[HN Gopher] SimCity 4 was released 20 years ago
       ___________________________________________________________________
        
       SimCity 4 was released 20 years ago
        
       Author : jdkee
       Score  : 302 points
       Date   : 2023-05-23 02:04 UTC (20 hours ago)
        
 (HTM) web link (www.rockpapershotgun.com)
 (TXT) w3m dump (www.rockpapershotgun.com)
        
       | kuon wrote:
       | I have fond memories of simcity 1 and 2000. I currently play
       | cities skylines but it has its cons. I hope cities skylines 2
       | will have less central traffic and we can zone without road. It's
       | our best hope to a modern simcity.
       | 
       | But this article motivated me to play sc4 again.
        
         | bombcar wrote:
         | There are mods for CS that let you zone against the park paths,
         | IIRC.
         | 
         | You can make road-free portions of the city, but you need other
         | mods to handle garbage, etc (basically dumpsters) because
         | without roads you can't get the trucks in.
         | 
         | The latest DLC seems to have some more on that area (roads that
         | ONLY emergency/bus/service vehicles can use).
        
           | kuon wrote:
           | Yeah I tested a bit, but in the end you always feel that the
           | game was designed around roads.
           | 
           | I have not tested the latest DLC I think. I thought it was
           | about airports only.
        
             | bombcar wrote:
             | It was the one after airports, Plazas and Promenades:
             | https://www.youtube.com/watch?v=d0Q8RN9ut4s
             | 
             | I've not played with it much, but I used similar mods that
             | let the paths from the earlier Parklife and Campus DLC do
             | similar tricks.
             | 
             | I couldn't and didn't entirely get rid of roads, but I had
             | 50+ utilizing non-car transportation.
        
       | NBJack wrote:
       | This is a stretch. 4 was alright, but it also marked the death of
       | the series. 3 was great, 2 was legendary. There's a great reason
       | Cities: Skylines became the spiritual successor.
        
         | tjpnz wrote:
         | If SimCity 4 marked the death of the series what was SimCity
         | 2013?
        
           | somat wrote:
           | the death itself
        
           | Mezzie wrote:
           | A shambling zombie of the franchise?
        
           | lodovic wrote:
           | I'm still sad about that. They destroyed one of the best game
           | franchises ever. It was such a disappointment after all the
           | release hype.
        
         | Dalewyn wrote:
         | Simcity 4 was the high point, it was its putrid and inbred
         | successor that killed off the franchise.
        
           | kmeisthax wrote:
           | "Putrid and inbred" correctly describes the DRM scheme. The
           | game underneath that crud was trying to go way more in-depth
           | by building a sim game out of an RTS engine. They wanted to,
           | say, have Sims in your SimCity actually _drive to work_ and
           | back and get stuck in traffic jams. Problem is, the average
           | computer in 2013 couldn 't actually handle simulating _that
           | many units_. This isn 't inbreeding, this is being
           | overambitious. Shooting for the moon, and landing not in the
           | stars, but in the Salton Sea[0].
           | 
           | [0] I have no clue if any viable launch trajectories from
           | Cape Canaveral support such an emergency landing.
        
             | mrfinn wrote:
             | I kinda surprised that no one mentioned this game in this
             | thread before, and the few mentions is to bash it. I
             | enjoyed a lot SimCity 2013, don't know why they create a
             | mess with the version number and DRM was a pain in the back
             | for sure, but the game for me was beyond amazing,
             | effectively it was possible to zoom in and follow any
             | citizen in the daily routine, graphics and music were
             | amazing as well, never seen after that nothing close in
             | this genre.
             | 
             | PS. Ok I saw that the problems were related with a buggy
             | DRM system requiring Internet connection on top of that, I
             | was lucky enough to begin playing when that was allowed to
             | opt out.
        
               | Sohcahtoa82 wrote:
               | My gripe with SimCity 2013 was the ABYSMAL city plot
               | sizes.
               | 
               | I wanted to enjoy SimCity 2013, but being able to fill up
               | your entire plot in an hour or two of gameplay made the
               | game entirely unfun. Playing multiple cities in a region
               | wasn't good enough.
        
       | neals wrote:
       | A time before micro payments. Games built by artisans that loved
       | their product and gave it their everything. Great times.
        
         | zokier wrote:
         | 00s were imho the most corporate era of gaming, being after the
         | 90s when the likes of Wright, Sawyer, Carmack et al managed to
         | succeed with only small teams, and before 10s when "indie"
         | gaming made its rise. Lots of good things can be said about
         | SC4, but artisanal is not one of those.
        
       | jordemort wrote:
       | My only complaint about this game is that even the largest region
       | size feels too dang small. I'd pay full retail price for a
       | SimCity 5 that was just SimCity 4 with larger regions.
        
         | ikekkdcjkfke wrote:
         | Are there mods?
        
         | capableweb wrote:
         | Basically that was what the entire community wanted + deeper
         | gameplay, but instead EA chose to go the complete opposite
         | direction, screwing the entire community and letting Cities:
         | Skylines be the spiritual successor instead. Let's hope Cities
         | 2 don't repeat the same mistake.
        
           | jordemort wrote:
           | Cities: Skylines seems like the kind of game I should love,
           | but I bounce off of it every time I try it. I'm not sure what
           | it's missing for me but I just can't get into it.
        
           | Tokkemon wrote:
           | C:S also has limitations, like the agent limit of 70k, which
           | means even moderately large cities of 100k are not
           | realistically simulated. Not to mention the nonsense of every
           | building having essentially a single family. And the garbage
           | system being gorked.
           | 
           | Still better than Sim City in the long run though. The
           | incredible building flexibility made up for shortfalls in the
           | simulation.
        
       | ChicagoDave wrote:
       | There's a simple cheat for it.
       | 
       | Build bus stops. Don't build subways. Can't lose.
        
       | yreg wrote:
       | I might be a bit younger than the average commenter here, because
       | for me the favourite citybuilder was SimCity 3000, not 2000.
       | 
       | Anyway, I miss the isometric grid. Yes, it's less realistic, but
       | it's so pleasing. The thing I'm most annoyed by in modern sim
       | games is placing roads and paths. They never look quite right.
       | It's the same with Rollercoaster Tycoon -> Planet Tycoon.
       | 
       | I'd like to see some new games which embrace a grid.
        
       | nilptr wrote:
       | Eh... I loved SC4, but the peak of the franchise was 2000 and
       | 3000 (either one is fantastic).
       | 
       | SC4 trended heavily towards unnecessary complexity.
        
       | lvl102 wrote:
       | I'd really like to modernize Simcity 4. Throw some AI on it for
       | simulation. Stable diffusion for one of kind buildings. I just
       | realized you can do so much with AI to make old games interesting
       | now.
       | 
       | Who knows, maybe that will be a big trend in the near future.
        
       | crashingintoyou wrote:
       | I was a little surprised that they actually released an Apple
       | Silicon version for it just a few months ago
       | (https://support.aspyr.com/hc/en-us/articles/12168615035405-H...)
       | in spite of its age.
        
         | harha wrote:
         | Would be nice if they'd do the same for civ 6 - it's burning
         | hot on my MacBook (not sure it would solve the issue but worth
         | a try)
        
           | izacus wrote:
           | It wouldn't.
        
             | bleep_bloop wrote:
             | The minimum requirements for Civ 6 are far below the
             | capability of the M1 series macbooks so I don't know why
             | you'd think so.
        
               | CSMastermind wrote:
               | I'll chip in that Civ 6 is kind of notoriously buggy and
               | crash prone. I have a top of the line Windows PC and the
               | game spontaneously crashes for me in full screen mode so
               | I can only do windowed mode.
               | 
               | It's still super fun (I have over 1,000 hours played) but
               | it's not something I would call a reliable or stable
               | piece of software.
               | 
               | Porting it to a different CPU architecture sounds like a
               | recipe for introducing even more bugs to an already
               | unstable program.
        
