[HN Gopher] SimCity launched a decade ago, and it was so disastr...
       ___________________________________________________________________
        
       SimCity launched a decade ago, and it was so disastrous it killed
       the series
        
       Author : acdanger
       Score  : 226 points
       Date   : 2023-03-06 14:12 UTC (8 hours ago)
        
 (HTM) web link (www.pcgamer.com)
 (TXT) w3m dump (www.pcgamer.com)
        
       | proactivesvcs wrote:
       | One of the final statements is rather telling of modern corporate
       | culture: "We had already begged and pleaded to have more time,
       | and at some point, as a public company, they have certain
       | obligations to their shareholders. One of them was that SimCity
       | would be shipping that quarter."
       | 
       | Torpedoed by one bad business decision after another, despite
       | being a promising game.
        
       | bromuro wrote:
       | I play SimCities since v1 and I awaited long this release. It was
       | indeed beautifully designed and the gameplay was very fun and
       | addictive.
       | 
       | Finally EA pushed the project too far and it imploded. Too bad,
       | because Maxis didn't reserve it.
       | 
       | I play sometimes Cities Skyline but - to me - CS misses the vibe
       | of SimCity.
        
       | mcv wrote:
       | Nowadays SimCity seems wholly replaced by City Skylines. I had to
       | look up when that was released, but it turns out the release of
       | City Skylines was directly caused by the failure of SimCity:
       | 
       | From https://en.wikipedia.org/wiki/Cities:_Skylines :
       | 
       | > "While the developers felt they had the technical expertise to
       | expand to a full city simulation game, their publisher Paradox
       | held off on the idea, fearing the market dominance of SimCity.
       | After the critical failure of the 2013 SimCity game, however,
       | Paradox greenlit the title."
        
       | jdlyga wrote:
       | It's the classic small, passionate development team gets acquired
       | by large company, and becomes highly bureaucratic and profit
       | driven instead.
        
       | _fat_santa wrote:
       | I think if SimCity wasn't such a complete disaster, City Skylines
       | wouldn't have taken off how it did. The big misstep I think they
       | made is hinging the gameplay around multiplayer. While SimCity
       | thought that collaboration would be done through "neighborhoods"
       | and "resource sharing", City Skylines took the opposite approach
       | and introduced collaboration through Steam Workshop.
       | 
       | The developers of SimCity should have realized that people don't
       | play sim building games to play with others, it's a very much a
       | solo game. City Skylines navigated this beutifully by letting
       | players still play the game alone but also letting them
       | collaborate through assets rather than through gameplay.
        
         | delusional wrote:
         | I personally believe that the SImCity version of multiplayer
         | could have been impressively successful had it not supplanted
         | everything else in the game. I like the idea of building cities
         | that somehow interact with the cities my friends build, or
         | whatever everyone else is doing. I like the idea of a game that
         | asynchronously "breaks the meta". It just has to be a good
         | SimCity game first and then have that stuff layered on top.
         | SimCity 2013 was never a good SimCity game to begin with.
        
           | JKCalhoun wrote:
           | Definitely could be cool to have an intermodal aspect.
           | Trains/trucks coming and going with excess resources from
           | your and other's cities. Large warehouse zones on the city
           | periphery...
           | 
           | Any "open" SimCity-like game?
        
             | SteveNuts wrote:
             | OpenTTD fits the bill.
             | 
             | But for me, Sim City/Cities Skylines isn't about resource
             | generation as much as it is about just... building and
             | expanding a thriving city.
             | 
             | I like the way CS approached this and made it a thing you
             | can do to earn extra money, but it's not strictly necessary
             | (your industrial areas will auto-import everything they
             | need).
        
               | JKCalhoun wrote:
               | An intermodal layer could also be a part of the expanding
               | of a city and help to make it thriving as well.
               | 
               | Just in keeping with the times, look at the landscape of
               | warehouses that surround the periphery of our major
               | cities. What is that stuff? Amazon Prime "last
               | mile"warehousing? Some other leg of an intermodal
               | network?
               | 
               | (And I suppose server farms would be another element --
               | perhaps a modern Sim has already added that feature to
               | city expansion.)
               | 
               | Perhaps SimPort needs to happen -- simulate the
               | international container-ship and port traffic (+ rail, +
               | trucking) and make it _all_ about resource management,
               | canal bottlenecks, supply-chain fragility...
               | (SimSupplyChain -- now there 's an exciting title.)
               | 
               | If no one has written that game/sim, let me know. Maybe
               | I'll play with the idea.
               | 
               | Could be a learning experience for all of us.
        
         | Loughla wrote:
         | Honestly, while they are the same in overall, 10,000 foot
         | concept, they are wildly different games.
         | 
         | SimCity was a resource manager and city planning game.
         | 
         | City Skylines is a traffic manager.
         | 
         | This is the hill I will die on.
        
           | Asooka wrote:
           | You won't die alone, I'm with you on this one. I've said
           | before I wish I could play Cities Skylines with the agent
           | simulator replaced by the purely statistical model from Sim
           | City. Though thinking about it again, maybe it could be
           | modded in...
        
           | ascagnel_ wrote:
           | Skylines isn't even a very good traffic manager (the Cities
           | in Motion games that came before it are much better in that
           | regard) -- it's a good city _builder_, but not a good city
           | _simulator_.
        
             | orwin wrote:
             | You have mods that greatly increase the difficulty, and
             | make the simulation way better than simcity4. And traffic
             | is working the way we European think traffic works in the
             | US.
             | 
             | Although to be fair the dlcs improved that quite a lot (not
             | enough Pol Sim, but I understand why)
        
           | JohnFen wrote:
           | This. City: Skylines doesn't fill the same niche as SimCity.
        
       | shp0ngle wrote:
       | Wait it's 10 years already?
       | 
       | Time really does fly faster when you're older.
        
       | dragonwriter wrote:
       | One thing I think the article leaves out, that is critical, is
       | the damage done to the franchise image by SimCity Societies
       | (2007), SimCity 2013 was the second bad miss in a row for the
       | franchise (and a big part of Societies problems--on top of
       | radical and not well recieved changes to the basic concept--were
       | performance/reliability problems, which IIRC, included a
       | persistent connection requirement even though it was single
       | player.)
        
       | YellowTech wrote:
       | Upon launch, I was of course disappointed with the state of the
       | server and the online only nature of it. But the larger problem
       | for why this game was a failure was the simple problem of way to
       | little space to build a city. The whole concept of a few 1km x
       | 1km city patches in a shared world to build in was flawed from
       | the start. I want to build gigantic cities with elaborate public
       | infrastructure and rivers full of sewage. Cities: Skylines simply
       | was a much better fit for what makes the city building genre
       | appealing.
       | 
       | I find it a bit shortsighted to center the blame for a boring
       | game on its launch date debacle. Many other games with similar
       | problems at launch became hits.
        
       | everyone wrote:
       | KSP2 seems like it might be like that.. It seems quite star-
       | citizeny with final AAA graphics and audio, but the _core_
       | mechanics and UX rather fucked. I reckon it could take them years
       | to fix it if they do. Fixing the core core stuff in a game with
       | final assets already done is like repairing an engine thats
       | running.
       | 
       | There was so much dodgy slimy stuff going on with the publisher
       | also, https://wccftech.com/kerbal-space-program-2-dev-fired-
       | employ... the fact that they kept development closed for years,
       | then release garbage into early access and charge EUR50.. I think
       | they might have no intention of fixing it and are just making a
       | cash grab now while there is still so much goodwill floating
       | around from KSP1.
       | 
       | Imo there is an opportunity here for a smart small indie team to
       | scoop them and make the _real_ successor to KSP faster than the
       | KSP2 team can fix their crap.
        
       | jeffwask wrote:
       | Another victim of the EA acquisition graveyard.
        
       | orwin wrote:
       | They contacted video games influencers/youtubers (in 2013, always
       | ahead of their time in marketing, that's the only thing EA is
       | good at), invited them to play the game at their HQ. At least one
       | of them confessed he was threatened to not publish the video
       | after sending them the script and refused to change major parts.
       | He wasn't paid the thousand dollars either (at the time
       | influencers were cheaper :))
        
       | vadansky wrote:
       | Speaking on Sim City, is there a chance anyone has a collection
       | of Japanese Sim City 4 bat files? I saved a bunch of bookmarks
       | but link rot has destroyed most of them, hoping someone collected
       | them all.
        
       | denton-scratch wrote:
       | Title should say "SimCity 2013".
        
       | mysterydip wrote:
       | > We had already begged and pleaded to have more time, and at
       | some point, as a public company, they have certain obligations to
       | their shareholders. One of them was that SimCity would be
       | shipping that quarter.
       | 
       | I get that games have to release at some point or else some devs
       | will be perfecting forever. But I can't count the amount of times
       | a game was a flop at launch (and never recovered) because they
       | needed to hit an arbitrary date and it wasn't fully baked.
       | 
       | Wouldn't the best interests of the shareholders be having a
       | financially successful game?
        
         | jcranmer wrote:
         | If the release date keeps getting pushed back, then that
         | suggests that the problem isn't that the game needs more time
         | to get fully baked, but rather there's some more fundamental
         | issues in project management or project development that's
         | hampering it. Continuing to push the release date back at that
         | point is unlikely to improve matters, and pushing the result
         | out as-is is actually likely to maximize revenue (the reviews
         | won't get better, and you don't have to maintain marketing buzz
         | for as long) while minimizing the losses from extra developer
         | time.
        
       | bromuk wrote:
       | Such a shame, I was very excited for this game and though hated
       | it I did enjoy the graphic style, it looked great. (What a palava
       | with the "online" simulation that was found out to be faked)
       | 
       | Cities Skylines really put a nail in the coffin of SimCity for
       | me, the huge playable area, no faux online requirement, realistic
       | cim routines and the amazing mod support (I've only used the
       | steam workshop)
       | 
       | Now Colossal Order just need to make a sequel with more in depth
       | mechanics akin to some of the mod tools made available (traffic
       | management, I'm looking at you), also I don't know much about the
       | Unity Engine but making the sequel more efficient on multicore
       | CPU's is a must.
        
