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12. Re: SimCity: Maxis Working on Traffic Jams; Deleting Mar 15, 2013, 11:20 NKD
 
Creston wrote on Mar 15, 2013, 10:50:
admitting that adding more detailed persistence is a performance trade-off.

So, the city sizes are already tiny as a performance trade-off, but even in those tiny cities you need to do stupid shit as have sims just move freely from house to house (even though the house is NAMED after particular Sims) also as a performance trade-off?

I'm going to state that your Glass Box engine is a royal piece of shit.

Creston

That's really the core of the problem. A lot of the seemingly easy-to-fix gameplay shortcomings we want them to remedy actually exist because of technical shortcomings under the hood, some of which may never be fixable without complete code rewrites.

So much of the important gameplay maths in SimCity can be done very abstractly. Why do we need all those silly power globs flowing all over? Just give each building a power need, and see if its plugged into the grid, and see if there is enough power to supply it.

Water is a little more complicated if you want to model ground pollution, but there's no reason you couldn't abstract to a degree. Again, no need for little blobs flowing around. Sewer, same deal.

It's a nifty effect if it actually worked right, but it's micro-simulation at the cost of macro-simulation, and that's bad in a city builder where things need to be BIG PICTURE.

All the talk of persistance for the individual sims? I don't give a fuck about the individual sims! Delete that whole concept to free up processor cycles for something more important.
 
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If you don't like where gaming is heading, stop giving your money to the people who are taking it in that direction.
 
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