Chapter 62: Different
Another difference from The Sims 2000 is the networked gameplay of The Sims 2000.
SimCity 2000 is also connected to the 10,000 Household Battle Platform, but it is different from players on all other platforms.
SimCity 2000 is a game that doesn't have two players directly interacting with each other face-to-face.
SimCity 2000 is a networked game divided into two modules, one is the "World Trade" module, which is very simple and easy to understand.
That is, you can import what you need and export the products you produce.
However, if there is only such a system, it seems that there is no point in not even connecting the phone.
In addition to this, there is also a "Mayor Chat" module.
To put it bluntly, it's a player's web chat room.
Players can talk about various things and interact with other players.
There is even the possibility of players banding together to manipulate the prices of bulk goods such as oil and steel.
Takahashi has studied the online mode of foreign stand-alone games, and one of the major problems of these games is that they are still using the idea of making stand-alone games to make online games.
What is the idea of a single-player game?
It's an immersive experience for players.
And what's the idea of online play?
It is to provide a platform for players to socialize.
SimCity 2000 is a game that has become a chat simulator in some ways, an online chat room.
You must know that when most people are chatting, they are actually just chatting awkwardly and can't find any topics.
This is also why there are many chat groups, which often do not become popular for a few days, and then fall silent because there is no topic to talk about.
And when SimCity 2000 is online, the trade changes seen between cities are natural topics for chat.
If there's one thing Takahashi was inspired to design this online mode, it's from an online game he once played called Star Wars Eve.
In this game dressed as a spaceship, what is really playable is an economic system.
With the participation of many players, the economy of the game has become complex, yet dynamic.
Even if you want to make any changes as a service provider of the game, it is impossible to change them directly and rudely.
It's more like the government (meow) department in reality, using various policies to induce change.
As for the second reason SimCity 2000 uses this system, it is that this approach requires less bandwidth.
It only takes a few simple data transfers, rather than facts, to synchronize one player's city dynamics to another.
In fact, it is not uncommon for this kind of unique gameplay to be born due to the limitations of technology.
In the era of mobile games, the popular "Clash of Clans" is not a set of gameplay developed in response to the relative lack of the network.
When a player attacks another player, they are not facing another dynamic player, but a set of downloaded data.
This can greatly save the client's network requirements and the pressure on the server.
Even the calculation results can be calculated locally on the client side and then uploaded to the server.
A few years later, with the development of the mobile network, the company that launched Clash of Clans launched a new title, which became Clash Royale, a mode that allows multiple players to play in real time.
While Clash Royale is more technologically advanced, Clash of Clans hasn't faded either, with many players still topping up their money and playing games that are already "outdated".
After playing the online mode of "SimCity 2000", the word-of-mouth evaluation is significantly higher than that of "The Sims 2000".
Because in the online mode of "SimCity 2000", the player himself is still the absolute protagonist, and there will be no feeling of being "invaded (meowed) by other players", but at the same time, there is a real interaction with other players.
It can even make the player ridiculously give birth to the idea that I can not only affect a city, but also a world.
Although it is a rather illusory idea, it can make players feel satisfied.
And this satisfaction of being in control of everything is the basis on which SimCity 2000 can be sold.
Although "SimCity 2000" sold only 200,000 units in the first week, the subsequent sales growth trend seems to be faster than that of "The Sims 2000".
These two simulation series of games have once again attracted the attention of the majority of game manufacturers to simulation games.
However, there are not as many manufacturers who blindly make similar games as they think.
Because, the time to try has been tried in the previous years.
Games modeled after the SimCity franchise may sell better, but none of the games that have barely replicated the Sims franchise have sold particularly well. It's hard to even protect the capital.
This is because the SimCity series focuses more on the game feeling, and the popularity of The Sims is due to the online and offline player community, in addition to the playability of the game itself.
If it weren't for these communities that enrich the gameplay of The Sims games, there wouldn't be as many people as hooked on the game.
It can be said that the Sims series of games is a cultural phenomenon, and a cultural phenomenon is more difficult to replicate than a single game.
Although some manufacturers do copy it very similarly, for the Sims community players, everyone can experience a variety of gameplay on The Sims, why play a copy of you.
And "SimCity" and his follow-up works are different, because simulating a city, no matter which manufacturer can do it perfectly, it is comprehensive.
Therefore, each has its own emphasis, and the different aspects of the focus will make a big difference in the game experience.
While SimCity could enrich the gameplay by releasing expansions, the problem is that the game is based on that, and if you change it too much, it won't be a game at all.
In this way, similar games that can provide a differentiated gaming experience can achieve good sales.
However, the most special thing about SimCity 2000 this time is that it is a new online mode, which can be imitated by other similar games.
You must know that the 10,000-household battle platform is the 10,000-household battle platform, which does not mean that any game can be accessed.
And the cost of building your own networking platform is not enough for the profit of a game......