       | CoolGuySteve wrote:
       | > "Every time they would unblock one pinch point, then they would
       | just discover the next one," says Librande. "You were unblocking
       | the dam and then the flood goes and hits the next dam. Then
       | everybody scrambles, tears that one apart, ok, but it keeps
       | going".
       | 
       | Apple hit this problem a lot too in the early days of the iTunes
       | and App stores. Marketing wants a huge midnight release with all
       | the hype but the scale just isn't there.
       | 
       | The only way to go imo for this sort of thing is a staggered
       | release, an invite system, or an open beta.
       | 
       | And it also sucks that stupid management and marketing decisions
       | killed such an important franchise in gaming history.
        
       | nottorp wrote:
       | Tbh this would be a good time for a remembrance of the
       | companies/franchises ruined by EA and Ubisoft.
       | 
       | Maxis / SimCity
       | 
       | BioWare / need i say what?
       | 
       | Bullfrog / Populous, Dungeon Keeper
       | 
       | --
       | 
       | Blue Byte / Settlers, Battle Isle
       | 
       | New World Computing / Might and Magic and Heroes of...
       | 
       | And that's just what I remember off the top of my head.
        
       | [deleted]
        
       | ch4s3 wrote:
       | Good news, Cities Skylines 2 was just announced today.
        
       | spiffytech wrote:
       | Related:
       | 
       | "When SimCity got serious: the story of Maxis Business
       | Simulations and SimRefinery"
       | 
       | https://obscuritory.com/sim/when-simcity-got-serious/
        
       | wdb wrote:
       | Can still remember I bought a book about SimCity 2000. I think it
       | explained how you could rebuild real-life cities in SimCity.
       | Pretty cool
        
       | mouzogu wrote:
       | this felt like the apex of the post facebook/zynga monetise
       | everything always online era
       | 
       | ea have always ridden trends mercilessly. and ms with its bungled
       | launch of always online xbox. the hubris of those executives is a
       | staggering in hindsight.
        
         | hudsonjr wrote:
         | I never thought about it, but that is so true. It also seemed
         | like it was roughly the peak of bad DRM as well as trying to
         | curtail resale of console games.
        
       | Lutzb wrote:
       | All I want is Sim City 2000 for mobile. I know it will not
       | happen. Without microtransactions there is no way it will ever
       | get green lighted by EA.
        
       | racl101 wrote:
       | Sim City 4 needs a spiritual successor.
        
         | dwringer wrote:
         | I guess people might argue this all day but I think Cities:
         | Skylines is mostly that, with the rather large caveat that you
         | can't start separate games on the same large map at the same
         | time. You can still get mods (easily, from the steam workshop)
         | which open up the entire terrain, and then use one of several
         | different approaches to build multiple towns on the same map.
         | 
         | I'm sure I'm forgetting other stuff that's missing, but they
         | both scratch the same itch for me.
        
       | tripdout wrote:
       | I still play SimCity 2013 today, and despite its flaws, I much
       | prefer it over Cities Skylines. SimCity feels alive, with a great
       | soundtrack, good looking visuals even today, and I love the
       | futuristic expansion pack.
       | 
       | Skylines feels less like a game I want to play in my free time
       | and more like a city planner tool. The graphics style also
       | somehow feels much colder and more outdated in comparison.
       | 
       | I honestly think SimCity 6 with bigger cities and updated
       | graphics would be a massive hit without changing much else - the
       | multiplayer aspect of sharing resources, contributing to
       | pollution, workers and students, etc is really unique and should
       | be kept.
        
         | bombcar wrote:
         | SimCity 2013 was fine, and the real killer was just how small
         | it was. Everyone coming from Simcity 4 was like "what the @#%@
         | is this" and went back.
         | 
         | Even Skylines is too small unless you get the mods that let you
         | bust out all the adjacent land areas.
        
         | brnt wrote:
         | Is there any way to get it on Steam Deck? There's no record for
         | it on Protondb.
        
       | mablopoule wrote:
       | I played SimCity 2013 a few months after launch, and I quite
       | liked it, especially the gorgeous visuals.
       | 
       | I've read TFA, and honestly they also failed to mention maybe the
       | worse issue of SimCity 2013: how limited it was compared to the
       | previous instalments. The playable area was tiny, so you quickly
       | felt constrained by the border of your playable area. The fact
       | that you could build multiple cities in the same region
       | alleviated it a bit, but it really felt limiting compared to it's
       | predecessors.
       | 
       | Another point, which I feel is a good representation of an
       | 'EA'-fied game: I was a bit miffed to discover that you couldn't
       | create a subway system, you were limited to roads (I don't even
       | remember if you could create a bus system). A few months in, I
       | see that there was a 'Subway' content pack, which got my hopes
       | up... until I realized it was to add 'Subway' sandwich shop in
       | your city.
       | 
       | Same, they had a cross-promotion with Nissan, so your Sims would
       | feel happy when they recharged their electric car, and the
       | charging station has the effect of a park in your neighborhood.
       | 
       | Add to that the server issues, the fact that they said it was
       | because so much computation was offloaded to their servers (which
       | was quickly disproved, and felt bogus to being with), and the
       | whole affair had a vibe of "Don't piss on my shoes and tell me
       | it's raining".
       | 
       | It was particularly sad, because it really still is an enjoyable
       | game.
       | 
       | EDIT: After a bit of fact -checking, I realize that I've mis-
       | remembered the "Subway" DLC story. It was instead the "Metro"
       | content pack (metro is french for subway), which was for a
       | newspaper distributed for free near French subway entrances.
       | There is also a Subway sandwich mod, but for SC4 only.
        
         | etempleton wrote:
         | The playable area was tiny and the game was weird in the way it
         | cycled boom and bust development seemingly at random. And then
         | despite the game selling incredibly well they abandoned it
         | after launch and never really improved the game much.
         | 
         | The marketing hype leading up to it featured lot of outright
         | lies in terms of how the game works. Compute was not offloaded
         | to the cloud, but bigger than that there was the lie that every
         | sim had a daily routine that was simulated and when a factory
         | had an output it was an input somewhere else and that was all
         | simulated like Factorio. It wasn't. It was all faked and not
         | even convincingly well.
         | 
         | I have been hoping for a new city builder for awhile. Cities
         | Skylines was great, but I am looking for something a bit more
         | in depth. I think I want the original promise of SimCity (2013)
         | with the transportation flexibility of Cities Skylines. Solving
         | transportation issues and bottlenecks to make sure your city is
         | operating efficiently sounds incredibly rewarding.
        
           | dragontamer wrote:
           | OpenTTD (Transport Tycoon Deluxe being the original), is my
           | preferred traffic simulation game.
           | 
           | Once you can control all routes and trains, you can never go
           | back! You get used to the control, the timetables, the
           | organization that's possible.
        
             | wardedVibe wrote:
             | Openttd is a great logistics simulator, but it's not really
             | a traffic simulator. Traffic by it's nature requires a lot
             | of independent agents deciding how to use a shared
             | resource, and the resulting conflicts, like Braess'
             | paradox[0]. As far as I've seen, the only game that does
             | well at this is Cities Skylines. OpenTTD on the other hand
             | is my favorite part of factorio.
             | 
             | [0]: https://en.wikipedia.org/wiki/Braess%27s_paradox?wprov
             | =sfla1
        
               | dragontamer wrote:
               | I've personally found it pretty easy to get around. In
               | particular, just build long stretches of roads without
               | any intersections. Just "s-curve" like a snake,
               | especially around industrial centers (all traffic
               | originates in industry, and don't seem to "return" to
               | industry in Cities Skylines).
               | 
               | Maximize the distance of these singular roads, and build
               | out your road system like a computer-science definition
               | of a tree. Its not very realistic, but it solves more or
               | less all the issues of Cities Skylines. (Or perhaps it is
               | realistic, and matches the behavior of neighborhood
               | planners in the real world).
               | 
               | In contrast, OpenTTD encourages hub/spoke model and
               | recycling of centers. I think its sizes are off but the
               | overall gameplay loop is correct here.
               | 
               | --------
               | 
               | OpenTTD's "traffic" is pretty dumb, but its infinite. As
               | long as you've got high station ratings, the station will
               | expand and traffic will increase. It doesn't matter what
               | design you have, the traffic increases until you can no
               | longer support it.
               | 
               | So OpenTTD is somewhat self balancing. The stronger a
               | player you are, the more traffic you generate. The weaker
               | a player you are, the less traffic you generate.
        
               | wardedVibe wrote:
               | > all traffic originates in industry, and don't seem to
               | "return" to industry in Cities Skylines
               | 
               | It absolutely does come back? I've had major traffic
               | headaches from returning trucks. If I don't build rail
               | for trucks, my cities are usually screwed over by that.
               | 
               | > Maximize the distance of these singular roads, and
               | build out your road system like a computer-science
               | definition of a tree. Its not very realistic, but it
               | solves more or less all the issues of Cities Skylines.
               | (Or perhaps it is realistic, and matches the behavior of
               | neighborhood planners in the real world).
               | 
               | Trees create massive chokepoints when traveling within
               | the city, so I don't think its likely to work in a large
               | city (though if you squint, road hierarchy _is_ somewhat
               | tree-like, I suppose, though with more intra-branch
               | connections). I suspect you simply haven 't gotten cities
               | big enough to actually have traffic, especially if you
               | think most traffic is trucks. It does take a bit for
               | personal car traffic to be heavy enough to be a problem.
               | 
               | The unique thing about car traffic vs station demand is
               | that the overall speed depends on the quantity of cars on
               | the road, with maximal throughput occurring before a
               | fully occupied road. That's how you get weird effects
               | like Braess paradox.
               | 
               | OpenTTD is much better at simulating public transit
               | systems, Cities Skylines is better at simulating traffic.
        
