![]() ![]() The main focus of the game is tourism, with new features that allow players to build tourist destinations. On June 23, 2008, an expansion pack was released titled SimCity Societies: Destinations. Three further updates were later released which added additional features to SimCity Societies including six new game scenarios, city policies such as universal health care, building maintenance costs and city income adjustments, and a UFO attack. Basic mode is the easiest of the three but is more difficult than the most challenging mode from the game's release version. These modes are, in order, "Basic", "Hardcore", and "Nightmare". In this update, three new modes were introduced into the "Creative play" mode. In response to criticism, a second update was released to fix bugs and add new features to the game. Aggregate review websites give scores of 62.65% on GameRankings, and 63 (out of 100) on Metacritic. The review criticized the lack of realism in the gameplay, giving the example of fire stations making money for the city, but did go on to praise the game's visuals. IGN described the gameplay as "too arbitrary" and "confusing" and also commented on the lack of connection between sim happiness and "societal values". It also commented on the "weighty system requirements" of the game. GameSpy's review concluded that the game "may be enjoyable" to casual users, but it lacks the depth of gameplay for "hardcore" gamers. GameSpot stated that SimCity Societies was a "lackluster spinoff", and although their review praised the game's visuals and sound effects, it described the graphics as "sluggish", and criticized the gameplay for a lack of connection between sim happiness and "societal values", as well as being too easy. The review concluded that the game "tries to take the franchise in a better direction but it ultimately gets lost along the way". GamePro described SimCity Societies as over "simplified" and "exceptionally easy" with "frame-rate woes". Computer performance and lack of information within the game were however criticized. 1UP.com compared SimCity Societies to The Sims series and described the gameplay as being "addictive enough" and having "the pervasive sensation that your city is a single entity" with features, such as achievement awards, to keep players interested. GameZone praised the game's increased accessibility and less "sterile" gameplay compared to previous titles in the SimCity series, and Game Informer concluded that the changes to the gameplay were "inventive". ![]() SimCity Societies received mixed reviews. ![]() Responses directly from the developers attempted to ease some concerns. Immediate reaction was negative, especially on the official forums of the developer towards this game. Maxis did not develop the game due to their focus instead being on the development of Spore. On June 5, 2007, Tilted Mill Entertainment announced that it would be developing SimCity Societies instead of Maxis, which had developed SimCity 4. It was also announced that an online exchange would be provided to allow for the exchange of buildings. Prior to its release, when mentioning the depth to which the game would allow customization, a Tilted Mill Entertainment representative stated that those who were proficient in C# and XML will be able to easily edit the gameplay. The game is "fully customizable" and allows the player to customize individual buildings, decorations, citizens, and game rules. "Societal values" can also affect what buildings are unlocked by the player. Focusing on a certain "societal value" can change the visual appearance of a city, for instance the authority "societal value" can result in security cameras appearing on buildings. The six societal values are productivity, prosperity, creativity, spirituality, authority, and knowledge. Six "societal values" feature in SimCity Societies, which determine the attributes of a city. Furthermore, there was an awards system to give players access to new buildings and other features when they meet certain goals. The adviser system of previous SimCity games was replaced, with a city's status instead indicated to the player by the behavior of citizens, with each building having an effect on citizen's behavior. ![]() The ability to fund buildings individually, building evolution, and zoning were also not featured in the game. Complexity was reduced by removing the need to lay pipes and power grids. Tilted Mill Entertainment also reduced the complexity of SimCity Societies after the previous games in the series had been described as too complex by Will Wright. SimCity Societies has a different gameplay compared to previous SimCity titles with less focus on "stricter city-planner roles", and more focus on "social-engineering". ![]()
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