               | izacus wrote:
               | Because that's not how games work - they don't run "at
               | minimum capabilities" and they run their game loop
               | constantly, rendering graphics. This means that it will
               | almost certanly saturate at least M1s GPU and probably at
               | least one of P cores. At that stage, even the M1 starts
               | drawing a lot of power which needs disspiation.
               | 
               | Also Civ 6s target GPU is much faster than any of the M1s
               | (which, despite the marketing, are still mobile CPU/GPU
               | SoCs, not high clocked 100W+ TDP desktop CPUs with a
               | separate 100W+ TDP GPU) so you won't see it use less than
               | maximum what GPU (and CPU) can handle.
               | 
               | Don't mix performance profiles of games with performance
               | profiles of bursty desktop browser software running
               | Electron.
        
               | badpun wrote:
               | > Because that's not how games work - they don't run "at
               | minimum capabilities" and they run their game loop
               | constantly,
               | 
               | Unless you VSync?
        
               | afavour wrote:
               | > they run their game loop constantly, rendering graphics
               | 
               | Eh? Civ 6 is a turn-based game with really very little in
               | the way of animation. It's not a first person shooter
               | rendering whole screens at 30fps.
               | 
               | Even leaving M1 aside, on my PC with a capable graphics
               | card Civ 6 always thrashed the CPU a ton. I know there's
               | a lot going on under the hood but I always suspected it
               | was nowhere near as efficient as it could be.
        
               | mrguyorama wrote:
               | Civ 6 graphics rendering is just really really poorly
               | optimized. It's comparable to Flight Simulator in how
               | hard it pushes my system.
        
               | bleep_bloop wrote:
               | I've played plenty of games on M1 that are graphically
               | more impressive and have higher base requirements than
               | Civ 6.
               | 
               | Seems that others have pointed out that Civ is more CPU
               | bound than GPU so I don't know if that's something that
               | could be optimised without completely changing the
               | mechanics of the game or if Civ is just an unoptimised
               | beast but then again the M1 is way above the minimum
               | required spec for Civ 6 so i don't think it's some
               | unfeasible concept.
        
               | harha wrote:
               | Curious to learn more here: everyone was praising the M1
               | so much, but here's a case that based on this wouldn't
               | fit the bill.
               | 
               | also how high do you think the penalty for running an
               | intel binary is?
        
               | aeonik wrote:
               | Not the GP, but Civ is CPU bottlenecked. I don't know how
               | their code is written under the hood, but games slow down
               | as you get farther in the game. If you play too many
               | turns the game can take minutes to process a single turn.
               | 
               | I can saturate all my 16 cores, on my workstation, the
               | only result is that the turns are processed faster. When
               | you play multiplayer, everyone is going to be pinned to
               | the slowest person in the lobby.
        
         | Rury wrote:
         | I think that's because surprisingly, it's still a
         | marketable/profitable game. If only it weren't, then maybe it
         | would eventually be open sourced. Only flaw I find is that due
         | to it's age, it wasn't really designed with maximum concurrency
         | in mind, and doesn't utilize the full capabilities of modern
         | hardware, so the simulation slows to a crawl after a certain
         | size.
        
           | speeder wrote:
           | The game actually does support decent threading, but it
           | relies on old RDTSC behavior and will crash on modern CPUs if
           | you allow all the threading to run. I nagged EA a lot to Open
           | Source SC4 or allow fans to fix bugs on Windows version, but
           | they are stubborn :(
           | 
           | The Mac version is published by Aspyr that has rights to the
           | source and to release updates. For example the Mac version is
           | 64bit now. Windows version is 32bit thus heavily limited
           | regarding mods.
        
             | mhh__ wrote:
             | Similar with the Sims 3, the Mac version is 64 bit the
             | windows version is not and thus becomes unplayable after a
             | given length of savefile.
        
             | scrlk wrote:
             | I'm hoping someone will consider starting an "OpenSC4"
             | project, in the same tradition as OpenTTD or OpenRCT2.
        
               | speeder wrote:
               | There is such a project, but sadly I am not involved with
               | it right now because I am spending all my time trying to
               | get a new job.
        
           | bombcar wrote:
           | It's even more amazing because EA didn't do the port, Aspyr
           | did, and they're still around to do an Apple Silicon port.
           | 
           | I wonder how it affects mods, I might have to dive back in
           | ...
           | 
           | I also note it's on the Mac App Store so that's probably why
           | they're upgrading it.
           | 
           | Still, worth the buy at Steam for $2.
        
       | mproud wrote:
       | Incorrect. _Cities: Skylines_ is the best of all time.
       | 
       | But _SimCity 4_ at its time is still quite good.
        
       | tbm57 wrote:
       | Nostalgia wave at seeing images from this game again
       | 
       | I like Cities: Skylines but am a little turned off at how central
       | the traffic management is to the gameplay. Maybe I just never
       | figured out all the right optimizations, but it feels like after
       | a certain city size you're just spending all your time reworking
       | your roads
        
         | CSMastermind wrote:
         | There's a reason most people playing Cities: Skylines play with
         | mods that do things like staggering the age of people moving to
         | your city, allowing businesses to fire workers, patching the
         | occupancy of buildings to be realistic, fixing truck drivers to
         | work properly, etc.
         | 
         | It's a little annoying that they chose to be super realistic
         | with realism in some aspects then kind of fuzz the details on
         | others. Hopefully the sequel corrects this.
        
           | capableweb wrote:
           | Is there any mod packs that contain all the mods that "fixes"
           | the game in the way you mention?
           | 
           | I'm also struggling with the same issues once I hit a certain
           | size, and I don't want to spend 90% of my time trying to fix
           | traffic issues.
        
             | CSMastermind wrote:
             | The Cities Skylines reddit has a pretty good guide:
             | https://www.reddit.com/r/CitiesSkylines/wiki/modlist
             | 
             | There are four critical ones imo:
             | 
             | - Lifecycle Rebalance Revisited
             | 
             | - Realistic Population 2
             | 
             | - Rebalanced Industries Revisited
             | 
             | - You're Fired
             | 
             | Those alone will make the game considerably more enjoyable
             | to play. If you do a lot of public transport there are
             | additional mods needed to make it work well but I normally
             | stick to roads so it's not a problem for me.
        
         | db48x wrote:
         | That's actually why I like the game. Logistics is everything. A
         | city is not merely a beautiful arrangement of buildings, it is
         | a machine with many moving parts. If you neglect the movements,
         | the city won't function and your people will move out. Unless
         | it kills them first.
        
           | tracyhenry wrote:
           | The problem is that the traffic issue is nonstop and affects
           | things, so you have to fix it. In reality at least the
           | traffic will resolve itself overnight.
        
             | bombcar wrote:
             | There are mods that can do that (literally wipe every
             | simulated traffic off the map) but you can handle traffic
             | pretty easily if you plan ahead.
             | 
             | My last few cities really had no traffic problems at all
             | except for one old main road that I really didn't want to
             | redevelop for some reason.
        
             | db48x wrote:
             | I'm not sure how that can be a problem. If traffic couldn't
             | have any effect on your city, then why bother simulating
             | it? The whole point is to make you think ahead and plan the
             | capacity of your road network so that traffic jams are less
             | likely and fixing them is easier.
        
         | toadi wrote:
         | Close to real life issues :) Traffic.
        
         | Spastche wrote:
         | I think that's the most common complaint about the game,
         | hopefully they fix it in the next one.
        
       | sidibe wrote:
       | I enjoyed the first couple Sim Cities but at the time I really
       | loved those city building games like Caesar and Pharaoh, so
       | satisfying watching the houses level up and immigrants pour in
        
         | troad wrote:
         | "I've been kicked out of my home, and through no fault of my
         | own!"
        
         | bombcar wrote:
         | Talk about walkable cities! I loved those games; spent hours
         | _in class_ with graph paper working out optimal city blocks.
        
         | midasuni wrote:
         | Plebs are needed
        
       | lazylion2 wrote:
       | $2 (90% off) on Steam
       | 
       | https://store.steampowered.com/app/24780/SimCity_4_Deluxe_Ed...
        
       | guhcampos wrote:
       | There's so much consensus in the community that Cities Skylines
       | is the actual greatest, that I'm inclined to believe this is an
       | intentional clickbait from RPS.
       | 
       | They grabbed this thing which isn't even a thing and turned into
       | some buzz.
        