               | dragontamer wrote:
               | > It absolutely does come back? I've had major traffic
               | headaches from returning trucks. If I don't build rail
               | for trucks, my cities are usually screwed over by that.
               | 
               | Don't the trucks go into the Cargo station, and then
               | disappear?
               | 
               | In OpenTTD, if you have a truck -> rail station, the
               | truck drops items off, then have to return to
               | Coal/Forests/whatever to pick up items again.
               | 
               | In Cities: Skylines, the truck hops onto the train, and
               | then vanishes. Its been a while since I've played
               | Skylines, maybe I'm mis-remembering?
               | 
               | > Trees create massive chokepoints when traveling within
               | the city, so I don't think its likely to work in a large
               | city (though if you squint, road hierarchy is somewhat
               | tree-like, I suppose, though with more intra-branch
               | connections). I suspect you simply haven't gotten cities
               | big enough to actually have traffic, especially if you
               | think most traffic is trucks. It does take a bit for
               | personal car traffic to be heavy enough to be a problem.
               | 
               | Or maybe I'm just abusing the behavior of cargo stations
               | too much.
               | 
               | The cargo-station "teleports" traffic somewhere else, and
               | seems to magically erase return traffic. Use / abuse of
               | cargo-stations seems key in making cities grow larger.
               | 
               | ----------
               | 
               | EDIT: Ah, I misremembered. Seems like the return traffic
               | does need to be accounted for. In any case, the industry
               | -> Cargo Train terminal is really all you need to design
               | against. With a proper industry block (or S-road / snake-
               | like road), all industry goes to cargo train, and all of
               | them return to industry, with no intersections
               | potentially wrecking them.
        
               | dragontamer wrote:
               | > (though if you squint, road hierarchy is somewhat tree-
               | like, I suppose, though with more intra-branch
               | connections)
               | 
               | Intra-branch connections are your mistake. Don't do that.
               | If you're purely a tree-shape, there's no Braess paradox
               | because each neighborhood (or housing unit) only has
               | _one_ path to the rest of the city.
               | 
               | The minute you have 2, 3, or 4 different paths to reach
               | the same house, is the minute that paradox starts to bite
               | you in the ass. So just avoid it completely with a 100%
               | tree-like branching behavior. One path means you have
               | absolute control and force the little cars to go down the
               | exact paths you want.
               | 
               | -------------
               | 
               | Yes, roads and intersections will saturate. At that
               | point, stop building in that neighborhood and build
               | another branch of your tree.
               | 
               | I don't think I ever found a reason to do a non-tree
               | design in the game, aside from simulating realism. But if
               | you're just designing neighborhoods to minimize traffic
               | and maximize population, a pure tree is the obvious
               | approach.
               | 
               | IIRC, there's no residential-to-residential traffic. Its
               | all residential-to-commercial, and then commercial-to-
               | residential. That's why a pure tree works. Or industry-
               | to-commercial, and then commercial-to-industry.
        
             | orangepurple wrote:
             | OpenTTD sadly does not simulate passengers as unique
             | agents. Transportation demand can be very unidirectional
             | and not make logical sense.
        
               | dragontamer wrote:
               | Have you not tried the CargoDist button?
               | 
               | It was added maybe 5 years ago, but as an Open source
               | project, advertising for this feature is pretty bad.
               | 
               | It turns passengers/mail into agents who will perform 2
               | or 3 or more hops to reach their destination.
        
               | zaphoyd wrote:
               | Seconding this, if you dropped OpenTTD because of the
               | simplistic passenger/cargo routing (i.e. take any cargo
               | to any place and pay is only based on how far you took
               | it) then definitely give the CargoDist option a try.
               | 
               | Every passenger (or mail or manufactured good) has a
               | unique destination in your system that you need to get it
               | to. They are roughly balanced based on demand (two
               | stations in large cities will generate a lot of traffic
               | between them, but a small town will only generate a small
               | amount of traffic to and from a large city). It makes the
               | transport routing game _way_ more interesting and more
               | like the routing of passengers in more traditional Sim
               | City type games.
        
               | dragontamer wrote:
               | Beyond just that, the ability for passengers to "route"
               | themselves (Take airplane from CityA -> CityB, then rail
               | from CityB -> CityC, then bus from CityC to CityD... and
               | back) is the bigger, more important effect of the
               | CargoDist feature.
               | 
               | That means you can form "Hub and Spokes" for passenger
               | traffic, and the individual passengers are smart enough
               | to figure out how to route themselves to their ultimate
               | destinations.
               | 
               | ------------
               | 
               | Its the most "realistic feeling" traffic mod I've found
               | of any of these games, honestly. Even Cities Skylines
               | seems rather basic in comparison.
               | 
               | -----------
               | 
               | I play on Passengers/Mail as CargoDist, and then all
               | other traffic (Coal, Wood, Cargo, Oil, etc. etc.) as
               | default / original rules.
               | 
               | I also set the "symmetry" of CargoDist to 80%. That is,
               | 20% of traffic is one-way, which seems to be correct in
               | my opinion? I think it defaults to 100%, but it doesn't
               | make sense for _ALL_ traffic to be bidirectional (ie: for
               | all agents to make a return trip each time).
               | 
               | EDIT: I do think that a "big mod" to OpenTTD under a new
               | name would be beneficial to the project. Something that
               | redefines OpenTTD's sizes (each square is supposed to be
               | a square km, but it doesn't "feel" like it. Roads aren't
               | a square km wide after all...). I think that if each
               | square were 10m x 10m nominal, and then for all other
               | parts of the game to be redesigned off of that (scaling
               | up docks, rail depos, cities, etc. etc. as appropriate to
               | this new size), would be really all that OpenTTD needs.
               | Plus CargoDist Passengers/Mail by default.
        
               | tsgagnon wrote:
               | _OpenTTD sadly does not simulate passengers as unique
               | agents. Transportation demand can be very unidirectional
               | and not make logical sense._
               | 
               | Personally this isn't really a negative. I've found that
               | I only care about "agents" when the scale of the game
               | focuses on caring about individual units. Once you get
               | beyond that, I don't think the simulation necessarily is
               | more interesting just because it uses unique agents. And
               | conversely, I've never thought while playing SC4 or
               | similar game that "This game would be better if it
               | simulated all citizens as unique units".
        
               | dragontamer wrote:
               | A number of games simulates unique agents: Tropico,
               | Rollercoaster Tycoon, Theme Hospital, Two Point Hospital,
               | Ceasar 3 / Cleopatra etc. etc.
               | 
               | Its a different game entirely compared to games like Sim
               | City or City Skylines. I've noticed that these
               | "individual agents" games are very "unstable". They're
               | only designed for a limited number of agents before
               | everything goes to crap.
               | 
               | As such, "individual agent" games tend to be scenarios
               | that you play for a short time, rather than trying to
               | play for months on the same map (like Sim City or City
               | Skylines or OpenTTD can be).
               | 
               | ---------
               | 
               | Tropico Boom/Busts grow too variable and uncontrollable.
               | You'll eventually have an island-wide boom/bust collapse
               | that probably triggers the instant-loss endgame (aka:
               | Soviets and/or USA invades).
               | 
               | Ceasar 3 / Cleopatra are reasonably stable, but
               | definitely a smaller map and designed for scenario play
               | instead.
        
           | waboremo wrote:
           | It's funny you mention wanting to solve transportation
           | issues, because that's exactly the reason why I bounced so
           | hard off Cities Skylines. At a certain point, it just turns
           | into a "play with the roads" game. No matter how many forms
           | of transportation you utilized, it just turned into
           | bottleneck fix after bottleneck fix. When you tried to
           | implement serious logical solutions (ie dedicated bus lines),
           | you were met with more chaos. But add several roundabouts in
           | succession and suddenly traffic fixed.
           | 
           | I do agree with the depth, something Cities Skylines was
           | really lacking. Most of the logic of the game was quite
           | shallow, and the people really don't live anywhere near as
           | "deep" lives as in SimCity (2013). I'm hoping this is
           | something they address in the sequel, but seeing as the
           | community has rallied so strongly around the idea of creative
           | designing vs functional planning, I'm not holding my breath.
        
             | potatolicious wrote:
             | I really agree with this. I've gotten into Cities: Skylines
             | numerous times over the years and have bounced off of it
             | each time because it was so hard to scale a city past a
             | certain point due to transport.
             | 
             | I'm up for a challenge and I think transport is actually a
             | fantastic gameplay element for the player to scale, but as
             | it is the only way to "solve" transport feels like cheesing
             | whatever algorithm is under the hood, rather than designing
             | a transport system that makes any real kind of sense.
             | 
             | I have _some_ beef with agent-based simulations in this
             | regard. They 're fascinating in the abstract, but IMO too
             | many game devs are obsessed with it to their own detriment.
             | Heavily agent-based sims tend to scale really poorly (an
             | issue I suspect is true with SimCity 2013 _and_ Cities:
             | Skylines) _and_ imperfections in modeling the agents causes
             | _extreme_ divergences at-scale that break the illusion of
             | realism badly.
             | 
             | At this point I'd honestly much rather - especially with
             | large-scale sims where you build cities of millions rather
             | than a town of dozens - have non-agent-based statistical
             | simulations. I want to build cities that I can imagine
             | seeing IRL, not some metagame-game-mechanioc-defeating
             | monstrosity that's optimized against the game's
             | pathfinding.
        
             | bombcar wrote:
             | There's really two types of "City Games" - city painters
             | and traffic simulators, Cities Skylines is basically the
             | second with a bit of the first, whereas SimCity 4 became
             | the first with a bit of the second.
        
