While I am not usually a fan of social games, especially Zynga-style "villes", I am a huge fan of the SimCity franchise, and this time the name won out. I have spent the past few days playing the newest game in the franchise and, while the game probably doesn't exactly deserve the moniker, I can certainly enjoy the Maxis humor that is spread within.
The game is very much built in the standard social construct: annoy your friends enough until they start playing or pay us for the ability to not lose your friends. Certain goals are impossible to accomplish without asking your friends for things, like materials or work assistance. Despite what it sounds like, however, it does not affect the friend's own inventory. So, if you ask a friend for, say, a land permit and they agree, they do not lose one of their own, one seems to be created out of nowhere.
One aspect of the game that makes the game engaging is the fact that, without your interaction, you will not receive the resources or money that your businesses and factories produce. You must regularly interact with your city to collect, which means the more often you open the game, the more resources you can receive. However, the more you collect, the less energy you have, which is also required for building new buildings, and just about every other action in the game.
Pestering your friends for energy and permits isn't the only social integration in the game. Hit the break for a photo of our current city as well as a rundown of some of the negatives and positives of the social sim.read more...