       | shmde wrote:
       | It's currently on sale on steam.
        
       | rubslopes wrote:
       | When I was a kid I loved SimCity 2000, and then SimCity 4. I
       | spent hours on them. Sadly I can't get myself to play them
       | anymore, I just keep thinking these are games you need to invest
       | too much time to have fun and I just have too much to do. I miss
       | not worrying about that.
        
       | ralphael wrote:
       | I love SimCity, never forget the first time I played it on an
       | Amiga 500.
       | 
       | Then one day my friend lent me his 512KB ram upgrade and it was a
       | different game :-)
        
       | cheeselip420 wrote:
       | The soundtrack to SC3000 is a straight banger. I wish they'd make
       | an exact port to the iPad (instead of that gimped version they
       | released years ago that didn't have subways or highways or
       | anything like that)
        
       | meerita wrote:
       | I love SimCity 2000. I remember back then the most legendary
       | build: MAGNASANTI (6 million residents, 2.523.010 commerce and
       | 644.173 industry. 9172 million total population)
       | https://www.youtube.com/watch?v=NTJQTc-TqpU
        
       | jcarrano wrote:
       | The only issue for me was that sims would choose the shortest
       | path, not the fastest, leading to traffic problems which were
       | very hard to solve. This I learned later from the Internet, at
       | the time I didn't know it and I was just perplexed as to why they
       | wouldn't take a newly built highway. Otherwise, excellent game.
        
         | Sohcahtoa82 wrote:
         | This was fixable with a very basic mod.
         | 
         | There was a heuristic value which basically determined how far
         | out of the way the traffic simulator would look when trying to
         | find a path. But it was a trade-off for simulation speed.
         | 
         | The mod changed this value and allowed the sim to try more
         | paths, but made time move MUCH slower, even with the game speed
         | set to max, once your city started getting large. It was worth
         | it though to see your highways and public transit actually get
         | used.
        
       | hexane360 wrote:
       | Anyone who has nostalgia for SimCity should definitely give a
       | listen to its amazing soundtrack: https://youtu.be/PSv37HwwojU
       | 
       | Jerry Martin, the composer for most of The Sims franchise, is a
       | legend. The music is like vaporwave before vaporwave.
        
         | q_andrew wrote:
         | Along the same lines, the best thing to come out of Sim City
         | 2013 is Chris Tilton's orchestral soundtrack. It uses musical
         | tropes from 50s/60s Hollywood futurism and adds some modern
         | atmosphere to it. Somehow the composer manages to keep the
         | 'camp' of old movie soundtracks without it being cheesy. As
         | with any good OST, music changes with the context. New
         | skyscrapers will trigger sweeping full pit orchestra music.
         | There are nighttime mixes for each song that lean into distant
         | acoustic bursts. Also I love that when building hospitals, the
         | music incorporates rattling pill bottles, jingling metal
         | instruments, and clanging beakers. So fun!
        
       | NikkiA wrote:
       | Everyone always forgets SimCity Societies, it wasn't perfect but
       | it was fun
        
         | sclarisse wrote:
         | The problem is they launched it in a miserable no-good
         | borderline unplayable state without any budget challenges at
         | all, and only spiffed it up later.
        
       | syngrog66 wrote:
       | SimCity (the original) had a big influence on me as a young
       | budding game designer/programmer. In a way my latest game [SB] is
       | a kind of simulation of our collective future, and how we try to
       | live in the _absence_ of the modern US /Western-style city
       | infrastructure and services we take for granted now. Of the kind
       | which SimCity models and brings to life so well.
       | 
       | ---
       | 
       | [SB: welcome to look in my bio here if curious]
        
       | awinter-py wrote:
       | uhhh it has 4 fewer arcologies than simcity 2000 so it is hard to
       | evaluate the truth of this statement
        
         | CydeWeys wrote:
         | Yes, the arcologies were fun, _but_ , they were also game-
         | breaking, and building them completely changed the nature of
         | the game into something unrealistic that frankly didn't really
         | work. So not having them isn't a huge loss.
        
           | lagniappe wrote:
           | ah but placing that 301st arcology was so fun to young-me for
           | some reason :)
        
             | qball wrote:
             | The exodus has begun.
        
           | SilverBirch wrote:
           | In a way they were a really neat way of ending the game.
           | There's no natural stopping point in running a city, but once
           | your entire city is covered in arcologies it's quite a nice
           | way of saying "and this is done".
        
       | StanislavPetrov wrote:
       | Great game, still remember spending countless hours on SimCity1.
       | Shout out to SimAnt and all the other Sim-inspired games that
       | followed.
        
       | grepfru_it wrote:
       | I'ma let you finish, but the Original SimCity by Maxis was the
       | best citybuilder of all time
       | 
       |  _mic drop_
        
       | zamadatix wrote:
       | When I was growing up I obsessed over this game for a few years.
       | Of course, being very young, I didn't quite understand how the
       | game intended you to launch it... it was a 2 disc install (for
       | the deluxe edition at least) and there was something about the
       | disc order. It was either something like "1 -> 2 -> auto launch
       | on completed install but 1 -> launch after" or the other way
       | around "1 -> 2 -> auto launch on completed install but 2 ->
       | launch from desktop after" or something silly for the DRM.
       | 
       | Regardless, young me decided it would be easier to uninstall the
       | game with "keep saved games" checked and re-install the game
       | every time I wanted to play. And that's precisely what I did,
       | hundreds of times. I'd come home from school, boot up the
       | computer, start the install, go do other things, and then that
       | night play Sim City 4. One day I came home and couldn't find the
       | case the game came with, the case that held the product code.
       | After searching around for a while I couldn't find it, and never
       | did )it likely got tossed cleaning up one day). I figured I might
       | as well try to remember what the key was and typed out: 25MM-
       | TNK4-EH6A-6V6K-KHWN. At this point it's nearing 20 years and it's
       | still living rent free in my head, albeit the last 2 groups may
       | be swapped around... would have to try it to be 100% sure. Not
       | too many months into doing this did I figure out what I was
       | supposed to do with the discs, and then later how much easier it
       | was to play a cracked version of the game in the first place. The
       | rest of my history with the game was trying to fit far too many
       | mods into 512 MB of RAM.
       | 
       | All that history and love for the game aside, I do think either
       | Sim City 4 or Sim City 2000 were the greatest city builders
       | relative to when they came out. On the other hand, I think Cities
       | Skylines is the greatest City Builder of all time as an absolute.
       | The shear scale without having to hop between simulations in a
       | region, the more freeform nature of what you can build, and the
       | additional gameplay systems (like flowing water) all on top of
       | being a more modern game with a more modern interface make it
       | shine. Of course, no two city builders focus on exactly the same
       | gameplay so some may feel differently depending if they e.g. want
       | to care about details like transportation along the way or just
       | want to see the city grow.
       | 
       | Also, given this is HN, if any of the modding folks responsible
       | for things like NAM/SAM/NWM/CAM/etc are around thanks for all the
       | additional free fun those many years ago :).
        
         | leononame wrote:
         | Thanks for sharing, great story. Thinking back, for me it's
         | incredible just how much more energy I spent as a kid with
         | computers and games. That patience really allowed me to
         | discover and explore much more than I do today.
         | 
         | If I play a game today, I just get straight to it. I don't
         | wander around too much in the open world or try to game the
         | mechanics for some weird bugs or try the same thing over and
         | over again.
        
       | racl101 wrote:
       | Is there a way to play this on Mac today?
        
         | chillycurve wrote:
         | Already mentioned in another comment, but they just released an
         | Apple Silicon version: https://support.aspyr.com/hc/en-
         | us/articles/12168615035405-H...
        
       | [deleted]
        
       | jcranmer wrote:
       | Haven't seen it mentioned yet, so I also want to raise a toast to
       | the wonderful music of SimCity 4.
        
         | jordemort wrote:
         | Yes, such an amazing soundtrack. When it was new, I mistook it
         | for a new Aphex Twin album at least twice while my roommate was
         | playing it.
        