             | dwringer wrote:
             | I've played with Cities: Skylines off and on many times
             | over the years and often do give up in frustration with
             | endless traffic problems, but I think it's down to two main
             | things: one, traffic management is very much "endgame" type
             | content, as you can build a nice self-sufficient little zen
             | garden community without really worrying about it much. But
             | to get big cities it _must_ be dealt with. And two, once
             | you 've already built a city, it's _way_ harder to
             | implement good traffic flow. This is painfully evident all
             | the time in the real world.
             | 
             | Now I use a mod to unlock all the map tiles (actually, the
             | entire map) at game start, and I build specifically around
             | my envisioned future transportation needs. It's still a
             | challenge, and I highly recommend the traffic management
             | mod mentioned elsewhere in these threads, but it is not an
             | insurmountable one.
        
           | orangepurple wrote:
           | SC4 + NAM is what you are looking for https://www.sc4nam.com/
           | 
           | It has been in development for 20 years.
        
           | Tijdreiziger wrote:
           | > the transportation flexibility of Cities Skylines
           | 
           | It's worth mentioning that Colossal Order (the studio behind
           | C:S) cut their teeth on transit simulators, namely the Cities
           | in Motion series.
        
           | genocidicbunny wrote:
           | > Cities Skylines was great, but I am looking for something a
           | bit more in depth.
           | 
           | Incidentally, Cities Skylines 2 was announced just earlier
           | today. There aren't many details yet, but perhaps that will
           | scratch your itch.
        
             | etempleton wrote:
             | That is exciting. Weird that the trailer is so light on
             | detail or gameplay, but it says coming this year, so more
             | details will come soon I imagine.
        
           | pdntspa wrote:
           | You might enjoy Workers & Resources: Soviet Republic.
           | 
           | It's really rough right now, and frustratingly manual in
           | places, but it does a good job of simulating resources at
           | least. If you play in Realism Mode then vehicles and
           | resources are dispatched and consumed realistically. (People
           | too, but they teleport home at the end of their job and they
           | don't appear to take transfers for public transit)
        
             | homarp wrote:
             | Workers & Resources: Soviet Republic: https://store.steampo
             | wered.com/app/784150/Workers__Resources...
        
           | humaniania wrote:
           | Did you play Sim City 3000?
        
             | Zardoz84 wrote:
             | Did you play Sim City 2000?
        
         | actionablefiber wrote:
         | > Another point, which I feel is a good representation of an
         | 'EA'-fied game: I was a bit miffed to discover that you
         | couldn't create a subway system, you were limited to roads (I
         | don't even remember if you could create a bus system). A few
         | months in, I see that there was a 'Subway' content pack, which
         | got my hopes up... until I realized it was to add 'Subway'
         | sandwich shop in your city.
         | 
         | > Same, they had a cross-promotion with Nissan, so your Sims
         | would feel happy when they recharged their electric car, and
         | the charging station has the effect of a park in your
         | neighborhood.
         | 
         | That's kind of insulting. If you were to ask me "what's an
         | environmentally friendly piece of mobility infrastructure that
         | should count as a park" the answer is very obviously a bike
         | trail.
        
         | weard_beard wrote:
         | City skylines has more than filled this gap imho. Great
         | community. You should check it out if you haven't yet.
        
           | candiddevmike wrote:
           | I struggle to get into CS because of the number of DLCs. I
           | have no idea what ones you need to have a SimCity 4
           | experience, and they're all really expensive.
        
             | jabroni_salad wrote:
             | The way CS does content updates, part of the update is free
             | and part of it is paid. So, organically the best way to
             | figure out what to pay is to play the game, see which
             | features you like, and get the DLCs that expand the areas
             | of the game you like the most. (I also recommend this
             | method because if it turns out you dont like CS after all
             | you arent too badly in the hole)
             | 
             | They do occasionally go on sale, so you can always just
             | wishlist something and come back later.
        
             | bombcar wrote:
             | If you have Mods you don't even need ANY DLC, really,
             | though the park ones make the "park problem" completely a
             | non issue.
             | 
             | Mass Transit is a joke, all the options are just memes.
        
             | Tijdreiziger wrote:
             | The DLCs add stuff, but you don't really need them to start
             | out. The base game is great as-is.
             | 
             | Other than that, you can see what's included with every DLC
             | on the C:S wiki:
             | https://skylines.paradoxwikis.com/Downloadable_content.
             | That way, you can decide which DLCs you care about and
             | which you don't.
        
           | mablopoule wrote:
           | It's on my bucket list since, but I was afraid of falling
           | down the rabbit hole, same as Anno, Civilisation and other
           | cool games.
           | 
           | I'm so glad City Skyline had such a success, because I feel
           | that other Paradox Interactive games wouldn't have existed
           | otherwise.
           | 
           | As an avid player of Stellaris, and as someone eyeing the
           | Crusader Kings series or Europa Universalis, I'm feel that
           | Paradox games have DLCs done right. They are clearly on the
           | expensive side, but they are contentfull, and feel less
           | shameless than EA counterpart (especially with the Sims who
           | has the same DLCs over and over again).
           | 
           | On a side note, there is also Caesar III (& Pharaoh) on Gog,
           | and it's still a gem.
        
             | bee_rider wrote:
             | Is there some backstory to the crucial-ness of Cities
             | Skyline? I thought they'd had a pretty good thing going for
             | a while by then, with their various funky history
             | simulators.
        
               | [deleted]
        
               | mablopoule wrote:
               | Maybe not then, I haven't done my homework on this
               | subject to be honest.
               | 
               | I mostly said that because of a gut feeling that CS is
               | their main cash cow, while their others series are solid
               | but with a more niche player base.
        
               | jcranmer wrote:
               | Cities: Skylines is published but not developed by
               | Paradox.
               | 
               | The games Paradox itself develops are the grand strategy
               | games in the Crusader Kings, Europa Universalis, Hearts
               | of Iron, Stellaris, Victoria, and Imperator: Rome lines.
               | The flagship games here are the strongest games in the
               | genre, and even among the broader category of strategy
               | games, they're definitely in the most-played games, with
               | the main competitors being the Civilization, Age of
               | Empires, Total War, and Mount & Blade series.
        
               | capableweb wrote:
               | > while their others series are solid but with a more
               | niche player base
               | 
               | Might have been so in the past, but Paradox games are
               | relatively mainstream, although they seem a bit niche.
               | 
               | Hearts of Iron IV is the 32th most played game at Steam
               | right now (https://steamdb.info/charts/), while Cities:
               | Skylines is on spot 56. Might have something to do with
               | recent news or released addons, but still, other Paradox
               | games are wildly popular and Paradox would surely do just
               | fine even without Cities: Skylines.
               | 
               | More interesting stats comparing Hearts of Iron with
               | Cities: Skylines
               | 
               | > Cities: Skylines - 18,280 players right now | 24,541
               | 24-hour peak | 60,386 all-time peak 8 years ago
               | 
               | > Hearts of Iron IV - 32,652 players right now | 44,193
               | 24-hour peak | 70,997 all-time peak 5 months ago
        
               | mablopoule wrote:
               | Interesting. Thanks for the detailed comparison, and glad
               | to be proved wrong.
        
               | orwin wrote:
               | I think they improved their Clauswidtz a lot in the past
               | 3 years.
               | 
               | Really night and day in term of bugs. Idk what they did,
               | better hire, better process or more people on it (or all
               | 3), but it made multi-player bearable on EU4, and great
               | on Hoi4/stellaris (I do not like the game that much, but
               | it's a better MP game than EU4, let's be honest.)
               | 
               | Anyway, Hoi4 isn't niche anymore. It's like top5 MP
               | strategy game.
        
               | capableweb wrote:
               | I don't think that has any merit, Paradox have launched
               | and developed a bunch of successful (in their genre)
               | games, and owns multiple studios while doing the
               | publishing for even more. It's a successful company and
               | would have been without Cities: Skylines as well.
               | 
               | Probably parent meant the developer of the game, Colossal
               | Order, which only developed Cities in Motion before,
               | which was successful in it's own right but not on the
               | scale of Cities: Skylines. But then "other X games
               | wouldn't have existed otherwise" doesn't make sense,
               | because Cities: Skylines is the latest game they've
               | launched, and it was in 2015.
        
           | zymhan wrote:
           | CS has never captured the "soul" of a city though. Your city
           | doesn't feel alive at all.
           | 
           | But it's a great city building simulator.
        
           | netruk44 wrote:
           | Cities Skylines is alright but my problem with it from when
           | it launched is after about an hour into the game it stops
           | being challenging and just becomes a zen city-builder-themed
           | garden. There's really no chance of losing once you build any
           | kind of cash flow, and as a result there's no obvious goal
           | other than 'make big city' and then subsequently 'manage the
           | traffic'
           | 
           | SimCity on the other hand is challenging to keep going
           | throughout. You need to make thoughtful choices on what
           | you're building next and where or else due to some quirk of
           | the Agent system you're going to be on the brink of collapse
           | (Why won't the power go down this one street??)
           | 
           | Obviously there's room for improvement on the SimCity front,
           | but my point is that if you're looking for a challenging city
           | builder, Skylines is not it unless you wanna spend time
           | configuring mods.
        
             | loudmax wrote:
             | It depends on what you're looking for in a Sim game.
             | There's no Ender Dragon to kill in City:Skylines, so the
             | objective of the game is whatever you make of it. At heart
             | C:S is really a traffic management game. Cash flow usually
             | isn't an issue, but getting efficient traffic flow and
             | minimizing traffic jams becomes a major issue when you
             | build up a dense downtown area.
        
             | mcv wrote:
             | > a zen city-builder-themed garden
             | 
             | Sounds like a great selling point to me.
        
         | JohnFen wrote:
         | > the fact that they said it was because so much computation
         | was offloaded to their servers (which was quickly disproved,
         | and felt bogus to being with)
         | 
         | This shredded the last bit of trust and goodwill Maxis had with
         | me.
        
