior game. While not exactly the full-on retail game fans were expecting, MechWarrior Online will not be a watered down game set in the Battletech universe.

The game has also gone PC-exclusive, meaning that any console gamers frothing at the mouth for more MechWarrior will have to, well, get a PC I guess. The free-to-play MechWarrior Online MMO will launch in the latter half of 2012. It will feature micro-transactions but, as usual, the developers have ensured everyone that you will not be able to buy yourself a tactical advantage; if you want the coolest weapons and mechs, then you’ll have to play the game for them.

Clans from the previous games have been hinted at, but you’ll be free to party up with friends to form mercenary groups and band together to create a lance – a group of four mechs. You’ll also have access to a Merc HQ which will allow you to customise the look of your corporation.

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