[HN Gopher] Cities: Skylines II ___________________________________________________________________ Cities: Skylines II Author : TechnicolorByte Score : 235 points Date : 2023-03-06 17:41 UTC (5 hours ago) (HTM) web link (store.steampowered.com) (TXT) w3m dump (store.steampowered.com) | zamadatix wrote: | Hugely excited to see what the game really looks like. If they | could fix performance and add some new gameplay dynamics it'd be | great but if they are going to make it something completely | different I'd be excited to see it as well. | TechnicolorByte wrote: | Not much info other than the fact that it'll release sometime | this year on PS5, XSX, and PC. Teaser trailer is just a bunch of | cinematics. | ShakataGaNai wrote: | Yea. It's "cool" in concept but there is nothing information- | wise about the game. Does it fix the problems of CS1? Does it | introduce new features? I want to be excited about it, but | there is nothing to be excited about. Getting excited about a | single trailer will just lead to disappointment later. | TechnicolorByte wrote: | It's annoying but it seems to be the way things are marketed | these days to build up hype so I can't really fault them for | it. Better to release info piecemeal as opposed to one big | info dump if you want to build up a following. | geraltofrivia wrote: | If foreshadowing is one of their intention with the teaser, I'm | afraid they'll push raytracing very hard. Their trailer had a | lot of 'reflect in water', 'reflect in glass panes' moments. | charlieyu1 wrote: | Is the original good? Growing up playing SimCity 2000 | chimeracoder wrote: | I loved the SimCity series, so you'd think that Cities: Skylines | would have appealed to me, but it's always felt frustrating, | which I attribute to a few core issues: | | - Agent-based simulation instead of model-based (the latter is | what the Maxis games used). Agent-based simulation is | performance-intensive, and in practice it led to all sorts of | gamebreaking bugs. Last I checked, the game still caused traffic | jams because every car would enter the turning lane immediately. | It also causes the infamous death waves. Some of these are hard | to fix without changing the core simulation model. Some of these | would be trivial to patch, and it's kind of embarrassing that | they haven't. | | - The DLC is essentially mandatory, in that they release updates | to the free game alongside every DLC, and the free updates | introduce _some_ of the features but not all, and they end up | breaking the balance of the game unless you purchase the full | DLC. | | - The game is far too easy, unrealistically so. Even on the | harder difficulty setting, it's just way too easy to create a | cash cow and create the optimal city without any real challenge. | | Cities:Skylines is good in sandbox mode, if you want to create | beautiful-looking models of cities. Which is a valid use case and | there's definitely a market for that. But for people who like the | original SimCity games and enjoy simulations, it's... just not | that. There's a reason that professional city planners used the | original SimCity games as tools for study and development, and | that's what made (for example) SimCity 4 Rush Hour so much fun to | play. | | Whenever I want to play a citybuilder, I end up going for | Factorio, Oxygen Not Included, or Rimworld. None of those are | citybuilders, but they're the closest thing I've found to | substitute for what made SimCity games enjoyable that | Cities:Skylines lacks. | jcranmer wrote: | > Whenever I want to play a citybuilder, I end up going for | Factorio, Oxygen Not Included, or Rimworld. None of those are | citybuilders, but they're the closest thing I've found to | substitute for what made SimCity games enjoyable that | Cities:Skylines lacks. | | You know, I never thought about the factory automation/colony | simulator genres as being similar to the city builder genre, | but... now that you brought it up, I think I see how said | genres would appeal. | richwater wrote: | They never fixed the terrible traffic AI in the first game. | | I have no confidence in the sequel. | knorker wrote: | What has made me give up on Cities Skylines is that you can't | build a liveable city. It forces you to build US-style car- | centric dystopias. | | I found that once you reach a certain city size this game is just | car traffic management. | syntheweave wrote: | You can definitely make the city less traffic-heavy, especially | after the DLC. But even in vanilla, for the commute traffic | it's mostly a matter of having enough pedestrian bridges and | tunnels so that they have uninterrupted journeys, and for the | trucks the trick is to place rail depots near industrial and | commercial districts so that they never need to get to the | highway. Do those two things and you've cleared out most of the | problem. | | Everything else is taken care of by designating a faster | arterial road at certain intervals(so that the driving AI's | preferences are more predictable) and then designing a one-way | flow in and out of areas with a lot of conflict points. It is | not exactly how I want to envision my city, but it's also not | extremely complicated to work out. | | The game really limits traffic reduction mostly through the | city services, which all have to drive down the roads to | provide services. | brink wrote: | There's a pedestrian focused expansion pack. | pavlov wrote: | Earlier today we had this HN story about how EA's greed | essentially killed the SimCity franchise for good: | | https://news.ycombinator.com/item?id=35041202 | | In that context it's notable that the company behind