City Building Games

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5 comments

Comments 1 - 5 of 5 previous next Post a comment

  • + guestb4830dd guestb4830dd 6 months ago
    this is fucking wierd!?
  • + guestb4830dd guestb4830dd 6 months ago
    so how we start playing
  • + guestde6b76 guestde6b76 7 months ago
    Really helpful, as I’m making a SimCity style game of my own and needed some insight into gameplay dyanmics.
  • + guest3edeef1a guest3edeef1a 9 months ago
    Excellent Slideshow!
  • + frankreef frankreef 3 years ago
    I kind of miss the Second Life story as new direction to this development.
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City Building Games - Presentation Transcript

  1. City-Building Games Joseph Mirabeau
  2. General Features
    • Game goals focus on building a strong economy and high quality of life
    • There is not necessarily always a winner of the game
    • Players can only indirectly influence individual citizen activities
    • Players focus on city level management and economics
    • The needs and wants of the citizens must be met in order to succeed
  3. Utopia
    • Released 1982 on Intellivision
    • The first simulation game
      • Laid down the foundation for games like SimCity and Civilization
  4. Utopia Gameplay
    • Put gamer in charge of an island
    • Each player chose how long each turn would take and how many turns in total
  5. Gameplay (cont)
    • Controlled all aspects of the economy and military
      • Fort: Prevent rebel units from appearing within 1 square
      • Factory: Generate income at beginning of each turn, but with a side effect of lowering population through pollution and disease.
      • Farm: Feed 500 people, and provide income when rained upon
      • School: Increase well-being of people and factory production
      • Hospital: Boost factory production and increase population growth
      • Housing project: Increase well-being of 500 people by housing them
      • Rebel soldier: Randomly place a rebel upon the enemy island, possibly destroying a building
      • PT boat: Sink enemy fishing boat or tie up a computer-controlled pirate ship
      • Fishing boat: Feed 500 people, generate income at beginning of each turn, and earn continuous income when positioned over a school of fish
  6. Strategic Elements
      • Strategy
        • Goal of the game was to earn more points than your opponent at the end of the designated number of turns
        • Points reflect the well-being of your people, and gained by spending income on improving the living conditions of those living on the island
        • Earning money
          • Build farms which collected income when randomly generated clouds rained on top of them
          • Placing fishing boats over a school of fish
  7. SimCity
    • Released 1989 by Will Wright
    • Began a new precedence in video games that could neither be won or lost
    • The main objective is to build and maintain a city as the mayor of your city
  8. Jay Forrester’s Urban Dynamics
    • A computer engineer and systems theorist graduating from MIT
    • Made discoveries in modeling growth process of corporations
    • Forrester’s designs and equations were completely numerical
      • Will Wright took his approach and turned it into a virtual city environment
  9. Basic rules and considerations when designing a (sim)city
    • Human factors -- residential space and amenities, availability of jobs and quality of life.
    • Economic factors -- land value, industrial and commercial space, unemployment, internal and external markets, electric power, taxation and funding of city services.
    • Survival factors -- strategies for dealing with disasters, crime and pollution.
    • Political factors -- zoning and keeping residents and businesses satisfied with your city and your performance.
  10. SimCity
    • All SimCity’s begin by selecting a terrain
    • Land alterations
      • Allowed you to raise, lower and level terrain
      • Raise sea level, lower sea level, place streams, trees
  11. SimCity Buildings
    • Roads- allows sims to travel, causes traffic congestion and pollution from cars
    • Mass Transit
    • Power lines
    • Power Plants
      • Coal power- cheap power source, but causes high pollution
      • Nuclear power- does not pollute, however melt downs can occur
    • Parks
  12. SimCity Buildings (cont)
    • Police department
    • Fire department
    • Stadium- causes residential value to raise
    • Seaport- Boost productivity of industrial sector
    • Airport- boost productivity of commercial zones, but pollutes heavily
  13. SimCity Buildings (cont)
    • Residential Zones
    • Commercial Zones
    • Industrial Zones
  14. SimCity
    • Budget
      • Displays how your city is performing financially
      • Set tax rates
      • Set funding for fire, police and transportation departments
  15. SimCity Maps
    • Power Grid
      • Displays the power grid of your city
