![]() ![]() ![]() GameSpot stated that the game 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 the same PC version 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 the same PC version 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". The PC version received "mixed" reviews according to the review aggregation website Metacritic. SimCity Societies Aggregate scores Aggregator 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 behaviour of citizens, with each building having an effect on citizen's behaviour. 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 style of gameplay compared to previous SimCity titles, with less focus on "stricter city-planner roles", and more focus on "social-engineering". A city, showing the day and night cycle in the game ![]()
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