Cities: | Skylines, the most prominent SimCity replacement, was originally | funded by the Finnish government as explained on their Wikipedia | page: | | https://en.wikipedia.org/wiki/Colossal_Order_(company) | | VCs wouldn't invest any money to build such a niche game, but | Finnish national funding instruments for startups and arts were | more willing to take risks. | | A small story to keep in mind next time someone claims everything | successful can be created through capitalism alone. It also | happens that successful things are destroyed by capitalism and | salvaged by public means. | xenon7 wrote: | I have a feeling that this isn't going to be available on the | Series S (or if it is, it'll be like CP2077 on the original | PS4/XB1). Oh well. | jeppester wrote: | I don't think there's been any official communication from MS, | but it seems well-established at this point that Xbox games are | required to release both on Series X and S, and with feature | parity - except for graphics modes. | jalino23 wrote: | its specifically said series s|x at the end of hte video | xenon7 wrote: | Yes, but I said "(or if it is, it'll be like CP2077 on the | original PS4/XB1)". I simply can't see the game running very | well on 10GB of RAM. Maybe I'm being pessimistic, but that's | just what I think. | satvikpendem wrote: | I find it hilarious that EA had the concept down and just blew | their opportunity with Simcity 2013 (always online (which by the | way was actually not true, people cracked the online requirement | within the first day or so), had to contract with other users for | basic services like sewage and electricity), paving the way for | competitors like Cities: Skylines to take the lead instead. | | This reminds me of the same thing that happened with Stardew | Valley, the creator missed the old Harvest Moon games, didn't | find a suitable substitute, and just build the entirety of the | game from scratch, teaching himself art and music composition | too. He's made over $300 million in revenue so far and might be | the first solo game dev (or even regular software dev) to hit $1 | billion in the course of the game's existence. | | It just goes to show that the dominant players are not always | dominant forever, and that common YC startup advice of | understanding what exactly users want (hint: they don't want | always-online DRM-filled games that nickle and dime you with | microtransactions (well, most people anyway, there are always | gacha/gambling-type whale gamers)) and serving them well is still | correct. | [deleted] | EamonnMR wrote: | Even if you got past the always online aspects, it just felt | like a huge step down from Sim City 4. Too many opaque things | going on, too much thrown at you, too high concept, didn't feel | like building a model train set anymore. | MikusR wrote: | The only thing that was bypassed was forced disconnect after | losing internet. You still could not save or trade between | regions while offline. Server emulator appeared 4 months after | release. Official offline mode was released a year after | release. | pavlov wrote: | I posted this earlier [1] but it's an interesting little twist | to this story... | | While EA was busy destroying the SimCity brand with | unadulterated capitalist greed, Cities: Skylines was created | with public funding from the Finnish government. | | No VCs wanted to invest in such a niche company. They were only | able to get off the ground thanks to money from Finland's | public startup funding and arts grants. | | Capitalism on its own isn't always enough to ensure that | successful products get built. Sometimes it takes public | funding to salvage a good idea that capitalism managed to burn | down. | | [1] https://news.ycombinator.com/item?id=35047255 | chris_va wrote: | How are we defining capitalism here? Because, you know, | people are still getting paid for the work they are doing. | Laaas wrote: | Turns out, building good _anything_ is profitable. | nikanj wrote: | But building user-hostile crap _anything_ is way more | profitable | PeterisP wrote: | Well, no, not really - the example of Simcity 2013 vs | Cities: Skylines given above is a great example where the | user-hostile crap was much less profitable than what EA | could have gotten based on their brand if they would have | just made a straightforward remake similar to Cities: | Skylines. | jahewson wrote: | It's definitely not! Many good things cost more to build than | people are willing to pay for them. | satvikpendem wrote: | Yeah, lots of good things aren't profitable (at least to | the ones making them). Xerox PARC comes to mind, Xerox | didn't want to capitalize on those good things that were | made there and thus Gates and Jobs did instead. | fulltimeloser wrote: | Xerox wanted to capitalize, but their business model, | target customer and price point was not as innovative as | the technology they had to offer. | dysoco wrote: | Wonder why a "The Sims" competitor hasn't appeared yet, would | the lack of branding and general "charm" of The Sims(like | Simlish) be a dealbreaker? | MoSattler wrote: | They actually announced one: | https://www.youtube.com/watch?v=ZNhV-Gnjdy8 | satvikpendem wrote: | Life By You seems to be that, which was also announced. | | Another one is called Paralives: | https://www.polygon.com/23433566/sims-5-project-rene- | paraliv... | theshrike79 wrote: | The brand is too strong with The Sims. It has multiple | generations of fans who started with the original and are | still playing the latest game. | _mitterpach wrote: | That was actually one of the announcements made! Seems to be | a Sims clone, in the early