Tag Archives: Sim

Flashing Your SIM

It’s a logical move: marry the SIMcard with flash memory. Investor’s Business Daily reports that M-Systems is doing just that:

The company’s strike on the mobile phone market has a second front. It’s a new product, due to launch during the first half of 2006, that marries flash memory and a Simcard, which is used in 80% of cell phones. M-Systems calls it a Mega Simcard. <…> 
“We’re looking at the Mega Simcard as one of our biggest growth generators in ’07 and ’08,” Maor said.

This does seem to have been around at least a year as an idea (although the correct name seems to MegaSIM card) and it was supposed to have been launched by now. The card would hold up to 256 megabytes (this is according to a story a year ago; I think it’s grown by now).

I guess it’s not just about extra storage — although that would make backing up or transferring contacts a lot easier, since they tend to be split between memory and SIM — but about loading up extra programs. The provider, for example, could issue the SIM with extra software already preloaded. For companies it may also make it easier to keep data secure and swap handsets between employees. And if this product sheet (PDF) is anything to go by, it would also contain Digital Rights Management components.

The Sims 2 – A Reality Show For Your PC

The Sims, Maxis’ game in which you guide a virtual version of yourself through life on your PC, holds something of a mirror up to our own existence. Not that it’s particularly pretty.

The second version of The Sims, due in stores by September 17th, has some new features, including genetics and the ability to see and film your virtual life. It’s the ultimate reality show: A virtual person in a virtual world, being filmed by virtual cameras to be shown to an audience of real people.

Like all good sitcoms, you have to choose one of five aspirations — Popularity, Fortune, Family, Knowledge, and Romance (no mix and match allowed) — which will in turn “cause your Sims to have wants and fears — Will you give your Sims a long successful existence or leave their life in shambles?” Good question.

But as in our own lives, the Sims are nailing down as many of the variables as they can. In The Sims 2 you can “direct your Sims through a lifetime and determine their evolution as they pass on genetic traits from one generation to the next”. Sims now “have DNA and inherit physical characteristics and personality traits. They both resemble and behave like their ancestors. Direct your Sims from infancy through childhood, teenage life, and adulthood. Take them through an infinite number of generations and evolve your Sims family tree.”

All this raises intriguing questions, such as do we play games like this to escape our lives, improve on them, or try to reflect them as closely as possible? Clearly the answer is easier for The Sims Online, where most people go to make out virtually with other people. There is an element of that in The Sims, but I’m not sure it’s the only motivation. The Sims 2 will sell for $50.

Is Online Gaming A Free For All, Or Orwellian Despotism?

More on the story about The Sims Online and the seedy goings on in Alphaville. The Independent’s Andrew Gumbel writes about the case, saying the expulsion of academic Peter Ludlow from the game “was only the beginning of a fascinating new phase”.

Since then, he says, “Electronic Arts, through its online game controller, Maxis, has been cracking down on bad behaviour to clean up Alphaville and, one assumes, try and boost its audience which is stuck at a 80,000 (EA had hoped for a million by now). Evangeline and the psycho-granny have been disciplined, as have various mafia syndicates and a parallel city government set up as a player-based alternative form of authority.”

He then talks about the philosophical aspects of all this, which make for interesting reading.

Update: SimCity Expansion Pack Hits Stores Shock

As predicted a month or two back, EA has issued an expansion pack for SimCity 4, called Rush Hour. allowing players to “take charge of vehicles in their cities to drive or solve missions that earn reward buildings and vehicles. Players have the ultimate level of control over their city’s transportation network by completely taking charge of roads, rail, air, and even waterways.” It costs $20 (sheesh, that’s what the whole game would have cost a few years back.)

News: The Sim Franchise Rolls On

 I don’t know whether to be excited or appalled at how Electronic Arts have turned the Sim thing into such a money-making business. Purists weren’t that enamored of Sim City 4, and my computer is not really powerful enough for it to be fun, and The Sims Online has not been the great follow-up to The Sims that it was expected to be, but you’ve got to admit EA know how to keep the buzz going. Here’s their latest announcement (and note this is an announcement about something that’s going to happen two or three months down the track…)
 
 
Electronic Arts have announced plans to release this September the SimCity 4 Deluxe Edition in North America. Players can now make the biggest cities with the most comprehensive and exciting SimCity ever. SimCity 4 Deluxe Edition includes SimCity 4 and the franchise’s first expansion pack, SimCity 4 Rush Hour, that focuses on the no.1 most requested feature among fans, transportation. SimCity 4 Rush Hour also is scheduled for release September 2003. The SimCity 4 Deluxe Edition will be available for a suggested retail price of $39.99.
 
This follows on the heels of an announcement yesterday that said Electronic Arts plans to release this October The Sims Makin’ Magic, a new expansion pack to The Sims, where “Sims are granted magical powers with the ability to cast spells that are playful or deviant”. Oh my God. And if that’s not enough: The Sims Makin’ Magic will be the final edition to The Sims original series and prelude to the highly anticipated launch of The Sims 2.  The expansion pack will be available for the Halloween season and has a suggested retail price of US$29.95.

Update: Sims Online gets serious

The Sims Online takes an unexpected turn
 
 
  Interesting article from Wired about The Sims Online, reviewed by Loose Wire a few months back. The Sims Online takes Will Wright’s vision of artificial folk being guided by their creators to the Internet world, in what was supposed to be a huge money-making operation for owners EA Inc. So far, it’s been a disappointing ride: six months after launch, EA is nowhere close to its target of 1 million active monthly subscribers. The Sims Online had, according to a May article in Wired, sold 125,000 copies retail, has been discounted from $50 to as low as $20 on Amazon and has 97,000 active subscribers.
 