         | jphalimi wrote:
         | If you love SimCity 3k/4 music, it is made by Jerry Martin and
         | saxophonist Marc Russo.
         | 
         | A few great links for you:
         | http://jerrymartinmusic.com/music_demo.php On this demo page
         | website, you can find some original jazz samples not included
         | in SC3k even though they are quite amazing
         | 
         | http://boombamboom.com/ Some website Jerry Martin opened a few
         | years ago where you can download high-quality music from the
         | games he worked on (Sims, Sim City etc)
         | 
         | https://store.steampowered.com/app/1467440/SimCasino_Soundtr...
         | Sim Casino is a way more recent game, and Jerry Martin / Marc
         | Russo came back together to write the OST! It has a lot of
         | feels from SC3k/SC4 music, so you might want to look into it.
         | 
         | You can also find one of their interviews here:
         | https://store.steampowered.com/news/app/1158420/view/4689895...
         | 
         | As you can see I am quite the fan... :-)
        
         | RheingoldRiver wrote:
         | ooooooh thanks for this, i "collect" video game OSTs, will have
         | to check this one out
        
       | bombcar wrote:
       | I think SimCity 4 is the best city simulator game.
       | 
       | Cities Skylines is an excellent city _painter_ ; however.
        
         | dangrover wrote:
         | Agree with this. There isn't really much challenge in managing
         | the city itself after a certain point. You're just expanding.
        
         | nkrisc wrote:
         | CSL as a virtual model hobby is a great way to save space and
         | money.
         | 
         | The cool thing is you can paint your cities _and_ still play
         | the traffic management game, down to timing the signals at
         | individual intersections.
        
           | ok_dad wrote:
           | I want a VR version that supports mods
        
         | sidewndr46 wrote:
         | Cities Skylines just turns into "transportation mode simulator"
         | for me. Still fun, but it is not the same thing.
        
           | nextaccountic wrote:
           | There's a Tropico game, I think it's Tropico 4, that is very
           | realistic in that you don't need to literally make roads and
           | asphalt all the things, and roads don't need to be car-
           | centered; you just make buildings and people will walk, and
           | you add a road network to make things more efficient, but it
           | isn't _required_
           | 
           | Also curved roads and buildings don't need to be right
           | besides the road, etc.
           | 
           | Sim City 4 is more like a suburbia simulator imo
        
             | bombcar wrote:
             | I want free-form zoning, where it's not tile based; CS can
             | do something kinda like it but it's still just tiles in the
             | end, with empty space between.
             | 
             | Emergent paths would be fun, too; if you don't make the
             | sidewalks and paths good enough, people start cutting
             | across empty areas.
        
               | distances wrote:
               | Free-form city blocks is also high on my wishlist for
               | C:S2. Without it you can't make convincing European style
               | cities.
        
               | textide wrote:
               | Soviet Republic: Workers and Resources has this. It is an
               | incredibly deep city builder and sim with very well
               | modeled systems. The realistic mode requires fuel for
               | vehicles and workers for construction. You don't simply
               | plop buildings down or define zones that magically fill
               | in.
        
               | sidewndr46 wrote:
               | It sounds like it is biased towards micromanagement, but
               | still might be tons of fun. Thanks for the
               | recommendation.
        
             | gdprrrr wrote:
             | There's also Foundation, a medieval city builder that works
             | like this.
        
           | spideymans wrote:
           | What's worse is that CS is a transport simulator that's
           | _heavily_ biased towards cars; to the point where every new
           | game starts off with a giant unsightly freeway in the middle
           | of your town.
           | 
           | I hope CS2 is more agnostic on transport mode. It would be
           | nice to be able to create genuinely car-free cities in the
           | game.
        
             | Sohcahtoa82 wrote:
             | It's possible to make a car-free city in CS. It just can't
             | _start_ as one.
        
             | sidewndr46 wrote:
             | I actually found it the opposite. The more I intelligently
             | laid out alternative transport the more that it got used,
             | lessening traffic. But yes, the default mode is to just
             | optimize traffic everywhere.
        
             | Gigachad wrote:
             | That was my problem with the game as well. You don't really
             | have all that much freedom and there isn't that much
             | emergent behaviour. You just replay the same road builder
             | scenario where the only interesting part is designing
             | intersections.
             | 
             | I'd love to see a city builder game with an extremely
             | powerful policy builder feature. Let me design new rules
             | and see how the city responds. For example, let me
             | implement congestion charges on roads, even if it's just a
             | text input with its own DSL like you have with minecraft
             | command blocks. Then you could really break out of what the
             | developers designed and start actually doing simulations.
        
               | Stevvo wrote:
               | Cities skylines has the policy builder feature like you
               | describe. One of the policies you can implement is
               | congestion charges. You can set the policies city-wide,
               | or in certain districts. In the latest builds with the
               | newest DLC, you can even ban cars completely with
               | pedestrian only districts/roads.
        
               | Gigachad wrote:
               | Huh interesting. I haven't really touched it since 2016
               | so it's probably different now.
        
             | kmeisthax wrote:
             | Imagine a city builder where you can't convincingly
             | recreate the rebuilding of Tokyo after WWII
             | 
             | This message brought to you by the "BreadTube[0] but its
             | for cars[1]" gang
             | 
             | [0] A segment of very left-wing, libertarian-leaning
             | YouTubers named after _The Conquest of Bread_.
             | 
             | [1] AKA Adam Something, Not Just Bikes, and a few other
             | channels
        
             | bombcar wrote:
             | CS gets way closer to "car free" than anything but the
             | original SimCity (where you could just use rails instead of
             | roads everywhere) - you need to use the Parks and paths and
             | some pretty sneaky design, but you can get upwards of 80%
             | using walking/transit. Takes a lot of work, however, and
             | some mods.
        
           | piperswe wrote:
           | It makes sense, given that its developer also developed
           | Cities in Motion 1 & 2, which are _especially_ transportation
           | mode simulators.
        
         | carabiner wrote:
         | All of these city games need to simulate bureaucracy. For
         | example, if trying to demolish an apartment, you need to
         | solicit 400 approvals and gain local support before doing so.
         | Or to build to a railway you need to buy out all of the land
         | and organize environmental studies for every square foot of it
         | before laying track.
        
           | dirtyid wrote:
           | All in game achievements should be around negotiating
           | bureaucracy. You should be able to look at a city and have
           | fond / traumatic memories over all the compromised mess.
           | Campaign mode should include trying to build new subway
           | expansion downtown, ranked on time. Cheat code activates is
           | maximum authoritarian mode for old school bulldoze everything
           | / eminant eminant domain / rich petro state pay with migrant
           | worker experience. Or maybe that's just easy mode.
        
             | carabiner wrote:
             | Bureaucracy slider should range from China (easiest) to New
             | York City (hard) to San Francisco (nightmare).
        
           | WJW wrote:
           | City builder games explicitly don't try to be as realistic as
           | possible. They are meant to be fun.
        
           | FinnKuhn wrote:
           | While this would be more realistic the majority of players
           | would stop playing the game. I would argue this is just like
           | you not having to build each street in a 3d game by yourself
           | you also don't need to fill out every form, etc. by yourself.
           | I just image you have a lot of employees doing that for you.
        
             | bombcar wrote:
             | What you do is make the normal game play like CS or
             | SimCity, but you have options to turn on "difficulties"
             | that would basically enable different aspects/gameplay.
             | 
             | For example, you could add "federal/state requirements"
             | where a new freeway/rail line/whatever would appear on the
             | edge of the map and you have to get it to the other side,
             | making connections as appropriate.
        
             | kcb wrote:
             | Big disagree, I think that sounds super fun. Remember
             | there's a significant enough number of people that play
             | long haul truck simulators.
        
               | philistine wrote:
               | Yeah. I think people saying more realistic interactions
               | would not be fun or popular are lacking in imagination.
               | The real problem with those games is the divorce from
               | reality of bulldozing.
               | 
               | Imagine bulldozing is as expensive, complicated, and
               | despised as in real life.
               | 
               | Then imagine having to fight against infrastructure cost
               | overruns. You play a city building game, and you don't
               | have access to roads (cars haven't been invented) so you
               | want to put rails everywhere. You do that, but then you
               | realise later how expensive and complicated it is to
               | remove some rails to put down roads.
               | 
               | Imagine the game stopping, and telling you that the cost
               | of roads will double when you unpause the game. You'd
               | have to manage putting down more road than you need and
               | the consequences of overreach.
               | 
               | It could be super fun.
        
