Our live service during the first year consisted of regular client update releases, packed with a certain amount of new content, usually new buildings with the new architectural styles. The game was envisioned as a service, but the groundwork for most of its live service operations had yet to be laid down.ĭue to limitations of the schedule, the game was launched with a limited amount of content. Players did have a possibility to exchange some of the resources via an inbuilt trade system, a useful, but relatively shallow social mechanic. It was almost exclusively a single player experience. It offered only rudimentary means of social interaction. This “smart placement” puzzle is the strongest connection between SimCity BuildIt and other SimCity games.įarmer’s Market production queue in SimCity BuildItĪt the time of its global launch, the game focused almost entirely on these two layers of the gameplay. Player needs to constantly manage these resources in order to keep his citizens happy. As the city expands, so do the needs of its virtual inhabitants. Different kinds of buildings within the city require different types of resources. Residential zones need to be covered with various services and amenities, such as police protection, firefighters, sewage, water supply, etc. The virtual metropolis is divided into residential and non-residential zones. The first layer of the puzzle is about managing the urban layout of the city. However, at its core this game revolves around two types of puzzles that the player needs to constantly keep solving. Trying to summarize its internal mechanics can be a daunting task. However, it is a very different game, as adaptations had to be made to accommodate the demands of the mobile platform, the game as a service business model.Īs all games in the SimCity family, this game puts the player into the role of a virtual mayor, i.e., a person charged with managing and growing a virtual city. As a game, SimCity BuildIt is inspired by the other SimCity games with which it shares a lot of its DNA. It is a part of the venerable old SimCity franchise started off by legendary Will Wright back in the mid ’80s. SimCIty BuildIt is a mobile free-to-play game. The GameĪ game that operates as a service is at its worst at launch, as my good friend and colleague Markus Kiukkonen likes to say. We have introduced it relatively early on, and it still remains after all these years one of the most beloved features in the game. In this post, I will take a deep dive into a feature that I am probably the most fond of. Many of them were game changing in the most literal sense. Over the years there have been very many features that we introduced as updates. It remains the game to which I am very much emotionally attached, probably because I learned so much while working on it. So far a good chunk of my game design career has been spent working on one title, SimCity BuildIt.
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