         | windowshopping wrote:
         | What is TFA in this context?
        
           | revolvingocelot wrote:
           | In HN's comparatively dispassionate register, "the featured
           | article". Using it in a more frustrated tone can be
           | suggestive of a different F word.
        
           | sciurus wrote:
           | The article.
           | 
           | https://www.urbandictionary.com/define.php?term=TFA
        
         | shadowofneptune wrote:
         | > Same, they had a cross-promotion with Nissan, so your Sims
         | would feel happy when they recharged their electric car, and
         | the charging station has the effect of a park in your
         | neighborhood.
         | 
         | Perhaps not as bad as all the BP solar arrays and windmills in
         | SimCity Societies!
         | 
         | Game came out 3 years before the New Horizon spill.
        
           | ascagnel_ wrote:
           | But it came out 3 years after BP's Deepwater Horizon spill.
        
             | shadowofneptune wrote:
             | Memory must fail me, Deepwater Horizon. SC: Societies was
             | 2007, to be clear.
        
               | Pxtl wrote:
               | New Horizons was the probe that went to Pluto.
        
           | shadowofneptune wrote:
           | Looking deeper, it was only a year after the Prudhoe Bay
           | spill. The gall.
        
         | blibble wrote:
         | it was more of a village simulator than a city simulator
         | 
         | more like SimTown than SimCity:
         | https://youtu.be/GRLyvPi7X4c?t=131
         | 
         | > A few months in, I see that there was a 'Subway' content
         | pack, which got my hopes up... until I realized it was to add
         | 'Subway' sandwich shop in your city.
         | 
         | this is hilarious, but sadly sums up gaming these days
        
       | antifa wrote:
       | > When SimCity launched on March 6, it required players to
       | maintain an active online connection to the game's servers. If
       | that connection dropped, they'd be booted from the game.
       | 
       | SimCity, at it's core, is an offline single player game. EA
       | really fucked this one up.
       | 
       | Also EA already had the reputation of ruining every franchise
       | they bought.
       | 
       | The series lives on through Theotown and City Skylines.
        
         | yoyohello13 wrote:
         | EA really did screw up a lot of franchises around that time
         | period. I was just watching some retrospectives about Dead
         | Space, and the pattern plays out time and time again with
         | pretty much ever big series they bought.
         | 
         | It seems like EA's MO in the early 2010s was to buy the rights
         | to a successful game, strip the stuff that makes it unique, add
         | some more cover shooting, multiplayer, and boobs, spend $100mil
         | on advertising, then close the studio when they didn't get a
         | return.
        
         | slackdog wrote:
         | Some single player games in the same broad genre as Sim City
         | have successfully been adapted to multiplayer, so the premise
         | of doing so wasn't poorly conceived. Transport Tycoon to
         | OpenTTD in particular. The problem in this case was they
         | botched the execution (which was no surprise given EA's abysmal
         | reputation, as you mention.)
        
           | Jensson wrote:
           | OpenTTD supports singleplayer, being forced into multiplayer
           | was the problem.
        
             | slackdog wrote:
             | My impression was that the 2013 SimCity was effectively
             | single player if you didn't connect the game to any of your
             | friends, but that it had always-online DRM which they tried
             | to excuse as something other than DRM.
        
               | JohnFen wrote:
               | You could certainly play it single-player, but it wasn't
               | good as a single-player game. It sacrificed far too much.
               | It was meant to be a multiplayer game, and it showed.
        
               | speeder wrote:
               | I remember seeing a review of a guy playing online, upset
               | that EA wouldn't boot a group of trolls that built cities
               | all around his city, and made their cities to be extreme
               | pollution generators, and then they never played again.
               | 
               | Seemly this happened to multiple people, trolls were all
               | too happy to ruin serious players cities by spamming
               | pollution near them.
        
               | JohnFen wrote:
               | Yeah, it's certainly a problem and isn't unique to any
               | particular online multiplayer game. It's why I stopped
               | playing online multiplayer games unless it's just with my
               | friends.
               | 
               | There are too many people out there who make it their
               | mission to ruin other people's fun.
        
         | Asooka wrote:
         | I wonder if they had let people host their own servers the game
         | would have flourished better. Require an authentication from
         | the central server once when you start the game to appease the
         | DRM cultists if you must, then let players themselves provide
         | server hardware if they can and want to. With central servers
         | there is just no way for discrete communities to really form,
         | since everyone is funneled into the same pot, and that is
         | against the game's core design.
        
         | DaiPlusPlus wrote:
         | > EA already had the reputation of ruining every franchise they
         | bought.
         | 
         | C&C, WingCommander, Bullfrog, le sigh...
         | 
         | Nightmare prompt: "What if EA acquired Wube (Factorio)?"
        
           | vyrotek wrote:
           | Sigh indeed... I would pay a ridiculous amount for a Red
           | Alert 2 remaster.
        
             | ErneX wrote:
             | Maybe you'll like this one
             | 
             | https://youtu.be/Na6bvEEPCQ0
        
               | vyrotek wrote:
               | Whoa, looks promising. Great soundtrack already!
        
             | antifa wrote:
             | I'm waiting for the RA2 for OpenRA to be finished.
        
           | boomboomsubban wrote:
           | >Nightmare prompt: "What if EA acquired Wube (Factorio)?"
           | 
           | Factorio 2 would come out this decade.
        
             | yoyohello13 wrote:
             | It would also be a live service shooter.
        
               | quchen wrote:
               | Only 99 alien artifacts to unlock blue belts
               | 
               | 7 green science for 2 alien artifacts
               | 
               | 5EUR for 120 green science
        
             | dathinab wrote:
             | just speculation but I think ...
             | 
             | it would kill the series for most but some happy whales and
             | have docents of micro transactions and would be celebrated
             | as huge success by EA management and biggest failure ever
             | by everyone else
        
           | JohnFen wrote:
           | It's a good rule of thumb that if EA buys something, that
           | thing is effectively dead.
        
         | mentos wrote:
         | Yea I think the article understates this. From my recollection
         | players were not swayed by the multiplayer arguments and saw it
         | for the DRM that it was.
        
           | mike_d wrote:
           | It didn't help at all that 100% of the online servers were in
           | AWS Ireland, regardless of where you were playing from.
        
           | Tostino wrote:
           | That is my exact recollection from the time. I know I stayed
           | away due to that, even prior to the nightmare launch.
        
             | andrew-dc wrote:
             | This is exactly the problem. The shift to online always,
             | and "free to play" casino-style micro-transaction hell-
             | holes is still a garbage experience. And this is multiplied
             | when you have kids, and you want to just buy them a good
             | game.
             | 
             | Thankfully, a lot of other studios have rejected this. Even
             | though Cities: Skylines has its long list of paid DLC (some
             | great, some meh), at least you don't have to buy them, or
             | have internet to build a city by yourself.
             | 
             | Lastly, and this is anecdotal but, if you make a good game,
             | and respect me as a player, I am more than happy to shell
             | over money for it. I'll pay for quality. Penalize me, nag
             | me, treat me like a child or a criminal, and my money is
             | going to a competitor who doesn't. (I've always felt it was
             | absurdly insulting to plaster anti-piracy rubbish on
             | DVD's...that someone just paid money for. It's the same
             | with games.) Forcing paying customers to suffer because
             | some people steal things, is a losing strategy.
        
       | Traubenfuchs wrote:
       | The lead designer was heartbroken? He should have been ashamed of
       | his dastardly creation.
       | 
       | I was heartbroken when I saw how they massacred and desecrated
       | the Sim City franchise.
       | 
       | It was one of the early online-only cloud microtransaction trash
       | games, like Diablo 3.
        
       | stuaxo wrote:
       | "EA closed the principal Maxis studio in March 2015," does EA do
       | anything but close game studios ?
        
         | JohnFen wrote:
         | It also abuses any goodwill and fond feelings people may have
         | for a game studio first, to make sure they squeeze it for every
         | penny possible.
        
       | spagoop wrote:
       | I grew up playing Sim City 2k and 3k (never got around to the
       | latest one, but wasn't really interested after reading reviews).
       | 
       | I'd like to see the entire city builder genre challenged by
       | changing the perspective from city planner/god-mayor, to those
       | whom they serve.
       | 
       | Imagine, instead of a birds eye view, you could only build from
       | the perspective of a pedestrian.
       | 
       | Maybe in certain instances you'd have to see a wider swath of
       | land for planning purposes (transit as an example), but it would
       | be interesting to see how the forms of cities created by users
       | change from this new perspective.
        
         | ThunderSizzle wrote:
         | I think I'd prefer something more similar to a Factorio setting
         | (e.g. still top-down, but the camera actions/limited to your
         | area as the "pedestrian").
         | 
         | However, I'd also like the insertion of balance against the
         | "god" part too - like eminent domain costing goodwill or
         | stability points. Too unstable or not enough goodwill, and the
         | citizens start acting antagonist against the player on some
         | level (e.g. higher crime/fraud, causing less taxes, protests,
         | people leaving, etc)
         | 
         | Almost like city-state on some level, but less about the
         | political compass and more about city government interacting
         | with the local population.
        
           | bombcar wrote:
           | The problem with these city simulators is that they're
           | relatively simplistic, and it's easy to work out a "formula"
           | that lets you get basically infinite money and do whatever
           | you want (the "city painter" mode). Which can be terribly
           | fun, but it's not so much a game as more of an open-world
           | building toy.
        
