#SIMCITY 5 TRAFFIC SIMULATOR#
I don't know the size of the Maxis team, but they only develop three franchises, all simulator games. They should have just said that instead of hiding the fact that they wanted always on DRM and allowed the user to choose world sizes based on computer I take your point but I don't think that explains all the problems that have plagued this game. You should be mad, but about the real issues and not stuff that has always been maddening in these games.Īnd the city size limit is probably there to try to avoid the Civ issue where turns would take way too long as the game progressed especially on older PCs. Sudden population/income drops that don't seem logical frustrate me way more than the traffic pathing which has always sucked in simulation games. You guys really thought the cloud stuff was not about combating piracy? And I thought everyone knew better than to trust marketing talk these days.Īs for the advanced simulations, they are more advanced than before but really badly explained and exposed in game, which is what I think is the real problem with the game. Why can't we be mad at the fact much of what they promised was a lie as well as it doesn't work well? They claimed that the simulation was so complex it needed cloud server connections to offload it parts of the calculation (as well as claiming the 4km^2 city size was due to the same "restriction" but that is separate thread). The problem isn't that SimCity 4 did it too but that their marketing promised with this SimCity that it would feature advanced state simulation that would work down to the inviduals. Still, it seems pretty obvious that even aside from the server issues, this game really needed to bake for another six months before being released.
They're going to try to pass this off as a minor issue, and I don't blame them for trying. This isn't a fine tuning thing, this is core gameplay. This much latitude, though? Probably not.
They were never going to "not notice." With games like this, there's always a long period of fine tuning, where beta tests simply can't prepare developers for every little thing that could go wrong. In some cases, I suspect there's a hefty amount of "maybe they won't notice" going on. but the game is out, and the pressure is gone.
#SIMCITY 5 TRAFFIC PATCH#
There's hope that a future patch might fix it. So they release with a half-assed version of the feature that gets the job done but does it in a way that isn't ideal. Chances are, they have a fix in mind but couldn't complete it in time to meet the schedule. It's unlikely the dev team didn't know it was an issue. I think the answer is usually something related to priorities and release schedule. People often ask these sorts of questions, like how did this game get released with this feature broken, etc. So.here's my question: How does something so integral to the gameplay (These roads serve as the foundation for your city, literally, via transportation of sims, electricity, sewage, water, etc.) not get attention until now? Or maybe it was and it's only now that their work has been revealed? I mean, isn't this an issue you'd consider as you developed the game? Or in Beta? It just makes no sense to me anymore.