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Maybe it's not such a bad thing.

Spreading around saved game files and using tools to mess with the games memory to cheat is something that has prevented a true Ranking system and online play in almost all games.

These server-side requirements would mean that the $ is stored server side and it will be harder to cheat.

It was pretty much either have always on connectivity or require punkbuster and disable many online cooperative features.

Fine EA. I'll accept it.



How does "ranking" work for a sandbox game? The concept wakes no sense. Simcity doesn't have kill/death ratios or something. You can't have a global leaderboard, because there's no winning. It's not clear that "cheating" is even a problem. If you want to play online with your friends with unlimited money, go ahead! Why the hell not?


Maybe they are trying to teach kids things like debt to income , budget management, loan basics, and concepts like "there is no redo in real life" rather than basing everything on a kill/death ratio.

You can easily develop a way to rank how productive, profitable, clean, and happy cities in a game like SimCity are. If you weigh these factors and provide a number then you have a ranking. Maybe global leaderboard was a bad example but there are numerous other features that might require this kind of online only gameplay that we haven't experienced yet.

I say don't knock it until you try it. Not the beta, not the videos of others playing, the real game.

If the new strategy really kills the game then I'm sure someone will create a fake server patch or method of playing offline.


> "there is no redo in real life"

Psychologically speaking, failure is not a good teaching tool. Learning is much more effective through experimentation and success.


That's completely the opposite of why games exist. If I didn't want a chance at forgiveness, I would just play real life.


There a lot of great, fun games with no redo. The entire concept of a roguelike is based on death being permanent and having to start over. FTL, Spellunky, The Binding of Isaac and Dungeons of Dredmor are all recent examples of games that embrace this unforgiving play-style.

However, I think forcing this into Sim City is just a bad idea, and contrary to my expectations from such a game.


Different games exist for different purposes. Not every game allows infinite saves and redos.


> Not every game allows infinite saves and redos.

I would argue that every single-player game is forced to allow infinite saves and redos, by the fact that virtualization with memory snapshotting exists. (For a networked game like this one, you must just first reimplement a "private server" for the client to talk to, and then run that within the same virtualized container, so that a snapshot tracks their combined state.)


You would be the mayor/god of multiple cities? How?


I agree with your sentiment, but one approach to 'winning' SimCity: http://www.vice.com/read/the-totalitarian-buddhist-who-beat-...


Personally speaking, I value being able to have more fun over having worldwide rankings. Does every game need to be competitive?




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