       | mike503 wrote:
       | It had so much promise. It was rocky to start for sure. The
       | playable area was so annoyingly small and I felt like I wind up
       | in the same pattern every time. I did play it again a few months
       | ago. It has so much promise, still, as a base for the next level.
       | Ultimately it feels like you have to graduate to using megatowers
       | as the cities pretty much could only advance if you included
       | them... and they were limited by count and eventually those would
       | become stagnant.
       | 
       | If they could make the maps larger and improve things like
       | homeless/park issues (I've placed parks like crazy, increase the
       | property values and density, etc) but always wind up having to
       | bulldoze and deal with homeless people which seems like it
       | shouldn't happen based on my understanding.
       | 
       | Go the no man's sky route and give us an infinite world to build
       | on.
        
       | JohnFen wrote:
       | That release certainly marked the end of the SimCity line for me.
       | Making it require the use of their servers when you only wanted
       | to play it single-player was intolerable, but it was an inferior
       | single-player game (compared to its predecessors) anyway.
       | 
       | I just keep playing the older versions instead.
        
       | cush wrote:
       | This site is so full of ads it crashes iOS Safari...
        
         | HighChaparral wrote:
         | I gave up after reloading it for the third time to see if the
         | next chunk of invisible text would suddenly appear.
         | (iPhone/iOS, Safari, Content Blockers off)
        
       | seszett wrote:
       | SimCity _2013_ is missing in the title, otherwise it makes little
       | sense.
        
         | dfxm12 wrote:
         | FWIW, the game is called simply SimCity, and the HN title is
         | the same as the title on the article, so, no, not really. HN
         | also tends to put dates on articles that aren't from the
         | current year. If you're totally unfamiliar with the series, it
         | doesn't matter. If you're a little familiar with the series
         | (like me), then you know that the original was released more
         | than a decade ago and pretty much defined the genre, so you
         | know this isn't talking about the original game titled SimCity.
         | If you're familiar with the series, then you know exactly
         | what's being talked about.
        
           | [deleted]
        
           | hanoz wrote:
           | Yes really, the title _in the article_ makes little sense in
           | isolation, as even its own subtitle demonstrates.
        
             | dfxm12 wrote:
             | Before reading the 2nd sentence of the article, you seem to
             | have been mixed up about if this article is about the
             | SimCity that came out in 2013 or the one that came out in
             | 1989. I find it hard to believe that you're aware of the
             | original SimCity game and think that this could be an
             | article from 1999 that could be about it being a disaster
             | for the series (and I'm glad you read further to learn more
             | about the series!). But, even in that case, in isolation,
             | you know that 2013 was a decade ago (and not 1989).
        
               | joemi wrote:
               | > I find it hard to believe that you're aware of the
               | original SimCity game and think that this could be an
               | article from 1999 that could be about it being a disaster
               | for the series
               | 
               | This almost exactly describes what I thought before I
               | started reading the article. (And the whole reason I
               | started reading was because of this confusion.) Except I
               | didn't think "1999" because I don't know what year the
               | original SimCity came out, I just know that it was more
               | than a decade ago.
        
         | zymhan wrote:
         | Anyone familiar with the first SimCity would be well aware that
         | it both launched decades ago, and was not a disaster.
        
           | joemi wrote:
           | That's what I _thought_ but the article title had me doubting
           | it, so I clicked it and only then realized that there was
           | another game in the series with the same name and it came out
           | in 2013. Kind of felt like I was tricked by a clickbait
           | title.
        
           | slowhand09 wrote:
           | +1 here. I purchased the original SimCity and soon after the
           | original SimEarth. Loads of fun with both.
        
         | bearmode wrote:
         | The name of the game was _SimCity_.
        
           | JKCalhoun wrote:
           | So too was the 1989 (and original) version though.
        
             | bearmode wrote:
             | And which one launched a decade ago? How about we combine
             | the three bits of info and see what we think we have...
             | name = "SimCity", launch = 2013, reception = disasterous.
             | Only one of those matches the '89 game, so it's clear which
             | one is being referred to.
        
               | JKCalhoun wrote:
               | With the frequency with which older articles are posted
               | to HN, it's easy to imagine this was an older article
               | (re)posted. I'm old enough that I remember the original
               | and SimCity "2000" and had no idea there ever was a 2013
               | version.
        
           | jcranmer wrote:
           | Strictly speaking, it's true, but when multiple games with
           | the same name are released, it's convention to use the year
           | for the newer one. (It's also generally convention to _not_
           | use the year for the original one when the newer one is a
           | remake of the older).
           | 
           | So _SimCity (2013)_ would be the most expected way to refer
           | to the game.
        
             | tarotuser wrote:
             | I'm imagining the "Well akshually" guy as the person you're
             | responding to.
             | 
             | Sure the name was "SimCity". But this is about the 2013
             | game, not the 1990s game. Clarity is preferred over
             | 'Wellakshually Correctness'.
        
               | bearmode wrote:
               | Normal people can infer context. Nobody thinks the
               | original game came out in 2013. Everyone knows it was not
               | a disaster.
        
               | fwlr wrote:
               | I actually clicked on it thinking it meant the original
               | SimCity which I adored, not realizing that was many
               | decades ago, and expecting it to be some interesting
               | argument that SimCity was somehow so good that it
               | proactively ruined every city sim game that would come
               | after it.
        
               | tarotuser wrote:
               | So it's "Wellakshually" and now the rest of us are 'not
               | normal'?
               | 
               | How many other hot takes do you have to share?
        
           | chitowneats wrote:
           | Yes, and the original SimCity was a wild success.
        
             | bearmode wrote:
             | Yes. So it's easy to tell which the title is referring to.
        
               | jtbayly wrote:
               | No, actually, it's not. Because I have no idea there even
               | was a 2013 version.
               | 
               | The title makes absolutely no sense to me.
               | 
               | It's flat out wrong. SimCity obviously wasn't released a
               | decade ago.
        
               | joemi wrote:
               | This is my feeling too. The title as it stands without a
               | date clarifying that it was the SimCity from 2013 makes
               | no sense. If I knew there was a 2013 version, it would
               | probably make sense, but before clicking into the article
               | and reading a little, I had no idea. And the only reason
               | I clicked and read was because I thought "surely there's
               | a mistake in this title".
        
         | pdntspa wrote:
         | Gotta love that stupid marketing trend of overwriting history
         | with product names
        
         | Rebelgecko wrote:
         | Maybe "Simcity (2013)" to be extra clear. After all, SimCity
         | 2000 came out in like 1994. OTOH the ambiguous naming was
         | intentional by EA. They faced the consequences for all the
         | other bad decisions made around the game, so any confusion
         | about the rebooted name is on them IMO.
         | 
         | But I'm more of a Cities:Skyline fan anyways-I'm glad the Maxis
         | devs aren't too sour grapes about the competitor.
        
       | bromuk wrote:
       | Funny how Cities: Skylines 2 got announced after I'd commented on
       | this earlier
        
       | rcstank wrote:
       | The title makes it sound like the SimCity franchise, which
       | started in what, 1989?
        
       | smlacy wrote:
       | What a bizarre title. Obviously, SimCity has been around for a
       | lot longer than a decade. The original Maxis SimCity launched in
       | 1989.
        
         | yuliyp wrote:
         | I think that's part of the confusion. The title of the game
         | released in 2013 was also "SimCity", not "Simcity 5" or
         | "SimCity 2013"
        
           | slackdog wrote:
           | Usually when game or movie publishers do this kind of crap,
           | everybody slaps the year onto the title anyway. "Prey
           | (2017)", "Dune (2021)", etc.
        
       | ianhawes wrote:
       | I recall playing on launch day and being shocked to discover
       | that, aside from the internet connectivity requirement, the
       | entire UI was written in HTML using WebKit [0].
       | 
       | [0] https://twitter.com/MaxisScott/status/310835756107177984
        
         | doublerabbit wrote:
         | And that the original SimCity were written in TCL and TK
         | 
         | https://wiki.tcl-lang.org/page/SimCity
        
           | fredoralive wrote:
           | Well, for its Unix version anyway, which was a port a few
           | years after the early releases.
        
       | kasajian wrote:
       | When I saw this title, I had to ask.. a decade ago? I swear I saw
       | SimCity 30 years ago.
        
         | bmitc wrote:
         | There are several versions:
         | https://en.m.wikipedia.org/wiki/SimCity
        
       | Felminor wrote:
       | Loved the visual style.
       | 
       | Not sure why they just didn't build a second one
        
       | weatherlight wrote:
       | But it's death allowed for "Cities: Skylines" to come into
       | existence and the world is better for it.
       | 
       | https://www.paradoxinteractive.com/games/cities-skylines/abo...
        
         | shaunxcode wrote:
         | Wow finally a simcity2k rival!
        
         | ozarker wrote:
         | Rumor is Cities: Skylines 2 is getting announced today at the
         | Paradox Interactive event
        
           | mablopoule wrote:
           | Well, you were right :D.
        
           | Tokkemon wrote:
           | This was released half an hour ago.
           | https://www.youtube.com/watch?v=WdD66WGBVHM
        
           | weatherlight wrote:
           | be still my beating heart! :p
        
           | graypegg wrote:
           | Aaa?! You've made my monday 1000x more exciting!
        
           | fishtoaster wrote:
           | Looks like it actually happened!
           | https://www.paradoxinteractive.com/games/cities-skylines-
           | ii/...
        
           | ilovetato wrote:
           | I want to believe, but I doubt. Even if they do, I may not
           | bother buying it considering they have taken after EA for
           | offering the shell game and then packaging up things inspired
           | by modders as DLC. $256.00
           | 
           | The only way skylines 2 gets released is if they find a way
           | to ramp this behavior up.
           | 
           | All game companies end up the same way in the end. Capitalism
           | demands it.
        
             | Zetice wrote:
             | Capitalism does indeed demand being paid for your work.
        
             | martinald wrote:
             | It's all but confirmed now, there's an article with the
             | logo.
             | 
             | Honestly I don't find the DLC behaviour that annoying with
             | CS. You can get most of the DLCs on allkeyshop for $5 each.
             | I've probably spent about $100 on the game and DLC and have
             | had many hundreds of hours of gameplay for that, which
             | compares extremely well with many games which are $60/70
             | and you get a 10 hour campaign max. $/hour CS comes way
             | ahead.
        
