Friday, September 5, 2014

Game Design - Mission II - Game Analysis

My favorite computer game is turning 20 years old this November. I know, that makes me a very old man. But it also means I'm a man of refined tastes, so bugger off.
The game I'm talking about was published by Maxis as SimTower but started it's life as ザ・タワー (Za Tawā or The Tower) in 1994. As is normal with Maxis games, it is a part Construction and Management, part Simulation, part Artificial Life and part Strategy.


It's a single player 2D game in a God model of sorts - instead of a birds-eye view, you see through walls into the houses, offices and other structures.
In SimTower, you build and run a mixed-use tower filled with offices, condos, restaurants, hotel rooms, cinemas, temples and even subway stations. Each level unlocks new structure types and reaching the following level requires using these structures while growing your tower's population. You must also balance your budget by picking rent prices and choosing when to build what.


It evolves from the original SimCity model in several ways, the first of which being that each inhabitant is an individual - you can name them and follow them around the tower throughout the day. This is not just a gimmick: knowing your tenants allows you to know how changes to the tower affect its inhabitants. Many of the features introduced in SimTower moved on to be staples of the Sim series.


The proximity of different types of structure affects the satisfaction their occupants feel: condos placed too close to offices lead to tenants complaining about noise, restaurants too far away from the lobby lead to poor business during weekends, elevators get busy during rush hour, which leads to busy corridors, which lead to lower real estate values, etc.


Some structures are only used sporadically: security lays dormant most of the time, but you'll regret not having a good security center placed near a staircase next time there's a fire or a bomb threat. Housekeeping doesn't share elevators with tenants, so they need their own service elevators with different rush hours and usage dynamics.


Speaking of which, I probably learned more about programming logic and about logistics tweaking the various elevator settings in SimTower than during mechatronics engineering school which, believe me, means a lot.
Experimenting with the new structure types unlocked at each level is a reward in itself: earning enough money and finding the right place to build a subway station or even a cathedral inside your tower is quite a personal achievement, believe me. It also allows for a very varied and game where you can express yourself creatively - there are strict rules, but finding your way around these to create real masterpieces is a true joy.


Since the game is extremely old and feels uncomfortable in newer processors and operating systems, it's a great excuse to dust off a very old computer or to install DOSBox.
I truly recommend this amazing time-waster that, although old, has yet to be surpassed at its own genre.

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