      • Orange lines show that there is power, green displays that there is no power
    • Road Map
      • Displays where the roads and rails run around your city
    • Population Map
      • Displays population density of your city
      • Dark green displays lowest concentration density, while red is the highest
    • Traffic Density
      • Displays traffic density of green to red scale
    • Pollution
      • Displays severity of pollution in areas
    • Crime Rate
      • Displays areas in which crimes are most often committed
    • Land Value
      • Displays where the level of value is the highest
    • Department Statistics
      • Displays the coverage of your police, fire and hospital departments
    • Comprehensive view
      • Shows map of all zones
  16. SimCity Disasters
    • Fire, floods, plane crashes, tornado, nuclear meltdown, ufo attack
  17. SimCity Strategies
    • Build industrial zones on the edge of the map, so that pollution will have less of an impact on residential and commercial zones.
    • Parks near industrial zones will keep land values high and reduce pollution.
    • Try to avoid having heavily traveled roads next to residential zones.
    • Sims love railroads. Use them wherever possible instead of roads.
    • Try building power plants on the edges or in the corners of your map.
    • Lower taxes when you can
  18. SimCity 2000
    • Released 1993 on Mac and MS-DOS
    • Introduced isometric view rather than the overhead view for more visibility
    • Land now had different elevations
  19. SimCity 2000
    • Building Upgrades
        • Museums
        • Parks
        • Marinas
        • Zoos
        • Arcologies
        • Highways
        • Bus depots
  20. SimCity 2000
    • Power System
      • Now included-
      • Hydro-electric- generate no pollution
      • Oil- Pollute half as less as coal plants
      • Gas- fairly clean, but produces little power
      • Wind- They last long, but generate very little power
      • Solar- Environmentally friendly
      • Microwave- Pollution free
      • Fusion- Provides the most amount of power with the low amount of pollution
  21. SimCity 2000 (more features)
    • Water System
      • Pipes to provide water for buildings to become functional
    • Roads
      • Highways/ramps
      • Tunnels
      • Bus depot
    • Subways
  22. SimCity 2000
    • Education- Without education Sims will not be able to build low-polluting, hi-tech industries.
      • School
        • Educates sims from 5 to 15.
      • Colleges
        • Educates from 15-25
      • Library
      • Museums
    • Prison
      • Houses criminals police capture
      • Has negative effect on land value
  23. SimCity 2000 Budget System
    • Property Taxes- Direct taxes on the sims. You can tax sims from 0% to 20% based on the needs of your city.
    • City Ordinances- displays the costs and profits depending on the various ordinances that the player chooses to enact.
      • Legalized gambling, parking fines, CPR training, volunteer fire department etc.
    • Bond Payments
    • Police/Fire/Health/Education/Transit Departments
      • Displays the percentage of funding for departments on scale of 0-100%. Lower funding results in lower capacity.
  24. SimCity 3000
    • Released January 31, 1999 on Windows and Mac
    • Graphical Changes
      • Landscape no longer a dirt brown but a colorful green
      • Colors representing changes in height from beige of beach sand, to brown, and white snow.
      • Different type of trees-
      • Land value effect
        • Areas of higher land value produced wealthier looking houses, creating a lower, middle, and high classes graphically
  25. SimCity 3000 Upgrades
    • Waste Management
      • After population reached 1000, garbage would accumulate
    • Farms and agriculture land types
      • Grew on low land values and produced little pollution
    • 3 Levels of each zone
    • Neighborhood system
      • Players could sell or buy water, electricity, or waste management services with neighboring cities.
  26. SimCity 4
    • Released January 10, 2003 on Windows and Mac
    • Allowed users to create cities within a region
  27. SimCity 4 Upgrades
    • Taxes
      • SimCity 4 implements a class system, so now you can taxes for poor, middle-class and wealth residents; poor businesses etc.
    • Local Funding
      • Player no longer changes funding for all buildings of one type. You can now individually adjust funding of individual buildings in a certain part of town.
  28. Impact of SimCity series
    • "The CIA, Defense Department, Canadian Lumber Association, and the Australian Tax Board, among others, all contacted us" – Will Wright
    • Broad appeal among gamers
    • Educators used SimCity as a teaching tool among 10,000 different schools
    • Went on to design similar simulators systems
      • produced a prototype refinery sim for Chevron called SimRefinery
      • Sim Health for the Markle Foundation in New York. It was a simulation of the national healthcare system.
