The implementation of scenarios was suggested by Broderbund, as a means of transforming SimCity into a more traditional game format. SimCity features goal-oriented, time-limited scenarios that are contingent on the player's performance and could result in either a win or a loss. In addition, monsters and tornadoes can trigger train crashes by running into passing trains. The player may face disasters including floods, tornadoes, fires (often from air disasters or shipwrecks), earthquakes and monster attacks. In the SNES version and later, the player can also build rewards when they are given, such as the mayor's mansion or a casino. The Sims make these choices based on such factors as traffic levels, availability of electrical power, crime levels, and proximity to other types of buildings-for example, residential areas next to a power plant will seldom appreciate the highest grade of housing. Once able to construct buildings in a particular area, the too-small-to-see residents, known as "Sims", may choose to construct and upgrade houses, apartment blocks, light, heavy industrial buildings, commercial buildings, hospitals, churches, and other structures. The player may divide land into commercial, industrial, or residential zones, add buildings, change the tax rate, build a power grid, build transportation systems and take any other actions to enhance the city. The core concept of SimCity is to build and design a city without specific goals to achieve. The success of SimCity marked the beginning of the urban simulation genre of video games, as well as publisher Maxis' tradition of producing non-linear simulation games, one of which – The Sims – would surpass all its predecessors in popularity and become one of the best-selling franchises in the video game industry. SimCity received numerous awards from news publishers and associations. Reviewers considered the game instructive and helpful toward the player's understanding of urban planning, politics, and economics. SimCity was met with critical acclaim for its innovative and addictive gameplay despite the absence of action elements. SimCity sold 300,000 units for personal computers and nearly 2 million units for the SNES. Its gameplay was significantly revised with Nintendo's involvement. After becoming a best-seller, SimCity was released on several other platforms, most notably on the Super Nintendo Entertainment System (SNES) in 1991. Although the game initially sold poorly, positive feedback from the gaming press boosted its sales. Because the game lacked any arcade or action elements that dominated the video game market in the 1980s, video game publishers declined to release the title for fear of its commercial failure until Broderbund eventually agreed to distribute it. SimCity was independently developed by Will Wright, beginning in 1985 the game was not released until 1989. Importance is placed on increasing the population's standard of living, maintaining a balance between the different sectors, and monitoring the region's environmental situations to prevent the settlement from declining and going bankrupt. The game's objective is to create a city, develop residential and industrial areas, build infrastructure, and collect taxes for further city development. SimCity features two-dimensional graphics and an overhead perspective. SimCity, also known as Micropolis or SimCity Classic, is a city-building simulation video game developed by Will Wright, and released for several platforms from 1989 to 1991.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |