GT: Please tell us a bit about the feedback the game will give
to players. What information will they be able to determine without the need to
view charts or overlays?
KH: We’ve spent a lot of design and implementation time in
trying to move as much information into the play field and out of data and map
views as possible. We still have those tools available, but we felt the game
would be much more visceral if we could bring those things to life. Some of the
things we’ve added include building distress (where the building looks unkempt
and decayed), prop feedback (where we place crime scenes, piles of trash,
extravagant pools, and the like to give feedback on several elements including
wealth, crime, occupancy, and garbage levels), ground textures (where the kind
of lawn and how well it is maintained will give feedback on wealth level and
occupancy), and sim behaviors (where you can judge wealth levels by the cars in
the area, or see crimes being committed by little sims).
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A dream factory (i.e. movie studio). |
GT: Some of the screenshots released for the game show night
scenes. Will the game feature full day/night cycles?
KH: Yes it will. We’ve given the player the option of running
a 24 hour clock, having it always be day, or having it always be night. In
addition to that, things like commute cycle and sim animations are tied to the
24 hour clock, so the kinds of things you’ll see during the day are very
different than what you’ll see at night.
GT: Will there be weather in the game (outside of disasters)?
KH: For a variety of reasons we were forced to forgo things
like snow and rain. But that doesn’t mean you won’t see these things in future
expansion packs.
GT: Speaking of disasters, are there new ones planned for
SimCity 4?
KH: There are both some old favorites and a couple of new
ones. Some of the new ones include the robot attack, the volcano, and
lightening.
GT: We’ve heard that players will be able to actively try to
stop or contain disasters as they are happening. Please tell us a little about
this.
KH: There are two types of disasters: naturally occurring,
and God induced. Naturally occurring disasters are things like pipe-bursts,
fires, riots, and power plant explosions. Those are all in the user’s control to
either avert before they happen, or repair once they have happened (well, except
for the nuclear power plant explosions…once those happen, there’s little you can
do…but it is a gorgeous thing to see). God-like disasters are completely in the
users control to initiate, and many of them allow for some level of control once
they are unleashed. It’s good sick and twisted fun.
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