>>263441547 >>263441257 >Chris Sawyer is a Scottish video game developer who is best known for designing and programming Transport Tycoon and the RollerCoaster Tycoon series. >After creating RollerCoaster Tycoon, he resumed work on the sequel for Transport Tycoon, but again postponed it to create RollerCoaster Tycoon 2. Upon completing that project, he resumed his work on the Transport Tycoon sequel, finally releasing it in 2004 as Chris Sawyer's Locomotion.
>>263443284 >In 2010, Sawyer founded 31X, a video game developer focused on mobile games. He created the company specifically to develop Transport Tycoon for iOS and Android. Same thing quite a few other major game designers did. He went into the mobile market, where they don't need to mess with huge budgets and can self-publish
>>263443473 Yegh. As much as I love seeing devs escape from under the thumb of publishers, I don't think mobile gaming is the way to go. The technology isn't there yet to make actual deep and good games. If he has the money to make mobile games then he has the money to make a low-budget PC game and publish it on Steam. Plenty of those succeed while the vast majority of mobile games get buried under the avalanche of the mobile market.
>>263444587 >The technology isn't there yet to make actual deep and good games If anything, these designers have shown that you don't need the technology to make good games. As for the deep, that might be a problem, but it's almost instantly tied to the budget. These designers would rather explorer concepts and experiment, than do one unrealistically expensive shot
>>263447978 >>263447775 Also, what helps you out in some situations is learning how the hexadecimal numeral system works and find a hexadecimal editing tool such as HexEdit. Get some general knowledge about how the game works internally.
>>263445218 I didn't mean it that way. I mean that tablets and smartphones are very limited right now. You have one real method of interaction, which is pressing something with your finger. Your hand obfuscates a large portion of the screen, and you don't have any real secondary functions other than the "pinch" motion you can sometimes use. If you want more functions, you have to make large UIs with virtual buttons which take up even more of the screen. Meanwhile PCs have an insane amount of buttons and large screens with nothing to block them except tiny mouse cursors. And designing games for mobile or PC is only as expensive as you make it, since publishing digitally is practically free (that is, pro bono) and they use pretty much the same software. I will admit that bug testing for PC can be more difficult since there is an infinite variety of hardware specifications, but there are a lot of different tablets/smartphones out nowadays too.
>>263449198 >You have one real method of interaction, which is pressing something with your finger. Your It's how most keyboards work, and mice have been used primarily to select and point as well. Given that they're game (and hence in part interface) designers I'm sure they're well aware.
>And designing games for mobile or PC is only as expensive as you make it At the time they left PCs had the established publisher infrastructure, which itself raises the price dramatically. Also a wide range of hardware to target.
>since publishing digitally is practically free Fairly recent development. He left in 2010, many left earlier
>>263449229 I... Still don't understand what you're trying to say, the original image doesn't have any 90 degree turns in it, unless you're talking about the track by the depot, where it should be obvious that a train can turn around inside a depot. Are you pissed that the game can have 90 degree turns?
>>263450045 Keyboards don't take up a large part of already small screens. There's a reason that tablet keyboards have become a thing. Any app that requires a decent set of buttons (such as one where you need to take notes) really requires it. However, designing a mobile game around the assumption that your users have tablets and accompanying keyboards means you might as well just develop for PC. And again, a mouse is not a finger. It doesn't block the screen, it is pixel-accurate, and it's actually faster to use. You can assume all you want about designers, but simply choosing to make mobile games shows that they either don't have a lot of foresight or they are willing to sacrifice gameplay in pursuit of money (and very few mobile games actually hit the jackpot).
>>263454548 >Keyboards don't take up a large part of already small screens You don't need them all the time, and in the case of games they're mostly hotkeys. Might as well provide the correct icons on screen.
>There's a reason that tablet keyboards have become a thing Rarely for gaming
>Any app that requires a decent set of buttons as in, not games
>such as one where you need to take notes handwriting
>However, designing a mobile game around the assumption that your users have tablets and accompanying keyboards means you might as well just develop for PC. It's an assumption you should not make. The mobile platforms come with different gaming habits as well.
>it's actually faster to use For mouse tasks, probably. To point at something, not so much.
>simply choosing to make mobile games shows that they either don't have a lot of foresight or they are willing to sacrifice gameplay in pursuit of money Neither. Carmack did mobile for a while and said his motivation was to experiment with a different platform and do something simpler to relax. They're not in it to make the next big game. They're in it to relax and tinker with the games they love. Mobile is appealing precisely because you get all the business junk out of the way. You make a nice little game, put it on the store, update it as you see fit, and occasionally money trickles back. It's not much, it's small scale, and it's cool. Because it's enough to make a living, and you're free of any creative burden. They may just have a lot more foresight than you, regarding the opportunity of a largely unexplored gameplay environment, and they may just be far less interested in money than you are.
I wish Sim Farm and Sim Tower got 3D remakes. Not 3D like Roller Coaster Tycoon, but keeping the exact same gameplay. Imagine a game like Sim Tower, but you have a 4 sided tower instead of just 1 side. And vastly improved elevators.
>>263473139 very. Sim Tower is interesting because it differs from the usual city builders. It's not just stacking apartments/offices either. The elevators in this game are crucial. You can spend a lot of time tuning their behavior for rush hours, mornings, evenings, weekends
>>263475638 it is indeed just an endless grind, not a fun one either. SimCopter and Streets of Sim City are best forgotten. The games came at a wrong time. They look bad, play bad, and don't fit with the entire Sim series
>>263475638 Grind is a good word for it. You earn dosh by doing jobs with your helicopter, from putting out fires to medevac missions. More money just means you can upgrade your helicopter, or buy a new one, so you can do all the same missions faster. That's about it.
