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:-) I’m also often a game designer’s worst nightmare. All of this must be accomplished on island chains of land in the midst of a vast ocean (which makes guests annoyed and less likely to stay). All animals had to be exhibited (no hiding shy animals behind concrete enclosures that shielded them from guests) and yet their social needs for procreation must be met (some animals won’t – do the deed – with thousands of guests cheering them on). I had to have self-sustaining animal populations coupled with the greatest possible guest density. The only life on the planet that would survive was what was inside my zoo. My premise was 20 years to prepare for a global catastrophe. It’s a little scary sometimes like my Noah’s Ark Zoo in Zoo Tycoon. For me that’s what keeps games like Tropico/Civ/Zoo Tycoon replayable for literally more than a decade.Īnd yes, I do stuff like this with nearly every sim game I play.
Simcity 3000 seaport how to#
You can quickly and easily determine how to optimize your population on paper but the challenge is implementing it into the “real world” (in this case a “real” sim world) where there is deviation from that “ideal” square/grid/even sprinkling of resource. OK, that sounded like buzzwords but think about it. I find it incredibly fun to create an optimum static efficiency structure that I then have to implement fluidly. They are all imprisoned in space and time. They have all been successfully dumbed down, sickened with poor health, enslaved and mind-controlled just enough to keep this system going for thousands of years. No one considers challenging the system by physical means since a hyper-efficient police state keeps them in line. They don't rebel, or cause revolutions and social chaos. The ironic thing about it is the sims in Magnasanti tolerate it. It's a sick and twisted goal to strive towards. There are a lot of other problems in the city hidden under the illusion of order and greatness: Suffocating air pollution, high unemployment, no fire stations, schools, or hospitals, a regimented lifestyle – this is the price that these sims pay for living in the city with the highest population. The creator recently did an interview on how he did it: I did manage to fill the map, but my city was primitive and shabby compared to Magnasanti. Fire stations don’t need to be as dense as police stations, so there was a lot of waste by building them like this. I also had trouble with money because I couldn’t quite balance my public services. I tried doubling the roads between tiles, but that only delayed the inevitable. Traffic would become so dense that it threatened to collapse and form a singularity. The city would grow quickly and blocks would rapidly fill to capacity.īut somewhere around the mid-game the whole thing would begin to unravel. This was a pretty good pattern in the early game. I would alternate the commercial and industrial placement in every other square, so that you wouldn’t end up with four industrial places all at one intersection. The government buildings in the middle cost money to build and run, and have a maximum effective radius. (Houses and apartment buildings.) Yellow is industrial. I can still remember the pattern I used:įor the uninitiated: Green is residential. The resulting city would be sort of Borg-ish, with the city being efficient, dull, and repetitive. I messed about with zoning patterns and searched for a simple, repeatable block of stuff that was efficient and self-contained. I did this on a very modest scale when I played Sim City 2000.
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How do you win an open-ended game? Like this: