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SimCity News

Friday, May 26, 2000 - 23:00

There is no doubt in our minds that Simsville, Maxis' latest addition to its venerable Sim legacy, was one of the best games of E3 and will be an important title to follow this year.

Click to check out the GameSpot article


SimsVille

Developer: Maxis
Publisher: Electronic Arts

There is no doubt in our minds that SimsVille, Maxis' latest addition to its venerable Sim legacy, was one of the best games of E3 and will be an important title to follow this year. The Sims has been a resounding success. Not only did it capture gamers' attention and become a chart-topper, but it also garnered critical praise. Yet, despite the game's popularity and quality gameplay, some players wanted to explore and control a Sims neighborhood, not just one household. That's where SimsVille comes into play.

SimsVille's tagline is, "Every town has a story.... What's yours?" In essence, the game will combine the SimCity series' macromanagement and The Sims' micromanagement styles. The focus of this hybrid is your town. So, instead of designing a family, as in The Sims, or a metropolis, as in SimCity, you will be able to create your own suburban town complete with different businesses, homes, and shops. In this municipality, your goal will be to fulfill your Sims' immediate needs: a roof over their heads, food, clothing, friends, and a way to make money. Managing a town's economy - and thus, its overall rating - will be your larger, more abstract goal.

At E3 the crowd in front of EA's game displays was at times quite large. But SimsVille was worth the wait. One of the biggest changes from previous Sim titles is that SimsVille features a 3D engine instead of a 2D-sprite tile engine. This will be most noticeable in the game's models, which may look 2D but are polygonal. The perspective is a familiar one. You will be able to see your neighborhoods in an isometric (3/4) view. The engine renders objects in this view. Recent screenshots really don't do justice to how nice the game looks or how smoothly the camera moves. In contrast to The Sims, SimsVille's camera won't rotate. Although this sounds like a disadvantage, it's really isn't, because you won't be placing objects in houses and looking in on your family. According to assistant producer Jenna Chalmers, SimsVille's emphasis is on community - so the game's perspective will let you see how Sims go about their business.

SimsVille also has a number of noteworthy details. For example, as you would select attitudes or personality traits for individual Sims in The Sims, these characteristics in SimsVille will generally apply to neighborhoods. Much as in a real town, some areas will be populated by dynamic, energetic citizens, while other areas may have lazy families with unkempt yards and floundering businesses with dirty windows. In addition, you'll be able to build businesses, restaurants, bars, and so on to attract certain types of families to your town. For instance, you might open some nice, upscale restaurants to draw in affluent families. Conversely, if your families can't find what they need in terms of work or entertainment, they'll leave for a city that has more to offer.

For those of us who loved the SimCity games' grand scale and The Sims' treatment of individual households, SimsVille combines the best of both to give a unique experience in town management.

Thursday, May 25, 2000 - 23:50

What do you get when you combine the building elements of "SimCity" with people management from the "The Sims?" The answer, of course, is "SimsVille". This upcoming game from Electronic Arts is a micromanager's heaven, with a goal to create a vibrant city while enriching its residents' lives at the same time.

Click to check out the ETOnline article


What do you get when you combine the building elements of "SimCity" with people management from the "The Sims?" The answer, of course, is "SimsVille". This upcoming game from Electronic Arts is a micromanager's heaven, with a goal to create a vibrant city while enriching its residents' lives at the same time. Also previewed at E3 was "The Sims: Livin' Large," an expansion pack for the number one selling PC game this year, "The Sims."

Other stellar sims were Hasbro Interactive's "B-17 Bomber," Empire Interactive's "Battle of Britain," Microsoft's "Combat Flight Simulator 2," Microsoft's "Freelancer" and Microsoft's "MechWarrior 4."

There were also a handful of stellar racing sims to test-drive, including Habro Interactive's "NASCAR Heat," Sierra Studios' "NASCAR Racing 4," Microsoft's "Midtown Madness 2" and Electronic Arts' "Need For Speed: Motor City."

Let the games begin!

Thursday, May 25, 2000 - 23:20

This year's E3 Conference - an annual grandoise spectacle of the video gaming industry held this year in Los Angeles - has come to an end. But not before TheCitadel.net's Yoru Hikage managed to snap 19 more pictures of Maxis' booth for us! I'd like to again thank Yoru for going out of his way to get over fifty pictures and video of Maxis' area of the E3 floor.

Click to check out the SimEden article

Tuesday, May 23, 2000 - 23:00

For a chance to learn the nuances of Scenario Creation, check out an Unlimited Scenario script for London Fires. By studying this Maxis-made gem you will learn the tricks needed in creating your very own Scenario.

Go to Scenarios and Scenario Scripts

Tuesday, May 23, 2000 - 23:00

For a chance to learn the nuances of Scenario Creation, check out an Unlimited Scenario script for London Fires. By studying this Maxis-made gem you will learn the tricks needed in creating your very own Scenario.

Go to Scenarios and Scenario Scripts

Friday, May 19, 2000 - 23:10

GameSpot has posted a Q&A preview of SimsVille! There's also a screenshot!


With the success of SimCity 3000 and The Sims, you could forgive Maxis for sitting on its haunches while it basks in the glory of its two latest strategy games. But the Walnut Creek, California-based developer, headed up by Will Wright, isn't taking any breathers. Already, the company has started development on two new games centered within the Sim universe.

One of those two games is SimsVille, a strategy game that combines the macromanagement gameplay of SimCity 3000 with the micromanagement of the more recent The Sims. Instead of creating cities or maintaining households, you will be able to design and manage your own personal suburban town complete with homes, businesses, and shops. The game stresses visual feedback, and more than any other Sim game before it, your town's prosperity or dire straits will manifest through a number of onscreen changes. We spoke with Maxis' Christine McGavran, executive producer for SimsVille, to find out more details about the game.

