When the first iteration of the software that would eventually become Complex Manager hit the shelves, it was billed as an entirely new approach to the game industry.
“The game was supposed to be about computers and their ability to run complex simulations,” co-founder and CEO Michael Wojcicki said in a recent interview.
“This was the future of the game.
I think it was a very interesting time for gaming.” “
It’s a perfect fit for what we wanted to do.
I think it was a very interesting time for gaming.”
In fact, Complex Manager’s initial release was met with mixed reviews, but it would quickly become one of the best-selling games of all time.
Today, Complex has sold more than 13 million copies and is still one of PC gaming’s most popular and successful titles.
While many people still view Complex Manager as a simple, mindless simulation, Wojcek and his team at Zynga have spent the last few years honing its complex AI and gameplay mechanics, creating a game that’s more than just a game.
“We don’t have a specific goal, we’re trying to get people interested in this game,” Wojcik said.
“In the end, we wanted people to be playing a game they can really relate to and really get behind it.”
It’s an approach that’s worked for so many other developers in the industry, but Wojcole believes it’s uniquely suited to his business model.
“My goal is to get to a point where I can get people into my game and not just a quick click away,” he said.
Complex Manager isn’t just a simulation of a computer, but also an experience that’s deeply personal.
“I don’t know how many games I’ve played where the player has to do a certain task and then the game comes back and says, ‘Oh, that wasn’t that easy,’ and I have to figure out how to do that again,” Wozcickie said.
As a business, Wozic is in the unique position of working directly with a game developer to make a game as complex as it possibly can be.
In this case, it’s a game where the complexity of the simulation is far beyond anything the user would ever be able to create themselves.
“One of the things that was really cool was the ability to do this with the game engine, where it would actually be a piece of code that you had to compile, run, and then run again,” he added.
We had to figure that out. “
You’d be running a program that was running at 60 frames per second on a video card and it was taking about three seconds to execute.
We had to figure that out.
It’s not just just a simple game.
It is this really deep simulation of how a human brain works.”
It was one of those challenges that had to be overcome before Wojnic would have the opportunity to build his own AI and to add a few new tools to the mix.
“To me, that’s the biggest challenge of this project,” he admitted.
“That is the biggest part of it.”
“In this case we are not just trying to make this game, we are trying to build a business.
We are trying and trying and working with this game to do something that we feel is meaningful and exciting.”
A deep simulation isn’t something most of us are familiar with, but a game like Complex Manager has proven to be something that’s far more complex than a simple simulation.
“What I really like about this game is the depth,” Wzocicki explained.
“A lot of these games are just simple games.
A lot of them are just simulation games.
This game is going to be one of, if not the most complex game ever made.
I’ve always liked this.
I really think the challenge is to create this kind of deep simulation and then actually get to the core of what’s going on.
The game doesn’t just have a simple gameplay element.
It has a really interesting design element that’s been built into it.”
The game’s mechanics are actually a bit more complex to begin with.
But with the help of the Zyngas deep AI and some clever design decisions, the game is now able to scale from the simple simulation to the complex, complex simulation.
For Wojccicki, it all started with a simple problem.
“Our goal was to make the game so complex that if we could just get it to work, it would be really fun,” he explained.
The first steps in getting that game to work were simple.
“First, we had to add the ability for the game to generate random data,” he continued.
“If we could get the game running on a GPU and have it generate random numbers, then we would have a real game where you would have to create a lot of things that were not