               | bombcar wrote:
               | I saw someone playing that way, they could ONLY bulldoze
               | "city services" like roads (so they could replace a road
               | with one with more lanes that fit in the same space, or
               | one with bike/tram lanes) but they could NOT bulldoze
               | zoned properties, and tried their best not to remove even
               | things like police stations, etc.
               | 
               | I think they had a rule saying they could rezone or
               | bulldoze a building that was abandoned; but that of
               | course led to accusations of intentionally forcing
               | buildings to be abandoned (which is a real thing that
               | happens).
        
           | duped wrote:
           | I'd rather have a city builder that doesn't involve starting
           | a utopia from scratch, I want to show up to an existing rural
           | area and industrialize it, convert an unwalkable nightmare
           | dominated by highways into a medium density sprawl, etc.
        
             | bombcar wrote:
             | Most of them have some form of "scenarios" to play which
             | are somewhat like that, but not exactly.
        
           | bombcar wrote:
           | IIRC there was a soviet sity simulator that had some of that;
           | but the games usually just wash it away with "cost to
           | bulldoze".
           | 
           | It would be fun to have a game where you have about as much
           | control as a "real" city and mainly what you do is pull
           | levers behind the scenes to get people to do what you want.
           | 
           | SimCity meets Dwarf Fortress, perhaps.
        
           | rpastuszak wrote:
           | > All of these city games need to simulate bureaucracy.
           | 
           | hehe, I tried to do that, but with a walking sim:
           | https://rafsters.itch.io/all-hands
           | 
           | (inspired by a meeting being a retrospective to a meeting
           | about a meeting)
        
         | jtwaleson wrote:
         | Pardon my ignorance, but what do you mean with painter?
        
           | genocidicbunny wrote:
           | At a certain point in Cities Skylines you stop having any
           | real challenge to make money or to keep your city running, so
           | it becomes pretty much a sandbox. You can make the city look
           | pretty much however you like instead of being bound by the
           | needs of the city. In effect, you can just paint whatever
           | kind of city you like onto the terrain. There's still a
           | little challenge to deal with transportation but its fairly
           | trivial to solve when you have effectively unlimited money in
           | the game.
        
             | hgsgm wrote:
             | Pocket City is a much simpler City Painter with practically
             | no gameplay at all, except for an annoying drag through
             | "quests" to build 1 of everything.
        
             | bombcar wrote:
             | Exactly this - the "how do I not keep going bankrupt" part
             | of the game is relatively short (similar to the "how do I
             | not starve the first winter" in Dwarf Fortress) and with a
             | bit of care you have so much money rolling in you can just
             | do whatever you like.
        
             | jtwaleson wrote:
             | Ah, right, that's pretty recognizable from my gameplay,
             | thanks :)
        
       | sbierwagen wrote:
       | My favorite SimCity 4 bug:
       | 
       | There were several minigames where you would drive vehicles
       | around in your city. If you drove a train, you would have to get
       | from one point to another in a certain amount of time. Drive fire
       | trucks to a fire to put it out. Stuff like that.
       | 
       | Emergency vehicles had sirens that you could turn on that caused
       | other cars to drive towards the shoulder and stop so you could
       | pass them, which worked great... except at intersections, which
       | caused cars driving at right angles to your path to dart forward
       | and come to a complete stop, blocking the road. Making the siren
       | totally useless, oops!
        
         | iggldiggl wrote:
         | The train minigames were also somewhat annoying because trains
         | couldn't reverse and the game just picked a random selection of
         | stations you had to visit without regards to your network
         | topology.
        
         | orthoxerox wrote:
         | > except at intersections, which caused cars driving at right
         | angles to your path to dart forward and come to a complete
         | stop, blocking the road.
         | 
         | Sounds like real driver behavior to me.
        
       | kome wrote:
       | It's quite amazing that Aspyr did a intel 64-bit version and a
       | version for Apple Silicon; it's great to keep it alive
        
       | tgtweak wrote:
       | I don't know - the Cities series is taking the next steps on what
       | a city building sim should have progressed as. The last SimCity
       | game was an afront to the series and should never have been
       | released in that state. I say this as someone who's early
       | commandline experience was typing sc2000.exe from dos.
       | 
       | I have hope that there is an online massive Sim world where Sims
       | and SimCity players can co-play and create some amazing real-
       | world scenarios.
       | 
       | I agree that SimCity 4 was the peak of the series but there are
       | many hardcore simcity players that claim 3000 was peak SimCity.
       | Just look at Magnasanti city for some proof of the dedication.
        
       | chongli wrote:
       | I prefer SimCity 2000. I feel like it hit a pretty good sweet
       | spot between simulation and fun (which is to say, not even a
       | vague gesturing at anything remotely realistic). Realistic
       | simulation in games is almost universally less fun than simple,
       | predictable game logic. Probably the most extreme example of this
       | is chess: way more enjoyable than real warfare.
       | 
       | Back on topic though. My beef with SimCity 4 is that it added a
       | bunch of details that make it less fun, like micromanagement of
       | the funding of individual hospitals and police stations. The
       | added complexity didn't bring any new profound shifts in thinking
       | or strategy, it just created more busywork for the player.
       | 
       | SimCity 2000 has almost none of that. It's just a really solid
       | and super fun game. It's quite balanced (when you resist the
       | temptation to use cheats) without being overly hard. So you can
       | sit back (with a cold beverage of your choice) and enjoy a nice
       | relaxing time playing mayor and seeing your little city develop
       | before your eyes!
        
         | billfruit wrote:
         | The problem with city building games is that they are far too
         | gamified. In reality construction takes years, even decades for
         | many infrastructure projects. Because of that, the challenge of
         | solving the problems of 25 years in the future is not well
         | represented in many such games.
        
           | whywhywhywhy wrote:
           | Try Workers & Resources, it's more about managing a whole
           | supply chain and being self sufficient than spending money.
           | You can tackle it at different levels but at the most complex
           | you're making the cement then trucking it to the building
           | site.
        
             | billfruit wrote:
             | Yes, but what about the time involved, does it simulate the
             | construction taking 15 years.
        
         | alerter wrote:
         | I agree that 2000 was a cleaner overall design. Adding realism
         | for the sake of it is a dead end.
         | 
         | That said, there are a lot of games where the details of the
         | simulation compound on themselves in interesting ways (Dwarf
         | Fortress, Dominions, DC:Barbarossa, Shadow Empire, Paradox
         | games). I enjoy those sorts of games, more minimalism and
         | abstraction isn't always more fun.
        
