Chapter 61: Some Gameplay

SimCity 2000 is a game that is very different from The Sims 2000 at first glance.

While The Sims 2000 doesn't have a lot of options, it doesn't have as many scalp tingling as SimCity 2000.

In addition to the most basic road blocks, it is the zoning of residential, commercial, and industrial areas. Then, there are the options for the energy network such as water, electricity, gas, etc.

After that, there are municipal, medical, firefighting, entertainment and so on.

Without a tutorial for beginners, it would take at least half an hour for players to figure out for themselves whether the game is fun or not.

In fact, from the perspective of game design, it is "incorrect" to throw all the elements at the player.

This will greatly raise the bar for this game and greatly reduce the number of players in this game.

The ideal mode for video games is still Nintendo's "easy to learn, hard to master" routine, but how can it be so easy to really achieve "easy to learn, hard to master"?

Besides, "easy to play, hard to master" is not an unbreakable truth, and any type of game must be copied.

To use an analogy, it is the so-called golden three chapters.

From a theoretical point of view, does the Golden Chapter have any merits? The answer, of course, is.

But whether any book must strictly abide by every point of this set of rules, that is a very debatable thing.

Don't make the mistake of essentialism in everything, that is to say, don't make the mistake of dogmatism.

What is written in the book is not necessarily wrong, but it is believed in full, and most of the time it is not necessarily right.

For games like Sim City Building, the playability of the game itself lies in the complexity of the system.

Even the source of its creativity comes from a kind of reverse thinking.

Since most gamers are responsible for destruction, why not have a game that is built by the player?

It is easier to destroy than to build, and vice versa is much harder to build than to destroy.

Unlike other games where the protagonist can be happy with revenge, city building games are actually immersed in one small trouble after another most of the time.

For example, residents who come to live in the city need a place to live, and after providing a place for residents to live, they need a place to work, and after they earn money from work, they need a place to consume.

When the residential, industrial, and commercial areas are all built, they are faced with the problem of how to maintain the relationship between the three in a balanced state.

Even, the game "SimCity 2000" is more excessively divided into three different groups of people.

Low-income people, middle-income people, high-income people.

The three groups have their own residential areas, their own business areas, and their own jobs.

In other words, low-income people will not go to middle and high-end consumption places to consume, and high-income people will not engage in low-end jobs.

When there is a shortage of high-demand jobs in the city, they are willing to starve to death and will not go to low-end jobs.

And there are not enough jobs, and the income is not enough, so the shopping malls will naturally be on the streets.

In addition to directly building high-end communities and introducing talents from outside the city, players also have a way to set up schools in their own cities to complete the education of the low-end population and transform them into high-end people.

However, education doesn't come cheap, and in SimCity 2000, most of the time, only middle-income families are able to do their best to cut back on expenses and complete their children's higher education.

Yes, education can discourage consumption to a certain extent, affecting the commercial prosperity of the city as a whole.

For those with lower incomes, if they want to work in the middle of the ages, they also need to study for a long time.

However, no matter how fluid it is, the hierarchical structure in the game will always take on the form of a pyramid.

Moreover, there will be a certain probability that some capitalists will be produced among the elite.

Once these capitalists appear, the impact on the city will become very large.

Not only will they try to keep down the salaries of their workers, who are low- and middle-income people, and the higher-income people who used to be the same kind of people, but they will also try to evade taxes.

You know, in SimCity 2000, the player plays the role of the mayor of the city, and everything in the city is built through taxes.

For example, the introduction of such big capitalists not only inhibits consumption, indirectly leads to a decrease in consumption and tax revenue, but also directly evades taxes and reduces the amount of tax revenue.

At this time, a tax office can be established in the city, and the tax office can check the accounts of these capitalists, and when the accounts are clear, they will pay the taxes that have not been paid secretly.

The city will have a lot of money to use.

However, this is only a short period of development in the game.

What's really scary about this game is that in this game, the population is just a number for the player.

The so-called low-end, middle-end, and high-end populations are all a number.

When you need a low-end population, you attract them, and when you don't need them, wave them and make them disappear automatically.

Even, if a fire breaks out in a certain house, the quickest solution, and the most cost-effective solution, is not to let the fire brigade extinguish the fire, but to directly demolish the houses around the house.

Because maintaining a fire protection system requires a fixed monthly expenditure, but demolishing a house does not require a penny from the municipal government.

Of course, these are all part of the gameplay, and players won't be able to appreciate it when they first get their hands on it.

Players have just finished installing the game, and the first thing they experience is the graphics of this game.

SimCity 2000 is a game that players who have played The Sims 2000 before will see a sense of déjà vu.

SimCity 2000 is a game with a large number of buildings that are modeled directly from The Sims 2000.

At best, it can be said that the two games are interacting, and at worst, it is actually the production of "SimCity 2000" in order to save trouble, directly using the model of "The Sims 2000".

However, unlike The Sims 2000, where every house can be entered with its own details, SimCity 2000 houses can only be seen from the outside.

However, the slender streets, coupled with the rising buildings, are definitely different from the experience of "The Sims 2000".