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			<title>The Next Generation - Drawing Board Ideas</title>
			<link>http://blogs.simtropolis.com/nextgen/index.cfm</link>
			<description>With no successor to Sim City 4 on the horizon, it&apos;s time for a radical new approach to get the game we want.  This blog is an outline and discussion of how to create the future: an Open Source, community-focused city simulation game.</description>
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			<pubDate>Thu, 09 Sep 2010 08:22:05 -0400</pubDate>
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				<title>The Next Generation</title>
				<link>http://blogs.simtropolis.com/nextgen/index.cfm</link>
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				<title>Drawing Board V: Grid(s)</title>
				<link>http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/24/Drawing-Board-V-Grids</link>
				<description>
				
				&lt;p&gt;As I mentioned in my previous post, I think Metropolis will need to dispense with the Sim City 4 grid model (and I think there is a fair amount of community consensus on this as well).&amp;#160; Using a grid, as we all know, makes it difficult for any organic-looking city features: curved roads, of course, but also any thing that needs to conform to a terrain feature, a boardwalk for example.&amp;#160; But while we all want to break out of the grid, it must be admitted that it&apos;s also very useful:&amp;#160; Many cities are built on a grid basis, and a grid makes it easy to fill up space in a logical fashion.&amp;#160; So, how can we dispense with the grid while keeping it&apos;s benefits?  [More]
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				<category>Drawing Board Ideas</category>				
				
				<pubDate>Tue, 24 Nov 2009 19:04:00 -0400</pubDate>
				<guid>http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/24/Drawing-Board-V-Grids</guid>
				<author>
				<name>ScaryMonkey</name>
				</author>
				
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				<title>Drawing Board IV: Lots and Structures</title>
				<link>http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/19/Drawing-Board-IV-Lots-and-Structures</link>
				<description>
				
				&lt;p&gt;One of the gripes that has come up with Cities XL is that having fixed lot sizes makes it a major headache to expand a road;&amp;#160; To accomodate the extra space it is often necessary to demolish the lots lining the road on at least one side.&amp;#160; Typically the retort is that &quot;well, it&apos;s a headache in real life too.&quot;&amp;#160; True enough, but it&apos;s not necessary in real life to tear down the entire lot to shave a few extra yards off it (and then leave it vacant because it doesn&apos;t &quot;fit&quot; anymore!)&amp;#160; While part of this is a problem with how roads are laid, it also indicates a deeper problem with the zoning model in both Sim City 4 and Cities XL.  [More]
				</description>
				
				<category>Drawing Board Ideas</category>				
				
				<pubDate>Thu, 19 Nov 2009 21:33:00 -0400</pubDate>
				<guid>http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/19/Drawing-Board-IV-Lots-and-Structures</guid>
				<author>
				<name>ScaryMonkey</name>
				</author>
				
			</item>
			
			<item>
				<title>Drawing Board III: Services Coverage</title>
				<link>http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/15/Drawing-Board-III-Services-Coverage</link>
				<description>
				
				&lt;p&gt;Continuing on with some feature ideas, today I want to talk about how coverage is determined for city services like police, fire, and hospitals.&amp;#160; But first, the usual disclaimer:&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;***************&lt;br /&gt;
IMPORTANT DISCLAIMER&lt;br /&gt;
&lt;br /&gt;
This series of posts are not to be read as &quot;official&quot; ideas for the Metropolis Project, they are simply my personal thoughts about what some cool game features might be.&amp;#160; The final feature set for the game will be decided by the community and the development team contracted to build the game, and may not include any of these things.&lt;br /&gt;
&lt;br /&gt;
***************&lt;/em&gt;  [More]
				</description>
				
				<category>Drawing Board Ideas</category>				
				
				<pubDate>Sun, 15 Nov 2009 22:43:00 -0400</pubDate>
				<guid>http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/15/Drawing-Board-III-Services-Coverage</guid>
				<author>
				<name>ScaryMonkey</name>
				</author>
				
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			<item>
				<title>Drawing Board II: Building Speed</title>
				<link>http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/8/Drawing-Board-II-Building-Speed</link>
				<description>
				
				&lt;p&gt;Continuing on with some feature speculation, here&apos;s a short, simple one that impacts the gameplay in a fairly significant way: building speed.&amp;#160; But first, let me repeat my important disclaimer about this series of posts:&lt;br /&gt;
&lt;br /&gt;
&lt;em&gt;***************&lt;br /&gt;
&lt;br /&gt;
IMPORTANT DISCLAIMER&lt;br /&gt;
&lt;br /&gt;
This series of posts are not to be read as &quot;official&quot; ideas for the Metropolis Project, they are simply my personal thoughts about what some cool game features might be.&amp;#160; The final feature set for the game will be decided by the community and the development team contracted to build the game, and may not include any of these things.&lt;br /&gt;
&lt;br /&gt;
***************&lt;/em&gt;  [More]
				</description>
				
				<category>Drawing Board Ideas</category>				
				
				<pubDate>Sun, 08 Nov 2009 19:17:00 -0400</pubDate>
				<guid>http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/8/Drawing-Board-II-Building-Speed</guid>
				<author>
				<name>ScaryMonkey</name>
				</author>
				
			</item>
			
			<item>
				<title>Drawing Board I: Planning Mode</title>
				<link>http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/4/Drawing-Board-I-Planning-Mode</link>
				<description>
				
				&lt;p&gt;Now that I&apos;ve laid out all the &lt;a href=&quot;http://blogs.simtropolis.com/nextgen/index.cfm/2009/10/26/Design-Goals-Mission-Statement&quot;&gt;basic&lt;/a&gt; &lt;a href=&quot;http://blogs.simtropolis.com/nextgen/index.cfm/2009/10/27/Design-Goals-II-Modularity&quot;&gt;design&lt;/a&gt; &lt;a href=&quot;http://blogs.simtropolis.com/nextgen/index.cfm/2009/10/28/Design-Goals-III-Accessibility&quot;&gt;principles&lt;/a&gt; &lt;a href=&quot;http://blogs.simtropolis.com/nextgen/index.cfm/2009/10/30/Design-Goals-IV-Inclusivity-and-Exclusivity&quot;&gt;for&lt;/a&gt; &lt;a href=&quot;http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/1/Design-Goals-V-Scalability-and-Mutability&quot;&gt;the&lt;/a&gt; &lt;a href=&quot;http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/1/Design-Goals-VI-Longevity&quot;&gt;game&lt;/a&gt;, I&apos;d like to take a little break and speculate about some specific features that I think would be good advancements over SC4 and would make for a really compelling experience.&amp;#160; Note the use of &quot;speculate&quot; up there: I debated staying away from this subject, for fear of distracting too much attention from the more immediate focus of the project (fundraising).&amp;#160; But, let&apos;s face it, talking corporate structure and budgetary allocations all the time is a bit dry, and this stuff is fun to think about.&amp;#160; Besides, I have a whole list of these ideas and hey, it&apos;s my blog :)&amp;#160; So, I&apos;ll indulge myself a bit here, with an important disclaimer:  [More]
				</description>
				
				<category>Drawing Board Ideas</category>				
				
				<pubDate>Wed, 04 Nov 2009 18:29:00 -0400</pubDate>
				<guid>http://blogs.simtropolis.com/nextgen/index.cfm/2009/11/4/Drawing-Board-I-Planning-Mode</guid>
				<author>
				<name>ScaryMonkey</name>
				</author>
				
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