Maxis had to figure out how to turn that onerous requirement into a feature that would deliver something useful to SimCity players. Which, in retrospect - I mean, obviously - was the fatal flaw in it." "And so that mandated, kind of, the server and online stuff. "EA wanted to make it more of a platform, an ongoing platform, that they'd sort of build and develop on," Quigley explained. (Microtransactions were a part of EA's reasoning, said Quigley, but not the main impetus behind the decision.) EA greenlit the project, with a caveat: It had to be an always-online title, because that's the future that EA believed the gaming industry was heading toward. SimCity originated with Maxis' desire to make a SimCity game in full 3D, and the studio's belief that the technology had finally gotten to a point that would support that, Quigley recalled on this week's edition of The Game Informer Show.
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