Social games, particularly those on Facebook, are largely a waste of time if you don't want to endlessly pester your friends with requests. Since I am an Internet hermit most days, playing anything that requires me to interact with others is just annoying, but for the sake of my friends I try to engage with them.
The prospect of a streamlined, casual SimCity experience tricked me into trying to play the social version for a couple of days. I'm very sorry to all the people I must have inadvertantly spammed with "free gifts" and requests in that time period. I'm not that kind of person, really....
Like many Facebook games, SimCIty Social relies heavily on "energy." Everything you do in your city costs a certain amount of energy. Have a lot of buildings and shops but just want to collect money off of them before moving on with your day? Well, if your constantly ticking move meter runs out, you'll have to wait for real-world time to pass or start bugging your friends for help.
I get that the primary motivation for any social game is making money. Artificial time constraints like the slowly replenishing energy bars are nothing new, but SimCity Social is far too quick to tempt you into buying more time or mass-marketing free stuff to you friends. The push for new users and all the money those users might spend in-game casts a shadow over what should have been a project like iOS game Tiny Tower meets SimCity.
Instead, you're encouraged to send out mass invitations and posts to your friends no more than 10 minutes into the game. Expanding your city in a meaningful way takes a lot of energy, and SimCity Social is balanced to make you run out of steam just before your project is finished.
The shameless transparency turned what could have been a time-based sim game into a great example of why overly demanding social games won't have a place in this world much longer.
I think developers can find the perfect balance between constantly encouraging players to market their product for meager rewards and suggesting people buy new items or time. I'm much more likely to share a game with my friends if the monetary investments are largely avoidable.