stages of development. I'm | honestly looking forwards to it, rather than spending 1,000$ | on Sims 4 on Steam. | colechristensen wrote: | "EA" didn't have the concept down, Maxis did. They bought out | something and ruined it, par for the course for acquisitions. | | Isn't it great when founders get a pay day but does that kind | of thing really benefit everybody else? Just in general it | doesn't seem that allowing most mergers is a particularly good | thing for the American public, benefiting mostly just very | large corporations who get to offload risk on to startups and | their investors and reward only a lucky few (though skill is | important, who succeeds and gets a good exit has a lot to do | with luck) | jstummbillig wrote: | > It just goes to show that | | unlikely stuff does happen but not as much as likely stuff. | Generalising from anecdotes and cherry picking data remains ill | advised. | swarnie wrote: | Simcity 2013 was the first time i asked for a game to be | refunded. After that was rejected it became the first time and | maybe only time i've used a credit card charge back. | | I know "boycotts" don't work in the gaming industry but i can | honestly say i haven't bought an EA product since. | | That has been slightly easier by them only churning out yearly | sporting games filled with micro transactions mind. | aflag wrote: | I feel like most of these city building games is that they feel | like a doll house. You can create all the nice things you want | and have a pretty city that you'd like to live in. | | However, the cities themselves don't have much of a personality. | It's barely a simulation. I'd like to see certain areas becoming | rough sort of ghettos. People in the city having different | backgrounds. Just creating a school in those places would not | necessarily improve things. | | I'd like to see economic effects happening and causing disruption | in the city. Big companies coming and going and affecting daily | life. | | I'd also like to see rich regions forming. Cool places that | everyone wants to go. | | Essentially, I'd like to have less control and see things not | working out exactly like I planned. Everything always goes | exactly to plan. | foobarian wrote: | Imagine the individual people in the simulated cities were run | on a ChatGPT-like backend, and remembered everything. Held | grudges for destroying their neighborhood. And therefore self- | organized into gangs, etc. | sefrost wrote: | Have you played Tropico? | standardUser wrote: | I completely agree, and it's true more for Skylines than the | old SimCity games. The "simulation" aspect is lacking in | respect to developing different kinds of neighborhoods. I spent | a lot of time in Skylines modding and creating custom | neighborhood sets that could emulate various levels of density | or socio-economic status. But that's the doll house approach, | it doesn't emerge from the simulation. At least in SimCity 4k | you could create distinctly rich and poor neighborhoods and the | factors that led to those neighborhood types were reasonably | well-simulated. | zokier wrote: | I think one problem with many city builders is how they don't | really have proper sense of time. Houses you plop down now are | exactly the same as you did 50 in-game years ago, and even | megaprojects usually complete in trivial amounts of in-game | time. Combine this with the player having near god-like powers | to build whatever and eventually raze down and reshape any | parts, and it leaves cities very hollow | toasteros wrote: | I have a hard time with freeform city builders like Skylines or | SimCity. The amount of unrestrained freedom makes me question why | I'm even playing. I have the same issue with The Sims or | something like Planet Zoo. | | That and Skylines giving me a blank canvas paralyses me. How does | one plan a city? Where do the roads go? | | It's the sort of game I want to love, but I just get so | overwhelmed by the sheer number of options and I'm not sure what | to do. | | On the other hand, games like Tropico (at least the later titles | - 3, 4, 5, 6) having a "story" to play through help a bit because | there is direction in what to build and where. Conversely, | though, cities I build in Tropico end up being haphazard patch | jobs where I find an empty space and put a dozen wind turbines in | it because that's what the mission calls for, and so I miss out | on some of the potential satisfaction. | deanCommie wrote: | > That and Skylines giving me a blank canvas paralyses me. How | does one plan a city? Where do the roads go? | | The base game isn't quite this much of a blank canvas. You have | a budget, and you have city needs. You try to fit the needs | within your budget, while trying to expand and grow with what | the immediate geography allows you to do. | | You almost never (unless you're an advanced player who knows | how to scam a bunch of money) have money to waste to treat | central planning as a blank canvas. | somethoughts wrote: | I think it correlates to how much uninterrupted blocks of free | time you have. My almost middle school son loves it, but he has | much more free time than I do (maybe because he hasn't | discovered HN yet!). In my free time, I want to have a specific | end goal or victory condition. | swatcoder wrote: | Nah, there are countless roads to different game style | preferences. Sandbox games without constraints can be a nice | escape from a life that feels especially regimented, even if | you only get to play in them here and there; or they can just | be a fun game style that you ran into at the right and that | stays interesting through