PDA

View Full Version : Something to Chew On....



ManagerJosh
07-18-2007, 07:00 PM
This was posted originally in the Tilted Mill Forums (http://www.tiltedmill.com/forums/showpost.php?p=164185&postcount=56) by Jeff Fiske, Design Director.


Something that has not come out clearly, and I understand why- particularly in this copycat world we live in- just how Societal Values affect gameplay.

One of the goals of SCS is that you really can make cities that look, feel and PLAY differently (Play is most important to me personally). The Societal Values in SCS enable this to happen, unlike other CB games (ours in the past as well), these do not restrict or define your play by forcing you to balance or progress in some relationship to each other.

You decide what your society values (from the six values). You place buildings that contribute to those values as well as buildings that actually implement or use this value. The way your buildings affect other buildings, and influence your Sims, is determined by the buildings themselves, and locations relative to other objects/roads/etc. in the game.

Many of these buildings have side effects, creating inefficiencies such as criminals, while others deliberately avoid any of these traditional negative side effects, or directly try and address them. (Yes- I am being crass- sickness, drunkenness, crime are just inefficiencies- because we don’t care if want to build a society that is rife with these- your city won’t produce much, your Sims will be miserable, but you wanted to do it!)

We are very non-judgmental. We don't say that this type of society will fail, or you should not do that- but we try and create 'realistic' pushbacks that cause expected problems. Problems you can play with or ignore if you like, but most likely, solve. Solving all problems, like any other city builder before can be a real challenge.

It is not a simple game- but one where we don't hide things from you. Things are no longer buried, and the feedback/time loops are much more direct. Thus, it even though interrelationships can be as complex and deep as previous CB games, it remains intuitive, to gamers at all levels- just plain less frustrating.

While I think you will find it challenging to keep a large city running smoothly, the city you make will be uniquely yours. This city may even feel like the city you set out to create, because you no longer have to work within the confines imposed by restrictive models.

We are very non-judgmental. We give you the tools. You to build the city you want.