    • "SimCity was a revelation to most of us game designers. The idea that players enjoyed a game that was open-ended, noncombative, and emphasized construction over destruction opened up many new avenues and possibilities for game concepts.” – Sid Meier
  29. Sid Meier’s Civilization
    • Turn-based strategy game developed by Sid Meir
    • The main objective is to build a great empire from the ground up to stand the test of time
    • The player acts as ruler starting only with one settler
    • The player must compete amongst other civilizations ranging from 1 to 6 others
  30. Civilization
    • City Building aspects
      • Build roads and railways
      • Building fortresses
      • Growth
      • Recycling Center
      • Nuclear Plant
    • Government
      • Despotism
      • Anarchy
      • Monarchy
      • Communism
      • Republic
      • Democracy
  31. Impression Games
    • Founded by video game developer David Lester in Cambridge, Massachusetts
    • Impression Games is most notable for its titles comprising of its city-building titles
    • Described as “SimCity in past civilizations with military and economic micromanagement"
  32. Caesar
    • Released 1993 on pc and Amiga with Caesar II in 1996 and Caesar III in 1998
    • Places player in the role of a Roman governor
    • Combines many elements from SimCity and other strategy games
    • Objectives- player can choose to undertake a campaign or simply run a city
  33. Caesar City Building Aspects
    • Housing starts out as Dwells and huts
    • To upgrade housing the player must raise land value
    • Water resources
    • Sanitation
      • Bath Houses- improves land value
    • Entertainment
      • Theatre, coliseum
    • Educational buildings
    • Security
      • Wall, tower, gateway
    • Worship shrines
    • Industry
      • Provides tax revenue
      • Employs citizens
      • Farms, mines, quarry, warehouse, work camp, shipyard, port
      • Sets up system of supply, demand and distribution
  34. Pharaoh
    • Released 1999
    • Based on the Caesar III game engine and operates on the same principles
    • Objectives are mission based
  35. Pharaoh City Building Aspects
    • Housing levels
      • Huts, shanty’s, cottages, apartments to residences
    • Entertainment buildings
      • Three main types of entertainment: jugglers, singers and dancers
    • Education
      • Allows for an educated class, who live in higher class homes and hold higher class positions
    • Industry
      • Agricultural system is built around the Nile River
      • The river floods certain areas of the map where farms and roads are built
      • The amount of the flood determines the fertility of the land
      • Storage yards/Granaries- store excess food imported or grown in city
      • Wood cutter- Creates wood for products such as chariots
      • Clay pit- creates clay to create pottery and bricks
      • Flax farm- creates linen
      • Henna farm- creates paints
      • Oil- creates lamps
      • Gold mine- delivers gold to city treasurer
  36. Pharaoh City Building Aspects
    • Civil Service buildings- provides needed service to keep city running
      • Palace- Where all city management is handled
      • Where the player can set the salary of each of its workers
      • Bazaar- Supplies the citizens with needed supplies such as food, jewelry, and linen
    • Service Posts- Sends out fire marshals, provides architects, and provides policemen
    • Tax Collector- simply collects taxes from the people
      • The tax rate can be adjusted from 9%
    • Healthcare System
      • Depending on the number of health buildings the general health of the people is adjusted accordingly
      • Wells- provides water for those in immediate area
      • Physician’s Office- Keeps healthcare up in the city
      • Apothecary- Raises healthcare and prevents malaria
      • Mortuary- Keeps healthcare up by disposing of dead bodies
  37. Master of Olympus- Zeus
    • Released 2000 on Windows
    • Built off of the Caesar III engine
    • Distribution of goods handled by agora
      • A plaza-like road where goods are sold
    • Schools
      • Colleges- train philosophers
      • Gymnasiums- train athletes
      • Stadiums/Theatres- entertain citizens
  38. Criticisms of the City-Building genre
      • Games cannot be made without its set bias’s
      • Assumes that low taxes will encourage growth and high taxes will bring about recessions
      • Discourages different aspects of technology such as nuclear power in SimCity
      • “ And most fundamentally, it rests on the empiricist, technophilic fantasy that the complex dynamics of city development can be abstracted, quantified, simulated, and micromanaged”
      • Game no longer becomes interesting once its secrets and limitations have been exposed
  39. A glimpse into the future…
    • Spore
      • Allows players to control life beginning on the cellular level up to the galactic level

+ wuzziwugwuzziwug, 3 years ago

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