GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
June 6, 2013
 
Cracking the Touchscreen Code
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
 
Deep Plaid Games, one year later
 
The Competition of Sportsmanship in Online Games
 
Gamification, Games, Teams and Competitive play
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 6, 2013
 
Gameloft - New York
Programmer
 
Wargaming.net
Build Engineer
 
Virdyne Technologies
Unity Programmer
 
Wargaming.net
Quality Assurance Analyst
 
Wargaming.net
Dev-Ops Engineer
 
Gameloft - New York
UI Artist
spacer
Latest Press Releases
spacer View All     RSS spacer
 
June 6, 2013
 
Urban Trial Freestyle
Revving Up for Nintendo
3DS
 
MIGHT & MAGIC® X
LEGACY IS NOW IN OPEN...
 
Hank Zombie Hunter
Released For Mobile
Platforms
 
TUNE IN ON JUNE 10 FOR
THE UNVEIL OF
EA’S...
 
Global Games Market Grows
to $86.1bn in 2016
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor

  Video: Building SimCity's sandbox
 

May 31, 2013   |   By GDC Vault Staff

Comments 4 comments

More: Console/PC, Social/Online, Programming, Design, Video





Courtesy of the GDC Vault, this free GDC 2013 video sees Maxis' Dan Moskowitz defining what a sandbox game is and sharing lessons learned from building the team's latest sandbox title, SimCity.

Moskowitz defines sandbox games as "goal-free exploration games, where fun is derived from discovering how the game mechanics work." Here, Moskowitz explores how Maxis discovered what worked in its own sandbox using the Glassbox simulation engine, with lessons including determining granularity, finding and re-using patterns that work, figuring out how to scale, and exploring mechanics "breadth first".

Session Name: Exploring SimCity: A Conscious Process of Discovery

Speaker(s): Dan Moskowitz

Company Name(s): Maxis / Electronic Arts

Track / Format: Programming

Overview: At their core, Maxis games are tools that let players delight in their own discoveries of how a system works. As developers of sandbox-style games, we have the unique challenge of simultaneously creating an underlying system and then discovering the fun hidden inside, before we can package it up and present it to players. In this session, Dan will outline a methodology for building sandbox games, giving specific examples from SimCity's simulation, player tools, and feedback mechanisms. He'll also outline advantages and drawbacks to this type of "discovery-based" methodology.

About the GDC Vault

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.
 
 
Top Stories

image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
image
The diversity of game dev students: Who's joining the industry?
image
Amazon launches dedicated indie games storefront


   
 
Comments

Kadan Sharpe
profile image
While I appreciate the respect Maxis has shown their customers in lieu of their launch, I felt as if I was restricted, as a player, more than ever with SimCity.

Michael Galloway
profile image
The whole quality over quantity thing didn't really happen either. It's not as though Simcity has a lot of in-depth micromanaging to provide a varying challenge to keep a city running, you just get into a routine of plonking stuff and moving values about just like the Sims.

Maxis and Focus Home need to decide whether they want a reasonably realistic city management simulator or a simplistic but grander city builder.

Tyler Shogren
profile image
Maxis thought SimCity 4 didn't do as well as it could because the game itself was too complex. However, the root of the problem was the game didn't effectively communicate mechanics/game state to the player. The traffic adviser would pop up talking about traffic jams, you'd look at the heat map and find where the problem was, but there was no way to know why it was there or what you could have done to prevent it (other than the obvious people/road ratio). Of course you can't just show the player the traffic code, or generalized math equations for traffic, you'd have to visualize that systemic information in an obvious and intuitive enough way that doesn't break verisimilitude (and of course cars have to behave rationally). It seemed Glassbox might be a direct address of this problem of visually communicating complicated data.

The impression I got from the talk is that they made a great game engine (with maybe some caveats) and then had to slap together a facebook game on top of it to publish on time for the sake of financial analysts.

Michael Galloway
profile image
There was also the issue that it wasn't always clear how you were supposed to fix the problem when you managed to identify it. Roads for example would need to be replaced with avenues when they get too busy, but then you have to destroy buildings and even then you often had to bulldoze large segments before the tool would work.
I can't remember if Simcity fixes this but I know Cities XL does, it lets you convert existing roads without having to destory and rebuild.
Personally I think the zoning concept is deeply flawed too and that's been made even worse in Simcity since the zones are only aligned directly to the roads so you end up with some weird layouts if you have anything other than grid streets.


none
 
Comment:
 




 
UBM Tech