nostalgia and accessible through | familiarity; etc. | | Conversely, goal-oriented games can just feel like "work" to | someone who feels like their life involves a countless | measurements and expectations, or just like intellectual | labor to someone who is learning all the time; etc | | As they say, it's really very hard to account for taste. It's | usually not worth trying to analyze it for anyone but | yourself (and only then if it helps you to do so). | legitster wrote: | I similarly get bored of Skylines as soon as the game starts | handing you near-infinite money. Making something aesthetically | pleasing is only so interesting to me - I want the challenge of | constraints. | | I actually have a similar problem with the Tropico remakes. | Tropico 1 was _hard_. You could not survive a mission without | dipping into the dictator toolsets. So striking a constant | balance between economics and human rights was an interesting | challenge. (It also made for a much more biting satire). The | games since 3 are still pleasant city-builders in their own | rights, but make it a bit too easy to win on the straight and | narrow. | satvikpendem wrote: | You could use a game trainer to limit how much money you | receive. I usually do the opposite since I hate grinding in a | game for virtual money or points, feels like a waste of time | for me as compared to working on something cool in the real | world. | namaria wrote: | Same decay happened in Civilization. Civ4 was a great | challenge in terms of making choices and fighting off a | somewhat competent (at least enough to make you take it into | account) AI. Civ6 seems to be more of a design game after you | get past the initial hump a getting some early infrastructure | together without going bankrupt or conquered. | schott12521 wrote: | I think a lot of people compare playing the game to the hobby | of model trains / town building. | | There really isn't an end goal for me, I'm not trying to make | my city a certain size. I'm trying to make something beautiful, | that is fun to imagine living in. | | I also think mods are essential if this is the way you want to | play, as it's much easier to get nit-picky and detail oriented | with the correct tools. | Terretta wrote: | > _The amount of unrestrained freedom makes me question why I | 'm even playing._ | | After a while, grownups lose what to do with a plastic bucket | and shovel at the beach. | Felminor wrote: | Never heard that | | Good reminder | samtp wrote: | > The amount of unrestrained freedom makes me question why I'm | even playing. | | Well I hope you don't have the same feeling about life. Because | we are all free to choose our own adventure (with some choices | obviously better than others), and there are no clear | objectives or goals besides what you set for yourself. | byteware wrote: | yes, but then why not just do life instead? | swatcoder wrote: | For me, a lot of game choice comes down to: I build/plan/learn | things all day. Sometimes I want to do that in a game, but | often I'm looking for something that doesn't feel like that -- | either because its a game style that taps into a very different | kind of experience or because its one that I internalized so | long ago that engagement feels pretty chill. | | Learning a new sandbox's toolbox of system parts and laying out | clever designs while I stare at a screen can read _a lot_ like | what I do with most of my weekdays, but without the return in | pay or reputation. | gdprrrr wrote: | Do you know that Cities Skylines introduces the services after | you reach certain population milestones? It starts with just | Power and Water. https://skylines.paradoxwikis.com/Milestones | [deleted] | brnt wrote: | The 'pointlessness' is what attracts me. I dislike playing | according to other peoples goals, achievements, rules. I'll | make up my own, thank you very much. And I will change my mind | whenever I feel like it. | | How does one plan a city indeed! Why would you want the answer? | freitzkriesler2 wrote: | The trick is to start small, like a country town with farms and | a small downtown. Build from there. | | There's also the flip side which is just sandbox building a | city to your specifications and ignoring the city building | aspects of it. Almost like building a model of a city. | guidedlight wrote: | This is the sentiment that caused Sid Meyer to create | Civilization. | | That game is Simcity with objectives. | dragontamer wrote: | There's two separate subgenres, and that's fine. Because its | just a different game in general despite both being simulators. | | If you like Tropico, then you probably should give TwoPoint | Hospital a try, as well as Ceasar 3, Cleopatra, and a few other | games of the more "agent simulation" nature... with actual | goals and challenges to defeat and win. | | Sim City / Cities Skylines is less about gaming and more about | play. There is no winning or losing in these games... I mean | nominally, if you run out of money I guess you lose. But the | games are setup so that you don't really run out of money under | typical circumstances. | EMM_386 wrote: | Two Point Hospital is really a fantastic game. I'm curious | how Two Point Campus is, I am not sure if I'm as interested | in that one. | daveyjonezz wrote: | I'm glad to see colossal order and paradox are behind the sequel. | brianbreslin wrote: | Would love to play this on my m2 mac, but i'm assuming its | windows or console only? Or do we think this would be available | on Apple devices? | kickout wrote: | Same, don't know though | rsynnott wrote: | The original's available on Mac (and Linux, I think). | geraltofrivia wrote: | Was available on Linux, yes. Performed much worse though, | AFAIK. | altairprime wrote: | One random post on the Internet suggests that C:S1 was doing | 45fps @ 4K on an M1 two years ago, so presumably the C:S2 | sequel will do fine on M2. | | https://www.reddit.com/r/macgaming/comments/jw3e1c/game_benc... | tarentel wrote: | The first game you could play on mac. That doesn't mean this | one will be but who knows. | trefoiled wrote: | Most Paradox game are available on Mac, strong possibility CS2 | will be too | cwkoss wrote: | Anyone able to read between the lines and see what features will | be coming? | FinnKuhn wrote: | The game will have seasons and probably improved graphics as it | is based on the Unreal 5 Engine instead of Unity. | satvikpendem wrote: | Finally, ray-traced cities! I jest, but the Matrix demo on | UE5 looked amazingly realistic. | i-am-gizm0 wrote: | The only thing I got from the trailer would be ray-traced | graphics and the description suggests that actions have more | consequences which I read as bulldozing peoples houses makes | people really mad at you and things like that | cwkoss wrote: | Would be super cool if citizens had stories and lives, more | like dwarf fortress dwarves. | andrewfong wrote: | I hope they get perf down. The first game runs great on my M1 | until we get to around 100K residents or so. That's not a huge | number of people for a real world city, but I guess simulating | traffic + pathfinding for 100K+ actors is a dicey proposition | CPU-wise. | | IIRC, SimCity 4 didn't have this issue but it sort of cheats by | chopping the map up into multiple tiles in a region and only | simulating a subset of your population. Which honestly seems | acceptable to me. | mlsu wrote: | Someone came over and asked what I was using the PC in the | living room for. I told him -- it's the Cities Skylines | Mainframe! | | If you have a spare desktop lying around, it really helps to do | the simulation "in the cloud." | brnt wrote: | SC4 doesn't simulate residents at all, merely statistics. Even | a single SC4 map is as large as one in CS, regions can be much, | much bigger. | quic5 wrote: | Having spent countless hours in Cities: Skylines I'm a bit | worried that I haven't spotted a single form of public transport | nor more bike infrastructure than a painted bike lane. I hope we | won't have to wait for countless DLCs to add more interesting | modes of transport that just cars | haunter wrote: | One of my favorite mod in Skylines that you can import _real | world_ terrain maps into the game. Building your own city but | better is a good fun (and challenge!) https://terrain.party/ Hope | this will work in the sequel too | user764743 wrote: | this doesn't work anymore and is no longer maintained. | | Use this instead: https://heightmap.skydark.pl/# | [deleted] | yknx4 wrote: | Thank you. You've just killed my weekly productivity at work | hahaha | therein wrote: | Very nice, I didn't know this existed. Will give it a try. | Imnimo wrote: | I spent so many hours hunting for cool bits of real world | terrain and then massaging them into playable scenarios for | myself (it's a lot of work to smooth out artifacts in the data | and then add functioning water, vegetation, initial road | connections, etc.). I don't know what the licensing concerns | for the elevation data and maps would be, but I hope they | consider integrating this functionality directly into the game | in the future. | dwringer wrote: | You can get heightmaps from NASA's SRTM data without any | licensing concerns at all, and they can be used in Cities | Skylines (without mods) without any problem (provided you put | the heightmap into the right file format). This was pretty | much always possible, it's just been a lot of steps and sort | of a hassle without projects like that facilitating the | process for people. | | It would be incredible to have a globe viewer/DEM download | tool built in to the game, but the bandwith required for | hosting the project might turn into an issue (I'm reminded of | the situation with high res imagery for Command: Modern | Operations/TacView, where users are strongly encouraged to | download only what they need due to server constraints). | pastacacioepepe wrote: | I hope they don't go again with a car-centric idea of city | building, but seeing the steam page screenshots I'm preparing for | disappointment. | andbberger wrote: | there are no trains or buses in the trailer | FinnKuhn wrote: | You can see a bus at 1:27 and 1:52, but I really hope that | the public transport system is better than what they showed | in this first trailer, especially trains. | BaculumMeumEst wrote: | I wonder if this will still use Unity | dphassler wrote: | City Planner Plays believes it is built on Unreal Engine: | https://youtu.be/r9XHvsm9OVE | tomalaci wrote: | IMPORTANT: the trailer and the screenshots are not actual | gameplay. There is essentially nothing of the gameplay. At best | you could say it is concept being shown but... I mean, what more | of a concept can you do than just making better iteration of the | first game? | | Some people have also said they switched to Unreal Engine 5 but I | have a hard time finding definitive source of that. It would be a | major change since the original was made in Unity. | nixpulvis wrote: | I'll be so excited if this allows multiplayer city building. | Imagine the possibilities... | | First of all, you get to collaborate and build things faster. You | could have a voting mechanic where the citizens (AI) resolves | conflicts. You could assign roles to subordinate players to | manage things like traffic, services, new