             | cecilpl2 wrote:
             | https://www.paradoxinteractive.com/games/cities-skylines-
             | ii/...
             | 
             | It's confirmed.
        
         | freitzkriesler2 wrote:
         | CS is a poor replacement for the otherwise incredible game that
         | is sim city 4. The issue being that the traffic and population
         | simulation engine in CS isnt very good.
         | 
         | There are still modders and a very active community for SC4 for
         | that reason alone. Reminds me, I need to install some city
         | again
        
           | etempleton wrote:
           | I find that CS does a good job with road construction and
           | design and I think the traffic simulation is largely on par
           | with Sim City 4. Other parts of the simulation are weaker and
           | the game really doesn't have much challenge as a city
           | management game. It is a better sandbox though.
        
             | mustacheemperor wrote:
             | Comparison/discussion of Simcity 4's traffic simulation
             | really requires considering the Network Addon Mod, IMO.
             | It's been in development for years and adds an
             | extraordinary level of sophistication and interactivity to
             | the traffic simulation. It also considerably raises the
             | game's system requirements, but I think SC4+NAM is still
             | the best city management simulation ever built, by a _long_
             | shot.
             | 
             | I sunk a lot of time into Cities Skylines too, but the
             | simulation has too many fundamental flaws under the hood.
             | Drivers don't make proper use of turning lanes. Everyone
             | moves in at the same time at the same age to new
             | residential zones, and then dies at the same time. Etc.
             | It's a good game, but the underlying simulation is
             | hamstrung. I'd agree it's a more enjoyable "paint a city"
             | sandbox, but trying to challenge myself with it as a game
             | the way I did with SC4 doesn't feel as satisfying.
        
               | freitzkriesler2 wrote:
               | Thanks for mentioning this. NAM is really a requirement
               | for Sc4 at this point.
        
             | ekidd wrote:
             | I might go so far as to say C:S is a traffic and
             | transportation simulator. The city building parts are all
             | there, and they're reasonably fun.
             | 
             | But the ultimate limiting factor with my cities was
             | transportation. No matter how much I worked on mass
             | transit, I couldn't get more than 80-90% of my citizens to
             | use it, and the remaining cars eventually choked even fancy
             | road systems into tailbacks and gridlock.
             | 
             | To be fair, this is a problem with real cities, too.
        
               | bombcar wrote:
               | Mods can help a but, but 80-90% using mass transit is
               | pretty impressive.
               | 
               | The main problem with the simulator is "shortest pathing"
               | but the mods can help fix that.
        
               | etempleton wrote:
               | In Cities Skylines every car takes the theoretically
               | fastest route to get to their destination. This is
               | somewhat realistic as this is how most people IRL
               | determine which way to drive as well, however the cars
               | will follow this even when it is clear that the route
               | they will take will have a major backup or congestion and
               | another route is only marginally slower and will be
               | completely empty. Additionally, and perhaps more
               | importantly, drivers don't reroute when a direction
               | slows. They will stick with the route they are going
               | until they get to their destination.
        
               | cstejerean wrote:
               | Sounds pretty realistic then. I remember reading
               | somewhere that NYC is around ~60% public transportation,
               | and Hong Kong is around 70-80% public transportation. So
               | maxing out around 80-90% in the game doesn't sound too
               | outrageous. Unless you just get rid of roads entirely,
               | which I'm sure would be a popular idea on HN.
        
               | distances wrote:
               | My solution was to remove all roads to outside world.
               | Only railway links allowed, and for those a strict
               | separation of passenger and cargo tracks.
               | 
               | Not very realistic, but it's an utopia roughly matching
               | what I would prefer so works well for my cities.
        
               | etempleton wrote:
               | This solution also worked in the original SimCity. No
               | roads, no traffic.
        
               | mcv wrote:
               | A walkable city, then.
        
           | mortenjorck wrote:
           | The thing that always held CS back for me was the UI. I
           | reinstalled it again recently to see if some five years of
           | patches since the last time I'd played might have given
           | Paradox time to hire some professional game UI designers, but
           | I left disappointed.
           | 
           | Compared to the sophistication of Maxis' UIs twenty years
           | ago, CS' clunky interactions, awkward visual hierarchy, and
           | downright amateurish typography are indeed a poor
           | replacement.
        
           | nwallin wrote:
           | > The issue being that the traffic and population simulation
           | engine in CS isnt very good.
           | 
           | IMHO C:S is only playable if you use the TM:PE mod. (Traffic
           | Manager:Presidential Edition) It gives you the tools to
           | completely solve the traffic problems.
           | 
           | Whether this is an argument for or against your point is a
           | matter of perspective.
        
             | freitzkriesler2 wrote:
             | Thanks for this recommendation. I'll give CS a retry if
             | this mod puts the traffic and pop sim on par with sc4.
        
               | nwallin wrote:
               | It won't change anything about the population sim, just
               | traffic.
               | 
               | There exist other mods that change the population sim;
               | I'm not familiar with them. C:S mods ... well there's a
               | ton of them. It's a pretty deep rabbit hole.
        
               | bombcar wrote:
               | There's a "realistic population mod" but depending on how
               | you use it it just ands some multipliers.
               | 
               | https://steamcommunity.com/sharedfiles/filedetails/?id=20
               | 251...
               | 
               | Note that it is VERY easy to make the game impossible
               | with this mod, and to make it painfully easy.
        
           | dncornholio wrote:
           | I agree that CS doesn't rub the sweetspot like the original
           | Simcity did.
        
       | ocimbote wrote:
       | I'm all in to blame corporate any time, but the narrative here is
       | a bit too much on a "good people, bad corp" slope, even for me.
        
         | toyg wrote:
         | The alternative would have been "good developers, bad project
         | managers", which would have been too brutal. Someone had to
         | figure out the infra requirements, and it could only be someone
         | with knowledge of the volume of preorders. That's not going to
         | be developers, but rather someone in the corporate hierarchy.
         | 
         | I think the article is extremely charitable. They could have
         | named every exec who made the call on the key features that
         | brought about disaster (forcefully turning a solo game into a
         | multiplayer one, underestimating requirements, etc etc) and
         | instead they just said "EA", effectively absolving everyone but
         | "the man".
        
       | jhoelzel wrote:
       | Sim city is a phone game.
       | 
       | I want to build cool cities full stop. I think what was more the
       | problem is that a LOT of studios realized that a sim city clone
       | works better on mobile hardware, because that's where the target
       | audience is at.
       | 
       | Since then they did realize it and I was playing it with my
       | fiance for hours and hours on end. With the multiplayer with
       | multiple cities.
       | 
       | Graphics and disasters where not so much the problem in 2013 but
       | they more or less screwed the game by liming it so miuch
        
         | ascagnel_ wrote:
         | Check out Pocket City, it's the best realization of a SimCity
         | title (especially SC2000) I've seen on mobile devices.
         | 
         | https://pocketcitygame.com
        
           | 88840-8855 wrote:
           | I can recommend TheoTown, available for all major platforms,
           | even on Android and iOS, completely for free. It has a plug-
           | in system, tons of decorative objects. Controls are good,
           | too. Plus, it has some endgame content that makes it quite
           | fun.
           | 
           | https://hi.theotown.com/
        
             | gowld wrote:
             | > In-app purchases $0.99 - $104.99 per item
        
             | sundarurfriend wrote:
             | > On Android and iOS we use the freemium model while you
             | can get the full game for a fixed price on Steam.
             | 
             | That's not exactly free. (Not saying it _should_ be free,
             | but just don 't claim it is when it isn't.)
        
               | mcv wrote:
               | If there's a limited free mode and for a single fixed
               | price you can unlock the full game, that would be the
               | perfect price model for me. The description doesn't make
               | it clear whether that's indeed the case and what that
               | price would be, though.
        
               | ascagnel_ wrote:
               | At least on iOS, this "freemium" model is actively worse
               | than a paid game for end users -- paid apps and
               | subscriptions can be shared among family members, but in-
               | app purchases cannot.
        
               | mcv wrote:
               | Do you have multiple user accounts on an iOS device these
               | days?
               | 
               | As far as I know, Android apps can't be shared with other
               | accounts, but all our tablets use my account, so they can
               | all use my apps. Unlike with Steam, where they need their
               | own account and their own purchase in order to play
               | simultaneously.
        
               | gowld wrote:
               | > Android apps can't be shared with other accounts
               | 
               | Yes they can.
               | 
               | https://support.google.com/googleplay/answer/7007852?hl=e
               | n
               | 
               | You can share purchased apps, games, movies, TV shows,
               | and e-books and audiobooks from Google Play with up to 5
               | family members using Google Play Family Library.
        
               | ascagnel_ wrote:
               | Not multiple accounts on a single device, but you can
               | group into a "family" that can share purchases, and can
               | play simultaneously.
               | 
               | So my partner and I can each play Civilization VI on our
               | own tablets at the same time, but if I were to purchase
               | one of the add-on packs in the game, that could not be
               | shared (as there is no store-level way to distinguish a
               | consumable sale like a free-to-play game's fictional
               | currency).
        
           | gowld wrote:
           | PocketCity is a dollhouse, nearly an idle clicker. It's
           | pretty, but there is essentially no simulation and gameplay
           | decisions to make.
        
       | hapless wrote:
       | The interview snippets make it clear that SimCity 2013 was
       | hopelessly compromised from minute one
       | 
       | If nothing else, consider the mandates from EA:
       | 1. Make it "unpirateable" even if it compromises gameplay
       | 2. Make it depend on EA's online service, b/c we need to sell
       | that even more than we need the game to succeed       3. Make
       | sure it can handle a steady trickle of "expansions" like The Sims
       | 
       | If you are going to implement those mandates, you are gonna end
       | up with something bad. Even if SimCity 2013 had not been
       | _otherwise_ brain-damaged or screwed up, just EA 's _goals_ for
       | the product were damning.
       | 
       | (Of course, it is not JUST the mandates -- the game was screwed
       | up in many _other_ ways as well. But the mandates alone would
       | have been bad.)
        
