SimCity’s Traffic Gets Explained In Developer’s Blog

on March 24, 2013 3:55 PM

As I explained in my review of the game, traffic can be a hard nut to crack in SimCity, and either a glitch or bad road planning can result in a gridlock that will virtually paralyze part of your city, especially if you specialize in tourism, with thousands of sims invading your streets to find their amusement in your casinos and between your landmarks.

To help us better understand how things work Software Engineer Alexander Harkness posted a new blog entry with an extremely detailed explanation.

It’s actually quite nice of the development team to go to this kind of length to explain how the most complex concepts of the game work, and it definitely gives me good vibes for the future of the game, as it’s basically getting the MMO treatment support-wise.

You can find the full write-up here.

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4 responses to “SimCity’s Traffic Gets Explained In Developer’s Blog”

  1. Dany Rioux says:

    The MMO treatment? Do you really think that?

    The game has been an atrocious launch, it’s basically a steaming pile of gooey, smelly crap and there’s only one thing to do to “fix” it; patch it to hell. It’s not getting the MMO treatment, it’s getting properly coded — let’s hope.

    It’s been proven time and time again that SimCity simply doesn’t work right after you’ve reached a certain threshold.

    The post you’re referring isn’t worth much. I’ve read about half of it before giving up. Want me to link you several videos disproving what they say? Everyone has seen them. What Harkness says is all rhetoric, wishlist and upcoming features, nothing that is actually in the game. But, it was probably planned from the start to be that way considering the GUI’s logic is coded in Javascript…

    • Eight patches in little more with two weeks is definitely something I’d define a MMO-like treatment. Whether you like it or not (and the evidently hyperbolic language you use already shows that you’re dead set not to), maxis has definitely shown a great level of post-launch support for the game, and there’s no indication that they’re going to stop doing that.

      Videos prove absolutely nothing. The existence of glitches in something that complex doesn’t disprove the system. It simply means that there are glitches, and I don’t see Harkness denying that anywhere.

      Despite the glitches, using what he says is definitely useful in minimizing traffic problems, as I tried myself. Of course some will just prefer throwing ragefits on forums (or comments) instead of actually trying and taking what’s useful from the read.

      With SimCity the sentence “haters gonna hate” has reached a new level of meaning, while a lot of other people are simply enjoying it. And considering that it’s a whole lot of fun (despite the absolutely overblown flaws, and we all know why some are blowing them way out of proportion as they are), I’d say that’s the right way to approach the issue.

      • Dany Rioux says:

        This is simply damage control. It has nothing to do with MMO-Style patching. That sort of patching, btw, is expected because MMO are notorious for being late-beta releases and plentiful bug-wise. Also, they are way more intricate than what Sim City pretends to be.

        Name me 1–ONE–AAA single-player game that ever–EVER–needed 8 patches in less than 2 weeks. I dare you. Maybe if you dig really deep you’ll find an indie game or two, at most. In 30 years of gaming, this is the first time I see this. While you’re at it, how many MMOs needed that many patches in so short a time? That were as broken? Hint: those that were like that are no more or have gone F2P very shortly after launch.

        Now, you’ll go on with “Sim City isn’t a single-player game!” but that’s where you’re wrong. Sim City is, at best, a connected game. Nothing in your game needs either the servers (everything pertaining to your city is run on your own computer) or other people’s city to thrive. It’s only DRM with an added data exchange with the server once in a while.

        I won’t even comment on the rest of your comment. I gave you my opinion on your “article” and that’s how you respond? From this I can only understand you’re a massive Maxis/EA fanboy that feels hurt because their last launch didn’t go as good as it should’ve. Or is it because you hate it when people disagree with you?

        • You seem to like to state a lot of your opinions as fact, like most of the people that love to blow SimCity’s (or other games’) problems way out of proportion.

          When you’re simulating several thousands of agents interacting with the environment and each other (no matter how simple that interaction can be), things tend to be pretty damn intricate.

          I’m sure trying to make everything look a lot simpler than it is is very convenient from the crusade you seem to be crusadin’, but you telling something doesn’t really make it so.

          I honestly don’t care what other games “need”. I’ve seen plenty games out there that have been released broken and have been left in that state, because money’s in the bag already.

          SimCity is being patched at a great pace, and Maxis can only be praised for that, at least if one doesn’t just hate the game and the developer because of a pseudo-political stance against always online. Because we all know very well that such is the crux of the issue. If it wasn’t for that pseudo-political crusade, most people would never blow the problems this game has way out of proportion as they do.

          And sorry but no. SimCity isn’t a single player game. It’s an online game like League of Legends or MechWarrior online or many others. It’s purposely balanced to be played online, and connectivity adds plenty features that wouldn’t be possible offline.

          Whether it also works as DRM (not very well, rather obviously) is completely inconsequential for what I’m concerned.

          Unfortunately for your stance, disagreeing with it doesn’t mean being a “fanboy”, as much as you like to try and paint it that way. If you want your “comments” to be taken seriously, you may want to try and lay back with the hyperbole a little bit. It helps, because when you come around calling a game a “a steaming pile of gooey, smelly crap” it’s hard to take what you write seriously at all. Hyperbole is the first telltale sign of the irrational.

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