developments, etc. You | could implement trade across city lines, and have acquisitions. | It could easily turn into a MMO of epic proportions; with whole | worlds built out. | | So. Many. Things! | jeffbee wrote: | And the other players could show up at city council | subcommittee hearings to denounce your mouse clicks as the | insidious, carceral hand of Big Developer, sucking the | character right out of the neighborhood. | dingusdew wrote: | [dead] | myself248 wrote: | Yeessssss, enabling NIMBY mode would make the game so much | harder. | Overtonwindow wrote: | There is a mod for that but it doesn't work terribly well. | paco3346 wrote: | I feel like it works well but supports so few mods that it's | limiting. | madduci wrote: | I hope this time the game can really take advantage of multi core | computing, the first one was bounded to a single core: a long as | a city has more than 5/10k citizens, it starts lagging | diebeforei485 wrote: | I hope we can have more European style zoning. | braingenious wrote: | Cool! | | I hope somebody makes a Streets of SimCity-style | exploration/battle game from this. | | That game was so much fun! | toshredsyousay wrote: | One thing that annoys me about the first game is the way the | commute times are not factored in at all to happiness or | whatever. People literally go from one side of the map to the | other for work and you aren't punished for terrible transit | design (and cars magically disappear). I think the AI is too | crappy for commute times to be a feature, but I hope they improve | AI and add it for the sequel because it is just one of the most | important aspects of city design. | linkdd wrote: | > and cars magically disappear | | Not with the Traffic President mod which allows you to disable | cars despawning and adds to the challenge of building a good | transit system. | wnevets wrote: | I'm really hoping they don't botch this release like some of | their DLC. Most of the DLC released have pretty bad ratings on | Steam. | Macha wrote: | Some of the later DLC have been pretty half hearted yet at the | same time they've hired modders for some of the more popular | mods (like traffic manager) who've said they weren't working on | DLC, so this has been in the works for a while | dcchambers wrote: | I have put many hours into Cities Skylines and I am really | looking forward to this. The obvious thing people will want them | to fix is traffic and vehicle pathfinding, put personally I hope | they let us build more pedestrian-focused streets. I so | desperately want to build walk and bike friendly cities with | beautiful pedestrian malls and walking-only streets but the game | kind of forces you to build out extensive car infrastructure. I | also hope they offer a way to do true mixed-use building instead | of being forced to choose | residential/commercial/industrial/office. | scyzoryk_xyz wrote: | I too have put lots of time and energy into this and many other | city building games. | | Agree on everything you say, but I do wonder to what extent the | bad traffic and all those limitations are an inherent statement | that these games carry by design. A statement on how we think | urban design should work blah blah. | | SimCity 2000 certainly had a sharper, more pointed set of | things to say that presumably originated with Will Wright. | Skylines obviously can't be too political about it, they just | have to keep it mild to sell. | | I do remember this guy making a great series of videos | explaining a lot about how cities were/are made while playing | through a modded copy of Skylines. Highly recommend here: | https://youtube.com/playlist?list=PLwkSQD3vqK1S1NiHIxxF2g_Uy... | | I can imagine what you're wanting for will probably be | delivered with a variety of mods and community content. Or as | DLC? | samtp wrote: | How is using your legs in an urban area political? | scyzoryk_xyz wrote: | How that urban area came to be is highly political. How it | evolves is as well. | izacus wrote: | I also hope that they'll let us build more "european" cities | that aren't so horribly car centric and are more diverse. | | Hopefully we also get a bit more diversity of gameplay - | Skylines got pretty repetitive quickly with only challenge | being traffic optimization. The new DLCs didn't really add that | much to gameplay except different things to paint between | roads. I hope things like universities, industry, agriculture, | airports, etc. become a an actual challenge to build, fund and | retain - maybe pull in some things from the Anno series to make | it happen. | ajkjk wrote: | The game desperately needs a 'campaign', similar to (but | hopefully richer than) what the Roller Coaster Tycoon series | had, just to give some structure to repeated gameplay. | leeter wrote: | I'm curious how much they'll pull over from the existing | DLCs, the Plazas and Promenades pack does allow for | pedestrian cities. But not in a European sense despite the | dev being in Europe. | izacus wrote: | We could even begin with a concept of mixed zoning that's | so standard in many world cities. The usual "stores on the | street, apartments above" design. | | (I was really surprised that actual USA is building cities | the same way SimCity modeled - with complete separation | between commercial and residental areas). | syntheweave wrote: | The limits of every simulation game come into play where | they start to "cartoon" how the world actually works, | which has always been the case with city builders in the | Simcity mold. The approaches to traffic, crime, pollution | etc all act in a way to give an impression of the real | world while not really