         | prox wrote:
         | Looks like they first asked "how can we suck the money out of
         | customers?" instead of asking how to make a milestone game.
         | They repeated that a few more times as I recall. Not sure how
         | they do it now.
        
       | brookst wrote:
       | > EA was looking to justify the time and money it had already
       | spent on Quigley and Willmot's experiment
       | 
       | If true (the whole article is unsourced), that is a classic
       | failure of undergrad business 101.
        
       | vmilner wrote:
       | In these days of 100GB games I'm still in awe of how much fun I
       | had from a game stored in 128KB (SimCity on the ZX Spectrum in
       | 1990). And it was perfectly playable in 48KB.
        
       | cwkoss wrote:
       | Maxis had a really cool integration ecosystem for a period. I
       | remember flying my sim copter in my sim city. Driving cars around
       | Streets of Sim City - in my city.
       | 
       | SimCity was the worldbuilder and they let you play in that world
       | in a variety of ways. I must have spent hundreds of hours playing
       | these as a child: these were basically my Minecraft.
       | 
       | What happened to their vision? Was the EA acquisition the
       | beginning of the end, or did the magic start disappearing
       | earlier?
        
       | tomca32 wrote:
       | Yeah this was bad. The main problem was that the actual
       | simulation was being done on the servers, rather than on the
       | client...for a single player game.
       | 
       | I'm sure the development team knew everybody was going to hate
       | that so it couldn't have been a surprise.
        
         | [deleted]
        
         | toyg wrote:
         | _> for a single player game_
         | 
         | But that's the problem: it was really a multiplayer game, sold
         | to a crowd who wanted a predominantly single-player experience.
         | So users were effectively angry from day 1 simply because they
         | were being sold something they didn't want; the fact that this
         | also precluded them from salvaging a bit of entertainment from
         | it (since you'd be booted out even if you had little or no
         | intention to ever interact with other players), was a further
         | slap in the face.
        
         | josefx wrote:
         | > The main problem was that the actual simulation was being
         | done on the servers
         | 
         | While that was the marketing line "simulation so complex it
         | can't run on your PC", I remember there being an offline crack
         | shortly after release and later one of the official patches
         | even enabled it officially.
        
           | delusional wrote:
           | Yeah, the part that were simulated online was the trade
           | between the cities, a task so trivial it demanded nothing of
           | the servers.
           | 
           | The server side simulation was a joke. It was mostly an
           | excuse for why the game performed poorly and the cities were
           | so small.
        
             | antifa wrote:
             | Yeah there was basically no evidence that the game did
             | anything more intense than the original SimCity (1989) but
             | they loved claiming otherwise.
        
         | nottorp wrote:
         | > The main problem was that the actual simulation was being
         | done on the servers
         | 
         | That was bullcrap. Soon after launch a crack showed up that
         | made the game playable without a server connection, for the
         | features that didn't actually need a server connection. EA just
         | lied.
         | 
         | Not to mention that they made an official patch available 1
         | year after launch that enabled a proper offline mode :)
         | 
         | https://www.eurogamer.net/simcity-can-now-be-played-offline
         | 
         | As for this interview, I guess mr lead designer isn't allowed
         | to be honest by his contract.
        
         | jcranmer wrote:
         | > The main problem was that the actual simulation was being
         | done on the servers, rather than on the client...for a single
         | player game.
         | 
         | As I understand it, this _wasn 't_ the case, and the claims
         | that it was were primarily bullshit to justify requiring
         | always-online access for DRM purposes.
        
         | paavohtl wrote:
         | Ah, that's the interesting bit: the actual simulation was 100%
         | local. Networking was actually only required for region play,
         | and I don't think it even communicates in real-time; just
         | occasionally syncs certain variables between cities.
         | 
         | The always online requirement was just a form of DRM, and
         | wasn't actually necessary for the game. EA even patched in an
         | official offline mode in 2014.
        
           | mr_coleman wrote:
           | Didn't someone write a patch the day it came out that
           | stripped out all the phoning home in single player and the
           | game played perfectly ok in single player. I seem to remember
           | it being a large embarrassment to EA at the time due to EA
           | saying that parts of the single player were run on the remote
           | servers. City Skylines is better and I'm not going back so
           | water under the bridge.
        
             | cragfar wrote:
             | Yes. EA responded to the always online complaints by saying
             | the game couldn't possibly run offline due to servers
             | processing information. It was then 0 day cracked showing
             | it was a complete lie.
        
           | chimeracoder wrote:
           | > Ah, that's the interesting bit: the actual simulation was
           | 100% local. Networking was actually only required for region
           | play, and I don't think it even communicates in real-time;
           | just occasionally syncs certain variables between cities.
           | 
           | I think you're right, but the misconception comes from the
           | fact that EA actively played up the fact that they were doing
           | work "in the cloud", to make it seem more powerful and
           | advanced of a simulation (and to justify their reliance on
           | the always-on network DRM).
        
           | JKCalhoun wrote:
           | > The always online requirement was just a form of DRM
           | 
           | We can only hope that every app/game that adopts this policy
           | dies an excruciating financial death.
        
             | bee_rider wrote:
             | I'm not necessarily morally opposed to always-online DRM (I
             | mean it is their game, they can do what they want), but it
             | is a _strong_ signal that they are not afraid to make
             | technical decisions that they know people will hate in the
             | interest of monetization. Bad sign!
        
               | ThunderSizzle wrote:
               | Considering they can't even keep MLS operating for older
               | games, always-online DRM is basically a guaranteed the
               | game won't work within 3-10 years when the company
               | decides to turn off the server. Based on many company's
               | record with this, it's basically a guarantee that they
               | won't patch the game to bypass the DRM check (or make the
               | MLS modifyable and/or default to a fan-supported MLS).
               | 
               | In that case, I do find it morally objective to say the
               | person is "buying" a game. If anything, they're renting
               | the game.
        
         | anonymousab wrote:
         | Most of the game worked perfectly fine offline with a minor
         | hack released shortly after the game came out.
         | 
         | There were some game journalists muddying the waters with some
         | assumptions about it back then, which can make it difficult to
         | get an accurate retroactive historical context today.
        
           | mynameisvlad wrote:
           | I wouldn't call them assumptions. They were PR spiels
           | provided by EA and regurgitated without checking.
        
         | morsch wrote:
         | _the actual simulation was being done on the servers, rather
         | than on the client_
         | 
         | I remember that's what they said, but I doubt it was ever the
         | case. Wikipedia says the cloud functionality "enable[d] cloud
         | saves and multiplayer functionality", and shortly after launch
         | it was determined you could patch the game to run offline for
         | an indeterminate length of time. To me, it was pretty obvious
         | back then that it was purely an attempt at copy protection.
         | 
         | Beyond that, the game was just _bad_. The simulation just didn
         | 't live up to the hype, and while it did have a lot to live up
         | to given its fantastic predecessor, SimCity 4 was old by then,
         | and people expected a big upgrade. Specifically, I remember
         | "sims not living persistent lives but rather going to the
         | nearest available workplace for work and nearest available
         | house after work" (Wikipedia again) as being a huge deal in the
         | community back then. And then there was the limited play area,
         | which was just ridiculous when you consider what people want
         | from these games.
        
       | zzixp wrote:
       | I would love for Cities Skylines to implement some kind of
       | multiplayer or online collaborative option.
        
       | agentultra wrote:
       | I remember following every update to this game prior to launch. I
       | hated that it required an Origins account and all that but I
       | signed up regardless just to play this game. And I recall having
       | a good time with this game... for a while.
       | 
       | Unfortunately EA's lack of support for the game was definitely
       | felt by us consumers. It started off well enough but instead of
       | becoming a better game they turned it into a brand-tie-in DLC-
       | fest.
       | 
       | It's hard working at an organization on such a long, ambitious
       | project that the leadership wasn't prepared to support and didn't
       | really believe in to begin with. As a developer I've been on such
       | projects and I recall being invested in the work itself, the
       | project, and our users: but getting management on-board to give
       | it the funding and direction it needed was always a struggle.
        
       | petepete wrote:
       | I'd been looking forward to SC2013 for years and it was beyond
       | disappointing.
       | 
       | I know I'm probably not a typical gamer in EA's eyes, but SC4 was
       | such a solid release. It just needed playable regions (build
       | multiple cities, join them together) and some more graphical
       | polish. I'd buy that game in an instant.
        
         | ascagnel_ wrote:
         | SC4 (which I still fire up on occasion) has playable regions;
         | in fact, that was the top-line new feature for that
         | installment.
         | 
         | Graphical polish would have been nice, but what the game really
         | needs today is an engine upgrade -- it arrived just before the
         | broad adoption of x64 and multi-core consumer CPUs, so it can't
         | take full advantage of modern systems.
        
           | petepete wrote:
           | Yeah I meant a continuous playable region, not lots of
           | separate cities next to each other (ie huge cities please)
        
       | kuon wrote:
       | I moved to city skylines, which I like, but I miss something from
       | SimCity. First CS forces roads everywhere, this is the biggest
       | con to me, I would love to experiment with biking only
       | neighborhood with mass transit. The other problem is that it's
       | too easy. I love the constraint of having no money and struggling
       | with public opinion. Like "You want to build a train line here?
       | You will have major unhappiness from it". Skylines is good in
       | sandbox mode, but misses a lot in "rogue like" mode. I would also
       | like more terrain diversity.
        
       | FfejL wrote:
       | "SimCity should step outside the single-player bubble and embrace
       | the fad of the moment--multiplayer"
       | 
       | Found the problem!
        
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