         | DonHopkins wrote:
         | Absolutely! SimCity 2000 was a masterpiece, striking the
         | perfect balance between the immediate grokability and
         | comprehensible simplicity of the original SimCity "Classic",
         | plus the judicious addition of rich immersive CD-ROM quality
         | graphics and sound.
         | 
         | SimCity 2000, much like Hunter S. Thompson's description of
         | mid-sixties San Francisco, represented a harmonic convergence
         | of factors that established a high-water mark of game design.
         | 
         | It was a time when the energy of a whole generation of computer
         | hardware and game developers came to a head in a round shiny
         | disc, for reasons that were hard to fully grasp at the time and
         | even harder to explain in retrospect.
         | 
         | https://www.youtube.com/watch?v=vUgs2O7Okqc
         | 
         | Just as Thompson describes the sense of being alive in that
         | corner of time and the world, there was a similar sense of
         | knowing that you were part of something special when playing
         | SimCity 2000, a testament to constructive expression and
         | augmented imagination, instead of pre-scripted storytelling and
         | showboating special effects.
         | 
         | It marked a technological zenith, fruitfully applying the
         | latest technology in a way that later versions fell short. It
         | was an inflection point in simulation game design and immersive
         | production values, having reached a point where any further
         | elaboration would only lead to diminishing returns. It struck
         | the ideal balance of complexity by remaining true to the
         | original SimCity Classic, while learning from the
         | oversimplification of SimAnt and the overcomplication of
         | SimEarth.
         | 
         | And just like the high-water mark described by Thompson, the
         | peak of SimCity 2000's game design was a place where the wave
         | finally broke and rolled back. Subsequent versions, despite
         | their technological advancements, could not recapture the magic
         | of that moment. They were like the Las Vegas of today, where
         | with the right kind of eyes, you can almost see the high-water
         | mark of game design that was SimCity 2000.
         | 
         | https://www.youtube.com/watch?v=nsxoZXaYJSk
         | 
         | In a 1996 talk, Will Wright dove into how the designs of SimAnt
         | and SimEarth both influenced SimCity 2000. During a Q&A
         | session, a student asked what he was making next, so he also
         | gave a sneak peek into his current project, Dollhouse, which
         | was later renamed The Sims.
         | 
         | Will Wright - Maxis - Interfacing to Microworlds - 1996-4-26
         | 
         | Video of Will Wright's talk about "Interfacing to Microworlds"
         | presented to Terry Winograd's user interface class at Stanford
         | University, April 26, 1996.
         | 
         | He demonstrates and gives postmortems for SimEarth, SimAnt, and
         | SimCity 2000, then previews an extremely early pre-release
         | prototype version of Dollhouse (which eventually became The
         | Sims), describing how the AI models personalities and behavior,
         | and is distributed throughout extensible plug-in programmable
         | objects in the environment, and he thoughtfully answers many
         | interesting questions from the audience.
         | 
         | This is the lecture described in "Will Wright on Designing User
         | Interfaces to Simulation Games (1996)": A summary of Will
         | Wright's talk to Terry Winograd's User Interface Class at
         | Stanford, written in 1996 by Don Hopkins, before they worked
         | together on The Sims at Maxis.
         | 
         | https://donhopkins.medium.com/designing-user-interfaces-to-s...
         | 
         | Use and reproduction: The materials are open for research use
         | and may be used freely for non-commercial purposes with an
         | attribution. For commercial permission requests, please contact
         | the Stanford University Archives
         | (universityarchives@stanford.edu).
         | 
         | https://searchworks.stanford.edu/view/yj113jt5999
        
           | hgsgm wrote:
           | Will Wright _designed_ Sim games, and PP Don Hopkins
           | implemented platform ports.
           | 
           | Who programmed the original games? Is that unimportant? Did
           | Will Wright program?
           | 
           | https://en.m.wikipedia.org/wiki/Don_Hopkins
        
         | thom wrote:
         | Agreed. A lot of simulation/strategy games seem to increase
         | their fidelity over time, at the cost of fun. I've bought every
         | Football Manager game for almost 30 years but these days it
         | feels too much like an actual job. I'm intrigued what the best
         | alternative is - I personally enjoy Paradox games, which
         | generally expand with numerous DLCs so you can opt in to
         | additional complexity on an incremental basis.
        
         | gruez wrote:
         | >My beef with SimCity 4 is that it added a bunch of details
         | that make it less fun, like micromanagement of the funding of
         | individual hospitals and police stations. The added complexity
         | didn't bring any new profound shifts in thinking or strategy,
         | it just created more busywork for the player.
         | 
         | You don't have to do that. Leaving the sliders at defaults work
         | just fine. You only need to tweak them if you wanted to micro-
         | optimize spending, which rarely needed given how easy it is to
         | make a profitable city to start with.
        
         | iJohnDoe wrote:
         | 100% agree. Fond memories of SC 2000.
         | 
         | The open creation of any layout you could think of was my
         | favorite aspect of the game.
         | 
         | Anyone have a particular recommendation on how to play SC 2000
         | today on Windows 10?
        
           | nilptr wrote:
           | If you can find the Win95 version it's preferable over the
           | GoG DOS version. You need this guys patchers tho:
           | http://www.krimsky.net/patchers.html
        
           | genocidicbunny wrote:
           | GOG has SC2k available and it should work just fine on
           | Windows 10.
        
             | Moru wrote:
             | And it downloads AND installs in less time than it would
             | take to insert the CD into the drive, not to mention
             | finding the thing... Modern wonders :-) Gonna play some
             | tonight!
        
         | genocidicbunny wrote:
         | I thought 3000 was the best showing, though perhaps that's
         | looking at it back later when performance is not as much of a
         | concern. It felt like an upgraded SimCity 2000, rather than a
         | big change in game mechanics that 4 was.
        
           | JonathonW wrote:
           | Same here-- SimCity 3000's the one that really hit the right
           | spot gameplay-wise for me. Prettier and deeper and more
           | polished than 2000 without departing too far from 2000's core
           | mechanics or simulation approach.
        
             | rl3 wrote:
             | SC3K's soundtrack and art was magical. Especially the
             | advisor portraits.
        
             | ido wrote:
             | I still occasion play 3k!
        
             | qball wrote:
             | >without departing too far from 2000's core mechanics or
             | simulation approach
             | 
             | SC3K is similar enough in structure to SC2K that it can
             | actually load SC2K city save files directly; SC3K being a
             | relatively strict superset of SC2K in terms of available
             | elements and their sizes certainly doesn't hinder that
             | backwards-compatibility at all.
             | 
             | The only things that would actively break when you did this
             | were related to maximum terrain steepness for underground
             | elements (metro, water pipes), 90-degree rail connections
             | would sever (at least, graphically), and hydroelectric
             | power generators as they're the only power building not
             | implemented.
             | 
             | The arcologies were also dropped from SC3K, but to be fair
             | those were mostly just designed to be population boosters
             | in SC2K- something that wasn't necessary in SC3K now that
             | the simulator was allowed to keep track of more than 250
             | buildings (or at least, so the manual and the query tool
             | say).
        
           | xixixao wrote:
           | Age of Empires 2, Sim City 3000, Diablo2 and Red Alert 2.
           | Released in the span of 3 years. What an incredible era.
           | Can't shake off the feeling that 3D took away as much as it
           | gave gaming. Also can't believe it's just my age-based
           | selection bias.
        
             | tgtweak wrote:
             | All of which were very direct progressions on the gameplay
             | depth and replayability. Also... grand theft auto 2 and
             | gran turismo 2.
        
             | csomar wrote:
             | It's not an age-based bias. These games couldn't expand on
             | graphics, so they expanded on the logic of the game. That
             | made them interesting.
             | 
             | Very few games do that today (EU4, a favorite of mine, for
             | example) but the trend now is to confuse the user with
             | graphics while giving really little in term of content.
        
               | mattmanser wrote:
               | High content, big budget, games still exist, e.g. Elden
               | Ring + Zelda (as someone mentioned) are two recent
               | releases.
               | 
               | There's also plenty of sim games in the indie market,
               | Factorio, Banished, Frostpunk. Then things that are close
               | to the market like They Are Billions, Kenshi, etc. to
               | name a few I've personally had time to play. Kenshi is a
               | bit rough around the edges, but absolutely brilliant in
               | terms of sandbox play.
               | 
               | There's also the Endless series from Amplitutde studios,
               | Endless Legend, Endless Space 1 + 2, that are of a vein
               | of Civ games, plus they've recently brought out
               | Humandkind (though to mixed reviews unfortunately).
               | 
               | The popular sim genre in recent times has been more 3rd
               | person building mixed with exploration, there was the
               | wave of multiplayer ones like Minecraft, Rust, Arc
               | Evolved, etc. And then single player ones like
               | Subnautica, etc.
               | 
               | So there's stuff out there if you want it, it's just not
               | a very popular genre at the moment.
        
               | WastingMyTime89 wrote:
               | Let's not forget all the Paradox games: City Skylines,
               | Crusader Kings, Europa Universalis and Hearts of Iron.
               | Very much content over graphics.
        
               | Sargos wrote:
               | The others help your point but Cities Skylines is memed
               | because it's graphics over substance as it's basically a
               | city painting game with shallow mechanics that most
               | people use to make little city dioramas which is still
               | fun but not deep gameplay.
        
               | massysett wrote:
               | The transportation mechanics in Skylines are quite
               | complex and fun. The player can trace individual trips,
               | and some of them matter quite a lot: the businesses need
               | to get and ship their raw materials and finished goods,
               | and the shops need customers.
               | 
               | The budget mechanics are a joke, before long the player
               | has practically endless money.
        
