So as I said before, I like looking for cool games at discounted prices in bins. Last week I got lucky and found SimCity Societies for under five bucks.
SimCity is a game I have always held in my heart. I never got into the original but I recently played my old copy of SimCity 2000 in DOSBox because 64-bit Windows is too good for legacy games…elitist. Anyway, I had a fun time with it. SimCity 2000 has a depth to it that as a child I was never able to grasp. Plopping down buildings was not the only game mechanic. You also had to manage your city’s budget by adjusting the taxes to promote growth while still earning enough money to support police, hospitals, fire service, transportation and education. You would receive information through mini maps and various stat windows and could adjust your actions in response.
In SimCity Societies you get none of that. All you do is plop down buildings, but if you just look at that mechanic alone it has a unique depth that can be quite intriguing. It features a resource management mechanic that comes in the form of (what I call) social engineering credits. These credits can represent one of six social attributes: productivity, prosperity, creativity, spirituality, authority, and knowledge. Some buildings produce credits and some consume them. It forces one to ensure they create a sort of balance between buildings that require knowledge to operate and those that promote knowledge. So the city doesn’t suck the life out of it’s citizens. Continue reading