Electronic Arts has finally created something that has captivated the world with an intoxicating melange of drama, tragedy and sick humor. Too bad all of these elements emerge from EA’s project management, not the game itself.
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The SimCity saga is evolving into a mesmerizing example of mismanaging a highly ambitious project in several ways. Forcing consumers to opt for an always-on Internet connection; underestimating server loads; insisting on the unnecessary and destructive goal of having “real people” populating the simulation; capping the size of the cities at a level that obviously alienates long-time fans; and deciding to go ahead with the game launch even with clearly inadequate pathfinding algorithms.
~Tero Kuittinen, FOX NEWS
I feel bad for my fellow gamers who purchased SimCity based on the awesomeness has been the franchise since the late 80s—not to mention impressive reviews from the likes of Slate's Farhad Manjoo. I don't blame the reviewers here. They were able to play with exclusive connections to servers prior to the game's release, I am sure, if not at Maxis headquarters itself. In particular, Manjoo raved about the "individual" Sims behaving somewhat willy-nilly. I'm guessing it is even more erratic than he realized.
I might purchase SimCity in in the future. But for now, I'll stick to my MMORPGs.