Home
  • Home
  • About
  • FAQ
  • News
  • Articles
  • Forums
  • Contribute

Article Categories

Cities Unlimited
Core Ideas
Design Principles
Drawing Board
Funding
Miscellaneous
Structure

Member Login

Login/Register
What is OpenID?
  • Log in using OpenID
  • Cancel OpenID login
  • Create new account
  • Request new password

Newsletter

Have the latest news and updates about the Metropolis Project delivered to your email address!

Previous issues
Syndicate content
Home » Forums » Game Design

Design Goals IV: Inclusivity and Exclusivity

Submitted by John on Fri, 10/30/2009 - 13:25

This article originally appeared on The Next Generation blog at Simtropolis.com


One of Sim City 4's greatest strengths as been its capacity for being modded. The chance to create our own content, to see it in game, and to contribute to the wider community has doubtless extended the title's life by many years. Indeed, the huge universe of custom content available for Sim City 4 has become a substantial asset of the game, which any competitor has to take into account. But what is an asset in some ways is a liability in others.

Inclusivity and Exclusivity

As the amount of custom content for Sim City 4 has grown, there has been a corresponding increase in opacity and confusion for the end user. While the community does it's best to guide and assist people in getting the most necessary and best of the custom content out there, the sheer mass of what's available presents the would-be user with a lot of noise to tune out. This is especially true when you consider that, as is inevitable with fan-created content, the high-quality assets are mixed with those of middling or even poor quality. For someone getting started with a fresh Sim City 4 installation, adding the custom content that constitutes so much of the game's improvement over the years has become a significant investment of time and effort; and I suspect there are people who have not bothered as a result, on the assumption that all the extra work is simply not worth it.

For the next game, we will have to balance two opposing ideas: Inclusivity and Exclusivity. The game has to be inclusive in the sense that anyone should be able to create content and add it to the game, as well as make it available to others. But there should also be an element of exclusivity: a way to filter the noise from the mass of community content and select the best of the community offerings. Furthermore, this process shouldn't require a large investment of player time, or specialized knowledge (e.g., knowing individual modder's reputations).

There are a couple different tools at our disposal to address this balance:

Community Design Standards: This is something I intend to expand on more, but in general I think there will need to be a set of agreed-upon standards for community content. Potentially this would be one job for the art director and lead designer of the initial development team. In the area of custom buildings, for example, there could be a standard with regard to things like poly count limits for building types, the inclusion of all necessary texture maps (normal, specular, etc.), or inclusion of alternate states (night, dilapidated, abandoned, etc.). Of course modders would be free to do whatever they want, but there could be a sort of official "seal of approval" for those assets that meet the standard.

Synaptic Package Manager

Tools For Organizing Custom Content: The release of the game could also feature a sort of "asset browser," a framework for both viewing the user's current assets and accessing a repository of community content (or links to community content if that proves too unwieldy). Individual contributions could be tagged to help users isolate the specific kind of content they want to include in their game. The STEX and LEX use a similar system, but this model would go further in that it would allow users to trivially select, download, and install content, which would then appear in the appropriate UI location; confusing details like dependencies would be handled automatically by the software. A good modelto look towould be iTunes, or Ubuntu's Synaptic package manager. Such a system could be applied to all custom assets if the modular design principle is adhered to: not only buildings, but mods and other customizations could be handled the same way.

Community Ratings: This goes without saying, but a sound system of community feedback is one of the best tools for letting the cream float to the top. Users would be able to sort custom offerings by quality rating, or perhaps by several different categories of rating, and see what other players recommend.

Community content is central to the concept of a community game, so it will be important to allow it to proliferate without negatively impacting the game experience or creating a burden for the player.

  • Email this page
  • Design Principles
  • Game Design

6 reponses to "Design Goals IV: Inclusivity and Exclusivity"

1. Originally posted by

Submitted by John on Sun, 01/24/2010 - 20:48.

Originally posted by Simtropolis member nitpick
**************
 
I'm curious and jumping the gun here but at what point do you decide that the time is right for this. Is it 1000 people agree to do this 10,000 people or more,because i feel people will sit on their wallets until something compels them to open them,so ScaryMonkey you must have an idea about this also, if so i'll wait for that.This donation process has to start most likely one person at a time slowly at first but it has to start There are millions of people who have played or are playing SC4.how do you reach those people I love the way you lay this all out and do you have a headache i would LOL

  • reply

2. Originally posted by

Submitted by John on Sun, 01/24/2010 - 20:49.

Originally posted by Simtropolis member ScaryMonkey (aka John)
**************
 
Well, needless to say I've been thinking about the next steps a lot... getting a website together will be the first order of business. Still working out some details, though, like I said too much attention before everything is a little better organized might counterproductive.

  • reply

3. Originally posted by

Submitted by John on Sun, 01/24/2010 - 20:49.

Originally posted by Simtropolis member msqtout
**************
 
As I read this suggestion, I thought about a "package manager"-like interface during the whole time. I'm glad you mentioned Synaptic at the end to include this operation. It would place a strong onus for a "central repository" to be created and maintained (and a burden, financially, for it to exist). But, as long as it is a standard "protocol" created, you could add new "repositories" to it like Symantec allows.

You'd have your "Best-Only" official Metropolis repository, in the game by default... And then, should, for example, Simtropolis want to work with Metropolis, they can make their file dumps compatible with the Metropolis Package Manager system and the player needs only copy/paste a line from the Simtropolis website to add it into the game.

Of course, keeping packages able to be standalone, without need for a repository, is a must.

  • reply

4. Originally posted by

Submitted by John on Sun, 01/24/2010 - 20:50.

Originally posted by Simtropolis member ScaryMonkey (aka John)
**************
 
Good points! I think Synaptic is a great piece of software, both the concept and the execution, and that's exactly the kind of thing I'd want to implement. With a good open format for the packages, you could make it really easy for community sites to create their own repositories (naturally with standalone being an option!).

  • reply

5. You might also want to have a

Submitted by AzemOcram on Wed, 05/19/2010 - 10:41.

You might also want to have a filter on polygon count and texture size. Some really fantastic looking pieces of custom content on Simtropolis and Mod the Sims have outrageously high polygon counts and texture sizes while some very nice pieces of custom content have very low polygon counts and texture sizes while looking high quality. There is also a great deal of average looking pieces done by beginners with fancy software that have unreasonably high polygon counts.

"Words are words; explanations are explanations, promises are promises, but only performance is reality."
Always do your best and you will always be better than the best in my eyes.

  • reply

6. You're right, and that would

Submitted by John on Thu, 05/20/2010 - 09:58.

You're right, and that would be a key criteria in the community design standards I mentioned; As I see it, you would have to set limits for each building by type and level (a stadium probably needs more polys than a simple house, after all) and then use that as one of the specs that user-created buildings would need to conform to in order to be "officially approved" (of course people would be free to design whatever they like, it just wouldn't get rated as compliant with the design standards.)

  • reply

Post new comment

  • Web page addresses and e-mail addresses turn into links automatically.
  • Allowed HTML tags: <a> <img> <em> <strong> <cite> <code> <ul> <ol> <li> <dl> <dt> <dd>
  • Lines and paragraphs break automatically.

More information about formatting options

Recent Forum Posts

  • Suspension
  • SEE THIS RIGHT NOW!!
  • Sim City 5: Finally Coming, In 2013
  • Sim City 5 Rumors Afoot (Again)
  • Drawing Board II: Building Speed
more

Who's online

There are currently 0 users and 1 guest online.
  • Background
  • Charter
  • Contact
  • Donate