DGC Ep 316: SimCity 2000 (part two)

Welcome to Dev Game Club, where this week we continue our series on SimCity 2000. We end up spending a lot of time talking about the political choices that inform the game, as well as other topics. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
More hours?

Issues covered: being the opposite of what rangers or druids do, the San Francisco method, finding natural borders, responding to the water crisis, getting clued by the newspaper, planning ahead for subways, district sizes and ratios, trying to make your city look a certain way, needing that transportation budget, how Europe approaches traffic accidents vs the US, politics in games, procedural argument, where you put your coal plant, cars put in the parking lot, when subways should be built, keeping your commentary out of your marketing, how you make an argument, what appears in the newspaper and its lack of correlation to the history, broadsheets vs tabloids, how do you generate the newspaper content, WillTV, evolving buildings and aesthetic choices around them, Megaman X lore, how the podcast impacts our work, more musical selection, why the metal blades are so useful, Magnasanti.

Games, people, and influences mentioned or discussed: Will Wright, CalamityNolan, MegaMan X, Dark Souls, cbb2016, DOOM (1993), MYST, Raymond, mysterydip, Judge Dredd, Kirk Hamilton, Aaron Evers, Mark Garcia.

Links:
Can't Beat Air Man

Countless Memories

Mega Man 2: The Sequel That Saved the Series - Pikasprey

Magnasanti Polygon article

Magnasanti dev video

Next time:
More hours?

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com