               | mafuy wrote:
               | I'm afraid I must disagree here. I enjoy C:S. But its
               | mechanics are shallow compared to many other titles.
               | 
               | One rather unknown point that, while not directly
               | related, highlights this is how in C:S your income
               | depends on your current budget. I.e. you magically
               | receive less income if you have 10 million in the bank,
               | and receive more if you're in debt. That point alone
               | makes objectively comparing and strategizing
               | unnecessarily hard, and it feels like the game really
               | does not want you to work with numbers instead of paint
               | buckets.
        
               | WastingMyTime89 wrote:
               | People mostly complain that it's not SimCity but the
               | gameplay is fine. It's in no way shallow. Just different.
        
               | cptcobalt wrote:
               | It has deeper micromanagement than, say, Planet Coaster,
               | but it is not on the level of gameplay loop
               | micromanagement as the like of SimCity or Roller Coaster
               | Tycoon
        
               | philistine wrote:
               | My issue with the Paradox games is that they have gotten
               | too complicated for their AI, which suuucks. Hearts of
               | Iron's AI has no understanding of its own military
               | strategies, and I don't know how I could have a
               | multiplayer game lasting 80 hours with multiple friends.
        
               | VadimPR wrote:
               | just mentioning that Humankind got fixed up and it's a
               | fantastic and innovative take on Civ. The reviews don't
               | do it justice.
        
               | fendy3002 wrote:
               | Sim City 3000 was my most favorite sim game, while the
               | sims (one) and zoo tycoon (one) follow close. That is
               | until I tried Factorio, man that game got the title
               | Cracktorio for a reason and elevated sim games to a new
               | level. Since then I don't have any courage to try
               | Rimworld, don't want my addiction to relapse.
        
               | noirscape wrote:
               | The difference with sim/4X/any genre that's fallen
               | outside of the general "popular games" trend is that they
               | ended up becoming overly specialized and inaccessible to
               | newcomers.
               | 
               | Yes, technically you can still play a bunch of cool 4X
               | games, but most people still making them (with the
               | exception of like, CAs Total War, which also notably
               | defocused the 4X part in favor of RTS combat) is copying
               | the Paradox approach and Paradox is largely known for its
               | absurd depth and mechanics... which unfortunately
               | translates to the games devolving into spreadsheet
               | simulators with fancy graphics.
               | 
               | Civilization was the right mix between "flavorful
               | civilizations", "fun endgoals" and "reasonable to achieve
               | victory against the computer". Most 4X games, because
               | they copied the Paradox approach, kinda suffer from the
               | fact that they pretty much demand immediate mastery of
               | the systems if you want to succeed, unless you're playing
               | with friends (in which case you have more control over
               | each other's bumbling and one person can just hyperfocus
               | on learning one system, while the other can focus on
               | another.)
               | 
               | Its the difference between SimCity and Cities: Skylines.
               | SimCity (before the final game) is a sandbox toy that
               | lets you build a super dysfunctional city but y'know, as
               | long as the taxes don't go in the red, you're doing fine!
               | Cities: Skylines otoh has way harsher feedback tools if
               | you don't build a highly functional city. That's fine if
               | you're already tuned in on SimCity as a game and crave a
               | higher challenge, but if you're new to these kinds of
               | games, Cities: Skylines is just too much.
        
               | KptMarchewa wrote:
               | I would love if Total War games had more complex
               | strategic layer... The battles itself are great enough,
               | maybe besides dumb AI sometimes and balance. On the other
               | hand I had a lot of fun before campaign map economy
               | became just balancing income and happiness. On the other
               | hand, I never thought having armies a discrete entities
               | on the map Heroes 3 style actually added any depth to the
               | game.
        
               | jhbadger wrote:
               | But everything is relative. I started gaming in the early
               | 1980s and so those 1990s/early 2000s games had incredible
               | graphics compared to what I was used to. And I'm sure
               | people who grew up earlier on things like 1970s Pong
               | would think my 1980s games had amazing graphics. The
               | argument "Games back then cared about gameplay rather
               | than graphics" ignores that every era has tried to make
               | graphics as good as possible; I'm sure the future will
               | look at our nearly-photorealistic graphics of current
               | games and find them quaint compared to their holographic
               | graphics or whatever.
        
               | boredhedgehog wrote:
               | What amazes the audience might be relative, but there are
               | objective components to different styles of graphics.
               | 
               | Take clarity in communication. Pong is maximally clear:
               | the background is black, an interactive object is white.
               | Every white object is integral to the game. The further
               | you move away from this ideal towards photorealism, the
               | less clear this distinction becomes. You must add more UI
               | elements on top to compensate for the loss of clarity,
               | creating mounting tension between the functional and the
               | ornate.
        
               | fendy3002 wrote:
               | Playing witcher 3, I don't think it'll be enjoyable for
               | me without the witcher senses. It really emphasis the
               | interact-able things over the environment.
        
               | mrguyorama wrote:
               | It's why "just make everything have a billion polygons"
               | is actually terrible game development. Scenes are so
               | goddamn noisy nowadays that it's really hard to parse
               | them.
        
               | clhodapp wrote:
               | > ... These games couldn't expand on graphics, so they
               | expanded on the logic of the game. That made them
               | interesting. > > Very few games do that today ...
               | 
               | The big new Zelda that just came out does exactly this.
               | They took the shell of the last game and spent six years
               | just _making things_ to flesh out the game much further.
        
               | jeffbee wrote:
               | They spent 6 years making a game that is exactly the same
               | at a high level with only slight changes to the details.
        
               | Semaphor wrote:
               | > Very few games do that today
               | 
               | I'd say quite a few. Just not AAA publisher shovelware.
        
               | pizza234 wrote:
               | > but the trend now is to confuse the user with graphics
               | while giving really little in term of content.
               | 
               | You'll be surprised, but gaming magazines used to say the
               | same thing(s) even in the 80s. It's a platitude.
               | 
               | Fun thing: A famous game developer of that time, but
               | can't remember which one, once said that "the name of
               | game companies aren't creative enough". /shrug
        
             | jvanderbot wrote:
             | Homeworld, quake 2, Half-life, counterstrike, starcraft,
             | diablo, 97 to '00.
             | 
             | I cannot think of a more revolutionary span of games over 3
             | years.
        
               | cooperadymas wrote:
               | 85-88 is unrivaled. I am willing to fudge the 3 year span
               | a bit because games were still released at significantly
               | times in different countries, though you could sheer off
               | either end and still have an extremely impressive list.
               | Super Mario Bros 3       Zelda II       Mega Man
               | John Madden Football       Battle Chess       Tetris
               | Contra       Double Dragon       Street Fighter
               | Castlevania       Metal Gear       Metroid       Mike
               | Tyson's Punch Out       Final Fantasy       The Legend of
               | Zelda       Dragon Quest       Super Mario Bros
               | Adventure Island       Paper Boy       Gauntlet
        
               | titzer wrote:
               | Quake II was 1997 and Quake 3 1999 (!). Also, you mention
               | Counterstrike, but the original Half-life and Unreal were
               | pretty revolutionary too.
        
             | intelVISA wrote:
             | A game couldn't be pretty back then it had to sell itself
             | on other merits.
             | 
             | I think we'll come full circle with generative ML tooling
             | as games will have to compete in wider areas than just
             | marketing & graphics.
        
             | shrimp_emoji wrote:
             | The "best (according to me)" games are still 2D or 2.5D:
             | 
             | Roguelikes
             | 
             | Dwarf Fortress
             | 
             | Factorio
             | 
             | EU4
             | 
             | My theory is that deep gameplay and AAA 3D graphics are
             | mutually exclusive because deep gameplay fundamentally
             | requires "tile grids" of some kind, which don't lend
             | themselves to AAA 3D graphics.
             | 
             | (Diablo 1 and 2 kind of railed against this by taking the
             | approach, "Hey, what if we took a tile-based roguelike and
             | rendered it in isometric 3Dsortof?" At the time, that
             | isometric 3Dsortof was state of the art, I guess.)
        