going deep into the subject and | making the solutions be a bit lock-and-key, fitting our | existing norms rather than presenting an emergent | problem: a lot of times it comes down to building | "expensive structure X" to solve your city's issues. The | original Simcity is ultimately broken, speedrunner style, | by reaching into the guts of the sim to realize that | every zone just needs a token road or rail by it, not a | connection, and therefore can be approached with a | nonsensical pattern of disconnected structures. | | I think Skylines did a good job of modelling complex | traffic, but when I came back to it a month or two ago, I | was disappointed by how much it felt like I was steered | towards creating a "city of the past" and not engaging | with any new technological or economic developments. | Like, you can build an Amsterdam-like bike city in | Skylines, with the appropriate DLC, but it's not modelled | in a fine-grained way and just feels like you have | magicked away commuter traffic by dumping bike lanes | everywhere. | | In the end, if I want to plan a city of the future, I | should probably go back to drawing on graph paper like | when I was 8 years old. | izacus wrote: | Well, I personally think that these sandbox games need a | bit of suspension of disbelief and roleplay to be truly | fun. | | If you optimize the fun of the game by breaking it (and | that's usually rather easy), you'll just... not have fun | with it. This is why I personally prefer to avoid using | broken strategies and set my own fun challenges to build | themed cities. | | Which is why I kinda wish there was more variety in | Skylines - besides Vancouver, I also want to make messy | cities like Shenzen or Bangkok, or London and maybe deal | with local limits and idiosyncrasies. | em-bee wrote: | but that's the issue. most sims are designed after | american cities | PeterisP wrote: | Not only many world cities, but also at least some parts | of iconic USA cities like New York City Manhattan, | downtown Chicago, etc. | jschveibinz wrote: | This was standard in US cities in the early 20th century | (prior to 1920) before the value of the real estate (and | taxes) and automobiles changed the model. Mixed use may | be coming back-California recently passed a state law | allowing for it, I believe . Here is one article on the | topic of mixed-use: | | https://www.secfin.com/private-money-blog/2021/12/15/the- | ris... | | And if you haven't read anything by Jane Jacobs, it's | worthwhile checking out her books written (1950-1960) | about the importance of city neighborhoods from the | perspective of NYC urban dwellers. | acchow wrote: | > I also hope that they'll let us build more "european" | cities that aren't so horribly car centric and are more | diverse. | | Yeah, I wanted to start Skylines but found that it all begins | with a highway... | doctor_eval wrote: | It's true that every building needs to be on a street but | it is nevertheless possible to build substantial pedestrian | architecture. I've spent many happy hours building | pedestrian infrastructure and encouraging my peeps to walk | and catch the subway. | lamontcg wrote: | And if you don't want your cities to die from traffic | congestion you need to make it all walkable with good | public transportation. | | I can get much further through the middle game by | focusing from the start on not building all kinds of | roads. I used to run a big highway down the middle of my | city thinking that was the right way to do it, but you're | vastly better off not doing that, because if you build | that road, they'll overuse it. | | The sims will walk a pretty unreasonably long way as | well, I've built ped overpasses that were packed, while | having nice and quiet roads. | | CityPlannerPlays is a good youtuber to learn how to build | cities that aren't terrible, and aren't overly cheesing | the game mechanics: | | https://www.youtube.com/@CityPlannerPlays | iso1631 wrote: | Be good if the cost of car parking was accounted for. Want to | have cars? You've got to have large parking lots cluttering | your space with low appeal, or your buildings cost far more to | build / lower density etc | jeffbee wrote: | There are cars parked on sidewalks at 6 different points in the | trailer so I assume it still sucks. They should rename it | "Shitty American Cities, or Maybe Vancouver: Again". | nzgrover wrote: | Traffic. Traffic, Traffic, Traffic. Please. | YesBox wrote: | Well crap, I'm going to have some serious competition :D | | I've been developing a city builder myself over the last year | (Metropolis 1998). I wanted to do a 3D version sometime in the | future, but alas. Maybe people will be tired of purchasing $15 | DLCs on top of a shallow base game (probably not). | | Time to get to work | KronisLV wrote: | Looked it up, here's a clickable Steam link: | https://store.steampowered.com/app/2287430/Metropolis_1998/ | | The graphics remind me a little bit of the ones in OpenTTD (an | open source transportation tycoon game), the top down view also | looks interesting, since most games just stick to one | perspective. Oh, maybe the style is a little bit like the | Simutans game (another transportation tycoon), but that depends | on the graphics package. | | I don't think that anyone has quite done city builders where | you can look inside of buildings, so that sounds pretty unique | - good luck with your project. I'm pretty sure that the genre | is big enough for Cities: Skylines II, niche games like Urbek | City Builder (voxel based city builder where building placement | matters, almost like a puzzle) and plenty of other games out | there, so