SimsVille

GameSpot: In SimsVille, the player will be able to impose direct control over an entire neighborhood at once, and not just a single household. Will the game be a micromanaged version of SimCity 3000? A macromanaged version of The Sims? Detail SimVille's basic gameplay mechanics.

Christine McGavran: It's definitely a challenge bridging these two products, but it's exactly the type of challenge we love to take on at Maxis. What we've focused on in our design is defining the set of interactions that is the most engaging and relevant for a village setting. While it's not practical to control every decision of each of your Sims at this scale, we're now able to explore a larger story involving the Sims' behaviors as these relate to the community they live in - investigating where they work, where they shop, community events, and politics. And because a village is much smaller than a city, we are able to provide a level of interaction that is more detailed and personal than would ever be manageable in a large metropolis.

The game focuses on a general goal of creating a successful and happy village for your Sims. Your most immediate objective is filling the basic needs of your Sims - these being a place to live, money, food, clothing, and friends. Your tools for doing this include giving them land to live on, successful businesses to get jobs at, stores to shop at, and other Sims to befriend. Once your Sims' basic needs are fulfilled, they begin the natural pursuit of happiness - a larger challenge for you, the mayor. Items factoring into happiness include, of course, worldly possessions, specialty stores and restaurants, community events, clubs, town services, and a quality neighborhood.

Control and graphics

GS: Since players can create both residences and businesses, will they be able to follow their Sims to work as well?

CM: Your Sims will find their jobs at the businesses you create, so yes, players will be able to follow the work lives as well as the home lives of their Sims. Jobs in SimsVille have a different and more complex role than in The Sims. In SimsVille you are working towards the success of both businesses and families - managing the whole town economy. If there are not enough businesses in town, some of your Sims will be out of a job. If a business does very well, it will be able to afford to pay your Sims a higher salary or employ more Sims. Some Sims may have an entrepreneurial spark and will ask you if they can start their own businesses. So, to make your Sims happy and wealthy, you need to make sure they have success both at home and at work.

GS: Since Sims will need to travel to and from work, will you be able to buy your own transportation, or will you still have to rely on carpooling?

CM: Sim families will indeed own and use their own vehicles. Cars play two major roles in SimsVille: First, they provide an essential means of transportation around town - for example, to work, to shopping, and to their friends (Sims can also walk to their destination, especially if it is close by). Second, cars are material possessions that indicate personality and wealth. For example, a family with kids might drive a minivan, and a single 20-year-old might drive a sports car. And a richer Sim would buy a much nicer car than a poor Sim.

GS: How many families will players be able to control at once?

CM: You're really controlling a village of families, businesses, and other institutions - the mechanic here is much different from The Sims. As the game progresses, you will be able to choose from a list of potential families desiring to move to your town, as well as businesses that want to establish themselves. If you do well, your town will be very popular, and many families and businesses will want to move in. You can choose to grow your town to have a hundred families, or keep it as a small, intimate community of just a few. It's up to you.

GS: Will SimsVille use a real 3D engine, or will you still use 2D sprite tiles?

CM: We are using a real 3D engine. It's quite beautiful and allows for some very nice special effects.

Businesses and careers in SimsVille

GS: How many career paths will players have to choose from?

CM: In SimsVille, the job focus is not so much on a general career path, but around where your Sims work and how well they are doing in that business. So the only jobs available in SimsVille are at the businesses you have helped to start. Sims will start their career based on available job openings, their interests, and where their friends work (a slight nepotism). As time goes on, they may be successful and be promoted within their current job, seek a better opportunity at another business, or, if they are very ambitious, start a business of their own.

GS: Will Sims be able to age? In The Sims, babies turned into kids, and that was it. Kids never turned into adults, and adults never became seniors.

CM: I'm going to put off answering this question for now....

GS: We've heard that Livin' Large will have a SimCity 3000-style castle, as well as alien abductions and roach infestations. What other sorts of SimCity gameplay elements, such as random occurrences, can we expect to see in SimsVille?

CM: Of course, in the Maxis tradition, we will continue with the level of comedy and surprise that is characteristic of our products. Don't be too alarmed if your Sims start talking about little green men in SimsVille.

GS: Will SimsVille have any kind of multiplayer component?

CM: Following in the footsteps of SimCity and The Sims, SimsVille will definitely have a strong Internet and Web component, though not specifically multiplayer. Maxis is currently developing multiplayer Sim game prototypes now, so you should see something from us soon on this front.

GS: SimCity 3000 Unlimited gave players the ability to change the surrounding landscape. Will SimsVille go one step further and feature changing seasons?

CM: Oh yes! We'll [be showing] you something cool [at this year's E3].

Thursday, May 18, 2000 - 23:20

SimCity 3000 Unlimited is here! Get the full scoop on this cool update to last year's top-grossing PC game.

Go to the SimCity site

Thursday, May 18, 2000 - 22:50

Definitive Edition of 1999's Top Selling PC Game Features New Disasters, Building Sets, Scenarios and much more.

Read Press Release.

Monday, May 15, 2000 - 23:40

To all of our wonderful fans, we apologize for not having the original Exchange available yet. Rest assured, we are putting the finishing touches on the archive and it will be accessible on June 16th. So in the meantime, be patient and take the time to explore the new site and all it has to offer.

Go to Exchange

Monday, May 15, 2000 - 23:30

For a limited time only, both Babbage's and Electronics Boutique have an exclusive to 5 (yes..count 'em FIVE) brand new landmarks for SimCity 3000 Unlimited. You too can have the Hollywood sign, Paul Bunyan and Babe, or even your very own horse racing track. So head on over to Electronics Boutique and Babbage's to check out what they have to offer.

Go to Electronics Boutique or Babbage's

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