What is more interesting, perhaps is the direction it’s taken. In an article published today, Wired reports that for some The Sims Online has become “a tool for serious social and personal expression. Who would have thought, for example, that abuse victims might turn to The Sims to unburden themselves of past torments?” Sims, it transpires, are using a feature called family album to “create dozens of staged snapshots, crafting what can be complex, scripted, multi-episode social commentaries, graphic novels or even movies, as it were, with the Sims starring in the lead roles.”
 

Column: SimCity 4

Loose Wire — Calling All Control Freaks: Crave power? Get a taste of it in the newest version of PC game SimCity; In it, you build and govern your own city, then fill it with characters that you’ve created

 
By Jeremy Wagstaff
from the 20 March 2003 edition of the Far Eastern Economic Review, (c) 2003, Dow Jones & Company, Inc.
Eighteen years ago a guy called Will Wright was trying to peddle a computer game called SimCity to the big boys. Their response was, “Who wants to play a game where you just build a city, and then run it?” Now SimCity is into its fourth incarnation (SimCity 4, $50 from www.ea.com) and is pre-eminent among PC games. It turns out folk did like building stuff rather than blowing it up.

In some ways SimCity hasn’t changed that much in the intervening years. You’re still the mayor of a town that’s starting from scratch, you still zone land for residential, commercial and industrial use, and you still hope that enough citizens — Sims — move in to provide enough of a tax base to fund your grand urban-design fantasies. Under the hood, artificial intelligence is still computing all the factors of life to determine whether those Sims come, how they get to work and whether they are next going to clamour for a mall, a park or an airport. What’s changed is computing: Now computers are so powerful that the makers of SimCity can make the simulations — and the artificial intelligence — so detailed that you’re no longer seeing a few dots represent traffic, but real cars, with people inside them, all driving badly.

SimCity is something of a legend among gamers. At first it was hard to imagine it appealing to anyone other than town planners. Indeed, the early manuals came packed with academic treatises on the art of city building, not the sort of thing that your shoot-’em-up brigade was likely to digest prior to an evening’s PC mayhem. Against all odds, SimCity was a hit, and remained one, as the humble graphics — everything was viewed from above, in two-dimension — gave way to the isometric version used in most computer games nowadays. SimCity 4 has added God-like powers of forming terrain, from deep oceans to volcanoes, while also extending your powers to a region, whether it’s a patchwork of dormitory towns supporting a metropolis, or separate cities linked by rail, road and garbage-disposal deals. As mayor, it’s your job to figure all this out and make it work. SimCity doesn’t sound like the sort of thing you want to spend your free time doing, but trust me, it’s very addictive.

That’s not to say SimCity 4 is perfect. For one thing, it requires a well-powered PC to run — don’t even think of running it on anything less than a 1-gigahertz PC with plenty of memory. Maxis, the maker of SimCity, has been swallowed by the computer-games giant Electronic Arts (www.ea.com). My copy didn’t work until I downloaded an “update” from EA for minor fixes, such as ensuring freight trains drop their cargo at ports and fixing a bug where industrial zones would develop without any roads in and out. Even then my cities have been unstable, tending to crash if I put too many water pipes in. Were my cities not all such appalling examples of urban sprawl and unchecked pollution, I might have been more upset about having to keep starting over. Another grumble: Will Wright’s name is not on the credits, and I have a suspicion he’s transferred his affections to The Sims and The Sims Online games, which he also developed.

SimCity came first, but it made sense that folk who enjoy directing the lives of millions might also get a kick out of micromanaging the lives of one or two. That’s what The Sims was, while The Sims Online allowed you to take your creation onto the Internet and commune with other micromanagees. SimCity 4 has wedded part of this by allowing you to move Sims you created in either game into a building in the city you’ve created and govern: Watching your Sims driving their clapped-out Beetle to work along the streets you have laid, past a monument to yourself, to the smog-covered industrial heartland you zoned is an experience to warm any closet megalomaniac’s heart.

SimCity 4’s strength is its amazing attention to detail. Build a zoo and if you’re lucky you’ll see wild animals visiting their caged cousins after nightfall. Build an advanced research centre and you’re likely to see fireworks emanating from the building before crashing into nearby high-rises. Demolish a bridge and a blue bus will appear, suspended cartoon-style in mid-air before splashing into the river below; dynamite a church and its resident spirit will float heavenwards. Look out for the town drunk wandering by, or the mayor’s stretch limo, which glides down side streets at night: Either the mayor’s a kerb crawler or he takes his duties pretty seriously.

This is all great to watch, but SimCity 4 isn’t the quantum leap many enthusiasts hoped for. Just as with the first game, you’re best advised to ignore all your high-minded ideals about pollution and open spaces and get the place running with a combination of heavy industry and trailer parks. Don’t even think about educating your Sims, let alone giving them running water or a fire station, until you’ve got a population of 10,000 and a decent income. Of course, by then, you’ll have probably forgotten all your ideals and be demanding a limo, a mansion and the odd statue.

Among other gripes, I’d have liked more options for focused management where, as mayor, you could give your attention to traffic problems or waste management by delegating other tasks. As mayor in SimCity, it seems, you’re still putting out too many literal or figurative fires to stand back and be a visionary. A bit like being a real mayor, I guess. Right down to the stretch limo.