don't feel _too_ discouraged. | zamadatix wrote: | As long as the shallow base game still has more gameplay hours | than most games I don't think people mind additional (also | needing to be worthwhile) content costing money. That's | Paradox's general business model and I think it works great for | the types of games. I think I have nearly all of the optional | content for Cities Skylines now but dollars per hour I'm still | doing better than when it launched and when it launched the | dollars per hour was still significantly lower than traditional | games. | | Looking at Metropolis 1998 my feedback would be I'm excited for | the concept of a modern take on retro builders but I'm worried | the gameplay will end up more "2D grid traffic simulator" than | city builder. "Traffic simulator" can be a key layer for city | builder die-hards but I'm hesitant that a 2D grid approach | would be more interesting than base CS1, particularly with a | free mod that simulates traffic more realistically (albeit not | as performant what you can do with the traffic and road designs | in 3D freeform is also much more interesting). I'll keep an eye | on it though, it may be something I pick up in the future as it | materializes :). | YesBox wrote: | Thanks! I agree with your feedback. I intend to have | different options to mitigate the traffic if people don't | want to manage it. My biggest inspiration for the game is | actually roller coaster tycoon. I want to offer to the player | the option to sit back and enjoy what they built (from | scratch if they want!), and then switch back to managing and | building their city, much like a theme park. | em-bee wrote: | i like that idea. i would enjoy watching what i built. | taking this as a springboard for a feature discussion: many | sim games suffer from needing to build american style car | centric cities. how is your approach here? could we build | historical european cities? futuristic car-free ones? | public transport like trams? separate bike paths? | YesBox wrote: | I'd love to fulfill all of those options, and I plan to, | but I dont think I will have them all available in the | first release build. I'm the only developer working on | the game, and the only other person I work with is the | pixel artist. | | So expect cars and sidewalks. Pedestrian-only walk ways | should be possible in the first release. | em-bee wrote: | i am obviously not expecting miracles here, more | wondering in which direction you want to go, and if those | ideas fit your goals. | | found it on Steam. added to my wishlist. will also check | out early access... | squeaky-clean wrote: | Also if you're willing to wait about 6 months for any DLC, | you can pick it up for a couple dollars. I don't think I've | paid more than $5 for any of Cities Skyline's major DLC. | morsch wrote: | I wouldn't be worried, the market for modern city builders is | large enough to support a few of them, assuming they're | distinctive enough. I'm kind of shocked nobody made an attempt | to displace C:S in the last couple of years. Meanwhile we have | hundreds of variants of The Settlers and Caesar. | tokinonagare wrote: | Yes. I'd rather buy an indie game with SOVL and pixel art than | a big production. Just seeing the photorealistic images on the | steam page is a turn-off. I'll take a game looking like SimCity | 2000 or 3000 over that. | | Btw I'm also working on my own indie game, it's quite | challenging but I'm happy with progress I'm making by being | consistent on it. | ozarker wrote: | Your game looks really neat! Wishlisted it. Can I ask what sort | of tech stack you're building it on? | YesBox wrote: | Awesome, thank you! I'm using C++ (custom engine) and SFML | (graphics framework) | branko_d wrote: | Dunno... After spending many hours in Cities in Motion, and even | more in Cities in Motion 2, Cities: Skylines just didn't click | for me somehow. It was kind of barren, with awkward road building | (compared to CIM2), and just kind of restricting in a hard-to- | define way. | | Perhaps the DLCs have improved the situation, but I lost interest | by then. Hope CS2 will be better! | MagicMoonlight wrote: | I'm looking forward to another soulless paradox game where the | core mechanics are really stupid e.g all people who move in are | born at the same time and will die at the same time so 90% of | your city will instantly die in a year | | And then they'll want PS400 from you for DLCs while still not | adding to any of the core mechanics | dzogchen wrote: | And don't forget you can only build car-dependent cities, not | the kind of cities you will find in Europe or Japan. | graypegg wrote: | You don't have to buy it if you don't want to. | simonebrunozzi wrote: | What a missed opportunity. Nothing futuristic, nothing good. Same | old, same old. Car-centric cities. | | I'm sure the game will be great. But I would have loved something | more revolutionary. | geraltofrivia wrote: | Right? Like mixed-use housing Or even pedestrian only streets ! | Who can imagine! | | For a Finnish studio, I would have hoped Colossal Order focused | a bit less on American cities, American urbanism. | nrdgrrrl wrote: | [dead] | telman17 wrote: | Truly excited about this one - there are not enough of these | games in the genre. I wish they had announced a date but even if | they had who knows how accurate it would actually be? | pclark wrote: | Hopefully the AI is a _trillion_ times better. | malcsm wrote: | Sadly, sequels never have better AI. All the money gets spent | on shiny graphics. ___________________________________________________________________ (page generated 2023-03-06 23:01 UTC)