Comments: 5
El-Thorvaldo [2016-01-31 22:45:36 +0000 UTC]
Takes me back to when Maxis was allowed to be creative...
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cianferret In reply to El-Thorvaldo [2016-06-26 22:45:38 +0000 UTC]
Allowed to be creative? Maxis was a company that pumped out these small simulation games in the 90s to see where each one would go and which one would be more profitable. SimEarth didn't go far because it was a very complex game to play and many people didn't understand how it worked. The only simulation game that really took off was SimCity and The Sims. When the company couldn't perform any better EA Games bought the company and their games and Maxis was no more.
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El-Thorvaldo In reply to cianferret [2016-06-27 06:57:01 +0000 UTC]
I own most of the Maxis repertoire so I know first-hand it was a grab-bag, but at least back in the Nineties Wright et al. could experiment. Triple-A gaming these days is trapped in a vicious conservatism of pumping out a neverending parade of sequels with just enough gimmicks to call them new products (and some not even that). It's all about profit, to the point innovation is now even actively discouraged—hell, The Sims itself probably wouldn't have been greenlit past 2005 without a pre-existing cash cow. Maxis may not have secured a business plan to keep itself independent, and most of its titles are firmly niche, but there was a Pixar-esque attitude of "This sounds fun, let's try it" that I'm hard-pressed to find in the consolidated companies.
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cianferret In reply to El-Thorvaldo [2016-06-27 18:00:06 +0000 UTC]
Well that is what companies do, they only make money and there are plenty of people able to experiment it just takes money and time. I'm rebuilding SimEarth right now and the engine behind it may even be able to support other tile based games like it.
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El-Thorvaldo In reply to cianferret [2016-06-28 21:24:05 +0000 UTC]
Ooh, do let us know how that turns out!
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