Chapter Fifty-Six: Saving Face!
The Sims 2000 is relatively easy to do, but SimCity 2000 has a route selection problem.
There are two routes in front of Gaoqiao, one is to emphasize the industrial support in the city, that is, the industrial chain.
For example, a steel plant needs to be supported by coal mines and iron mines, and if you want to develop the automobile industry, you need to have the support of steel plants.
When this route is developed to the extreme, there will be a very complex economic system, in which it is necessary to maintain the balance of payments of a city.
It is a very complicated and troublesome thing for the products produced to be sold and the residents to have jobs.
The other route is to create a very complex transportation system with transportation planning as the core.
You must know that since the birth of the "SimCity" series, the transportation system has consumed a lot of computing resources.
Just like the real-life transportation system, the transportation system in the game is not an isolated state.
A very inconspicuous road in the city, a traffic jam occurs, and it can even affect the entire city, causing a large circular congestion.
Congestion results in a waste of time and a decrease in the value created by residents.
For example, in the previous "SimCity", a megacity was built, and in this megacity, there were some residents who needed to spend three hours a day to go to work, and then three hours to get off work, and a quarter of the day was spent on the way to and from work, you said it was not funny.
And if you want to take the line of traffic construction, you have to add a lot of systems.
Take, for example, the overpass system.
In the past, the SimCity series of games had only one flat transportation system. In other words, at most, you can make a roundabout.
However, the light of the roundabout, which in the place where the lines of communication converge, is absolutely not enough.
However, if you want to show a two-dimensional picture that is not pre-drawn such as an overpass, the display effect is basically a lump, so it is impossible to add it.
If the overpass system is added to the new work of "SimCity", maybe there are players who will make a replica of the Xizhimen overpass in this game.
Of course, in addition to the overpass system, there must also be a flyover system, as well as an urban rail transit system and so on.
In this way, it is a super complex system.
The system can even be extended to a software for testing by the city planning department.
However, if we take this route, we must make corresponding simplifications in the industrial chain.
It's not that it can't be designed here, but if players play a new work of "SimCity" with particularly detailed requirements for the industrial chain and strict requirements for transportation, it is estimated that they will play doubtful life.
Even if you play that kind of game by professionals, you may not be able to cope with it.
You know, in the previous "Sims" series, there were still many players who had to cheat.
If you don't cheat, the city will go bankrupt.
However, "The Sims" is still not as funny as the theme hospital, and there is no playful line like "the mayor of this city is a liar" because of cheating.
Then again, Peter Molineux, also known as the Magic Cow Dude, the creator of "Theme Hospital" and "Black and White", "God is Crazy", and "Dungeon Guardians" series, also joined the production of "SimCity 2000".
However, he is not the chief producer, but only part of the work.
In fact, today's model of 10,000 households is becoming more and more closely related to the game development model of Ubisoft in France in later generations.
Ubisoft France has several development teams around the world, and one of them may lead the development of a game, while the others collaborate.
In this way, the development of a masterpiece can be completed in a very short time.
The scale of cross-border collaboration often reaches the scale of three or four hundred, five or six hundred people.
However, in doing so, the problem encountered is that the game has too many bugs.
Because it's all modular, you produce a screw, I produce a nut, and then we screw it together.
Although this is an advanced mode of industrialized assembly line production games compared to small workshop production games, most of the time, either the screws are larger or the nuts are smaller. Although it looks decent when it is cooperated, as soon as you play it, you can't wait for the whole game to fall off the scum.
Wanhu's requirements for game quality are much stricter than Ubisoft's. Therefore, although we are exploring this kind of cross-border collaboration and industrial production of games, it is not as wild as Ubisoft's way.
Each part has to be carefully tested before it comes together. And when combined, the problem will be solved again.
If this kind of industrialized production of large-scale games is like an industry in the traditional industry, if you think about it carefully, it is actually the automobile industry.
The automobile industry is easy to say, four wheels and two sofas, put an engine, stuff a gearbox and run.
However, there are not many countries and companies in the world that can do a good job of automobiles.
Most companies make cars that have a variety of problems.
There are some problems that even the car companies themselves can't find why.
What is this for?
This is because there are so many parts in the car.
Once combined, it's an incredibly complex system.
In addition, when driving on the road, you will face many road conditions that cannot be tested at the time of testing.
And when players play a game, just like driving on the road, there are always unexpected things that happen.
Therefore, the more complex the game, the more unavoidable it is to have bugs.
However, the few bugs that appear can be ignored, but it does not mean that the bugs that affect the player's normal game can be ignored.
Takahashi not only interviewed the magic cow, but also anxious about all the people who participated in the SimCity 2000 test, and everyone gathered together to discuss which of these two routes should be taken for the game "SimCity 2000".
You know, these two routes, in the world of Takahashi, have been tried by many companies.
The SimCity series, the Skylines series, and many more have explored these routes.
None of the routes can be said to fail, and there is a group of players supporting them.
Therefore, Takahashi also felt a little lost.
Just because SimCity has no competitors now doesn't mean it won't be in the future.
If when competitors take SimCity and don't take the other route, then SimCity should learn from it?
You know, making games is also about saving face!