What time frame does the game take in (ie 1920s, etc)? How does the progression of time affect your product options?
TC:NY starts in the modern day and allows you to build historic styled buildings based on the districts you are in. Many of the real districts of New York have strict guidelines to preserve the aesthetics of the area.
Is it possible to branch out into bigger and bigger enterprises? Hotels and shopping centres for example?
As you play through the game, new businesses are unlocked, as well as many of the famous landmarks of the city. From an accommodation point of view, initially you can only place houses, followed by tenement blocks, then apartment blocks. Hotels come later in the game as you branch into new districts and start drawing in tourism.
The game sets you certain objectives to complete for sub-tasks - can you give us some examples?
The Opportunities (that's what we call our major objectives) start off small, teaching you the fundamentals of the game. As you progress the tasks become more involved and the rewards bigger. You'll be running city parades and concerts, building enormous skyscrapers and loads of other cool stuff. We want there to be some surprises.
How much freedom (roaming camera, CCTV style populace-watch) is there for exploring the NY environment?
The main game camera is incredibly versatile. We've allowed you to fly through things rather then restricting camera movement. You can basically put it anywhere you want to get the best views of your creation.
A cool touch is that if you right click and hold on the sky, you go into a first-person mode where you can enjoy just walking the streets or flying high above them.