It's not really a SM's Sim style game at all, but I see how it might be fun if it was tweaked and had better progression.
Also the character sprites look like complete ass.
By your logic, every Sim game is an 'endless grind'. Sim City is all about 'endlessly' putting down zone tiles and civic buildings. Sim Tower is all about endlessly spamming office/resident/hotel rooms while managing elevators.
If you can't find fun in a game outside of what has to be done, you're the problem. Flying around a city and doing the most ridiculous things like stopping traffic with your megaphone, spraying criminals with water or dropping medvac patients into the ocean is the fun.
>>263476602 >Also the character sprites look like complete ass. Hate to go all graphics whore but EVERYTHING looks like complete ass in the game. See the arcologies in that screenshot? They are fugly. You built your dream city in SC2k, only to have it turned into polygonal shit by SimCopter, it was bad.
>>263476754 >By your logic, every Sim game is an 'endless grind'. Say what? What logic did I apply? I called it an endless grind because it is one. The game has no direction, no purpose, no endgame and worst of all, no fun. You do the missions because you have to, and everything about them is utterly annoying. The Sims look and speak terrible, the water and fire look terrible, the color palette is all over the place, there is no motivation to do anything. Especially when you come from other Sim games, the stuff to do in that game is just severely underwhelming.
All I'm reading is you didn't enjoy the content in the game. But claiming there's no goals or 'it sucks because it isn't like other Sim games' is completely subjective.
In other words, you didn't like the game. That doesn't make it bad. I dislike Final Fantasy Tactics because of linear story events and broken gameplay. But clearly millions of other people love it. So I can't claim it sucks as a 'fact'. Its just my opinion.
>>263476754 To me the difference is grinding in City or Tower results in a sense of progression. Those zone tiles or offices expand your city/tower little by little, so the city/tower you're working on in one minute won't be the exact same ten minutes later, and will have new problems or possibilities.
That doesn't happen with Sim Copter. Your upgrades help you do things better, but that's about it. No real possibilities open up as you progress through the game, you just do the exact same thing you did at the beginning.
Sim Copter has a lot of potential if it was a next gen game, though. Imagine a city that's constantly expanding and changing, so the small town you work in at the start is a huge metropolis later on. Or being able to coordinate with other copters to handle scaled up versions of earlier problems.
>>263477993 >All I'm reading is you didn't enjoy the content in the game Maybe read again. In particular >The games came at a wrong time. They look bad, play bad, and don't fit with the entire Sim series I've obtained the game, played it, and removed it in frustration, because everything is so wrong. Part of it is indeed the age of the game. Pushing an entire 3D city on a windows software engine in the mid 90s was simply nuts. The arcos look terrible because they ran out of textures, the viewing distance sucks because the engine was pushing what was possible. The citizens have no personality because the engine could barely give them enough ... primitives to make sense. I dislike SimCopter because they fucked up. They tried to shoehorn an action game on top of Sim City 2000 and that was a bad idea. The computers can't handle it, the result is an action game that disappoints action players and Sim City players alike
But there was a sense of progression in Sim Copter. Getting better helicopters means you could take on different missions. Most of the missions in the first few levels were just helping traffic or saving 1 medpac guy. As you progress and get to bigger cities, the missions become more complex. Helping people off runaway trains, putting out huge fires, helping 4-6 medpac victims at a time, etc.
Am I claiming Sim Copter is perfect? Not at all. Like you said, it really needs a modern remake But to claim it was 'grinding' and had absolutely no progression is a really subjective opinion.
>>263478261 >Sim Copter has a lot of potential if it was a next gen game, though. Imagine a city that's constantly expanding and changing, so the small town you work in at the start is a huge metropolis later on. I'll one up it. Imagine it was really Sim City and Sim Copter working together. You build your city, you get to do heli jobs in it. If your city is well funded and well run, crime is low, you get a good heli, can do a lot of VIP transports and relaxed shit. Build a city with bad congestion and bad funding? You get a flying bucket and do nothing but fight back protests and fires (because the fire engines can't get through).
Have it a smooth integration. Something happens in your Sim City? Zoom down into your helicopter and back out. NExt up, combining all that with other sim games. The national park outside your city? You bet that's managed. That one giant arcology? It needs some nice working elevators, and so on. A Sim combinining sims on all levels. When you don't play them, they manage themselves, but you can always take over.
>I'll one up it. Imagine it was really Sim City and Sim Copter working together.
That's what Sim Copter already did with Sim City 2000. You upload your city, fly around and help people, then reload the city into Sim City 2000. Any changes made in Sim Copter transfered over to Si mCity 2000. Such as a building burning down or traffic, etc.
But I agree that a sequel could vastly improve this. I was really disappointed, actually mad, that Sim City 4 took the concept of Sim Copter and turned it into Sims style missions.
>>263481158 >That's what Sim Copter already did with Sim City 2000 I know that SimCopter could load SC2k cities. Didn't know about the other way round. And yes, I'm not saying SimCopter is bad in general. Just that the particular implementation sucked, because the time wasn't right for it. That said, I imagine that integration to be seamless and modular. You buy Sim City, you get to play Sim City. You buy the Sim Copter module, a new function becomes available at your airports/hospitals.
>I was really disappointed, actually mad, that Sim City 4 took the concept of Sim Copter and turned it into Sims style missions. Explain? I have never played 4. Only 1, 2k, a bit of 3k.
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