               | badpun wrote:
               | I have very similar opinion. Presenting things in
               | perspective projection (where things closer to you are
               | taking up more space on screen, and are potentially
               | obscuring things farther from you) is a very peculiar
               | approach, applicable only to FPS and TPS games, where
               | seeing things from the eye of the camera is actually the
               | main gimmick. For some reason they are immensely popular,
               | but they're only a tiny minority of available genres. For
               | everything but FPS/TPS, an orthographic projection
               | creates a much better view of what the heck is actually
               | going on in the game, and thus leads to better gameplay.
        
               | sofixa wrote:
               | Depends on the genre. I think few people can seriously
               | say Red Dead Redemption 2 doesn't have deep gameplay, and
               | it is beautiful.
        
               | loweb1 wrote:
               | I tried RDR2 for an hour but I was completely bored the
               | whole time. It felt like I was watching a movie that
               | occasionally made me hit some buttons. Did not feel like
               | a game to me at all.
        
             | dr_orpheus wrote:
             | I think Age of Empires 2 will always be in my top 10 list
             | of favorite games. It's in a similar vein of just upgrading
             | graphics, but I also really enjoyed the spin-offs built on
             | the same game engine: Star Wars Galactic Battlegrounds and
             | Age of Mythology.
        
               | xvedejas wrote:
               | It's especially exciting that it's more popular now than
               | it's ever been. With the 2019 re-release, it's pretty
               | consistently been around #50 in top active players on
               | Steam at any given time. And they keep updating it still.
               | It's been a blast to get back into it and try to actually
               | get decent at it. And the pro scene keeps getting bigger
               | and bigger tournaments too.
        
             | codingdave wrote:
             | That is also just a few years before World of Warcraft came
             | out, which drove everyone to focus more on multiplayer
             | games. Not that we didn't all do multiplayer at LAN
             | parties, but that is when it really switched to being done
             | across the internet.
             | 
             | FWIW, I have a pet theory that WoW took over at that point
             | not because of the MMO concept (which already existed), but
             | because their UX was so smooth. That was the first MMO that
             | "just worked" to understand what you were trying to click.
             | The others at that time would take multiple tries to click
             | an object correctly.
             | 
             | In any case, the success of WoW is what changed the
             | direction of gaming a few years after all those games came
             | out, so I'm agreeing with you that it was an incredible
             | era.
        
               | aceazzameen wrote:
               | You're right on the UX. But not just the UX,
               | eeeeverything was polished with little details put into
               | place around every turn. Nothing else was like it at that
               | scale.
        
             | duckmysick wrote:
             | You're definitely onto something and it's not just an age
             | bias. I can think of a few 2D games released in the
             | previous decade that continued this trend: Terraria,
             | Stardew Valley, Factorio, Rimworld, Celeste, Hades.
        
               | scotty79 wrote:
               | You can see how much of a challenge it is to go into
               | interesting game mechanics in 3d by looking at the
               | development of Satisfactory.
        
               | EtienneK wrote:
               | Hades is in my top 5 games of all time. Might even be #1.
        
               | chakernada wrote:
               | Yes Rimworld! was thinking exactly the same thing.
        
             | LarsDu88 wrote:
             | When these games came out, the PC game market was smaller
             | with less competition. Programmers and game makers drew
             | from what they grew up with which was table top board
             | games. That's why the instruction manuals were thick (like
             | a DnD manual), the rules were incredibly complex, and the
             | learning curves were steep.
             | 
             | These games were a product of their time and you definitely
             | do have an age based selection bias!
        
               | midasuni wrote:
               | I don't remember a thick manual for red alert. Or much of
               | a manual at all.
        
               | LarsDu88 wrote:
               | http://nyerguds.arsaneus-
               | design.com/manuals/Red%20Alert%201/...
               | 
               | 99 pages long my friend.
               | 
               | Checkout the manual for StarCraft, which gives you the
               | entire backstory!
        
               | rightbyte wrote:
               | Later re-releases didn't have any. The red box one has a
               | big manual.
        
               | capableweb wrote:
               | There was definitely a manual, I remember that. I don't
               | think it was huge though, but I remember reading it
               | through on a car ride home (something like ~3 hours) so
               | probably was around 100 pages.
        
             | chakernada wrote:
             | second that!
        
             | wtvanhest wrote:
             | Red Alert 2. That was such a fun game. One thing that has
             | been majorly lost in games now is the ability to create
             | levels too. I loved the creation part
        
               | genocidicbunny wrote:
               | Creating a competent and usable level editor that you can
               | publicly release is a lot of work, and unless you can
               | somehow turn it into a major selling point for the game,
               | you will be hard pressed to afford it. Dev time for games
               | is expensive and if you're hacking together levels using
               | a bunch of disparate tools including some third-party
               | ones it might not really be worth it to make a tool that
               | you can release.
        
               | zamnos wrote:
               | The ultimate "level editor" was released - Unity. It's
               | infinitely moddable and you can even sell your mods for
               | money.
        
               | short_sells_poo wrote:
               | There's a world of difference between making a new
               | map/level and making a new game. The effort required for
               | the former is measured in years, whereas the latter is
               | mostly weeks to months (ignoring open world games where
               | the level spans the whole game universe).
        
               | bleep_bloop wrote:
               | Level editing tools are created to build the levels by
               | the devs. They just don't want to give them to players
               | because they want to sell you additional content.
               | 
               | Talking specifically about the usual suspects but hell,
               | even some indie games are doing it now, in indie games it
               | seems more popular to release a new game entirely which
               | is basically 1.0 with new maps but thankfully there are
               | tons of passion projects that get new content for years
               | and years who really deserve more support.
        
               | capableweb wrote:
               | > Level editing tools are created to build the levels by
               | the devs. They just don't want to give them to players
               | because they want to sell you additional content.
               | 
               | This is probably true as well, but the internet editor
               | map editors use are often very different than what they
               | would offer the community, requiring a lot of polish
               | compared to what's used internally (and we all know that
               | the 20% last polish takes 80% of the time) Although there
               | are some games that offer the very same experience, like
               | what Crysis had (with the CryEngine Editor) and ARMA
               | series.
        
               | bleep_bloop wrote:
               | I don't disagree with your assessment and if anything it
               | really opens the door for someone else to step in and
               | offer these tools because if Skyrim, Minecraft, Gary's
               | mod etc have shown us anything it's that these tools can
               | create vast communities that will keep growing and
               | supporting your work and any future releases. Just a
               | shame to see so many companies prioritise profits over
               | gameplay / replayability and community these days.
        
               | meowtimemania wrote:
               | it's still kinda there. Halo forge, fortnite creative
               | mode, starcraft 2, mario maker 1+2, etc.
        
             | Aeolun wrote:
             | When I talk to people older than me they think some of the
             | NES games were the best ever released. But I look at the
             | graphics and I just can't get over it.
        
               | dehrmann wrote:
               | The graphics were bad, but what really makes the games
               | unapproachable now is a lot of the games were impossibly
               | hard.
        
               | dingusdew wrote:
               | This is super valid. I grew up with these games, and I
               | have heavy nostalgia for them, but they were heavily
               | limited by the hardware of the time. I think some series
               | have had really good modern translations, like the New
               | Super Mario Bros series which has a play-style very akin
               | to the originals, but in a modern format and graphics. I
               | would also consider Mario Maker an example of this as
               | well. But these examples are generally rare and more
               | often there has been a full shift to 3D gaming (Mario
               | Galaxy/Odyssey etc) and side-scrolling is a thing of the
               | past, because a lot of those traditional NES game styles
               | are kind of limited and garbage compared to modern games.
               | I still have my NES, and it still works, but I don't
               | exactly find myself breaking it out all the time to play
               | as opposed to playing a modern game in a modern format.
        
               | sumtechguy wrote:
               | All game generations have their 'best of' games. Of the
               | 1700+ NES games maybe 50 or so are actually classics and
               | worth your time. Then you have the band of 'nostalgia and
               | tough', only play if you are in for a challenges, or it
               | is a game you grew up with. Then 'do not bother' which is
               | the majority of the games.
               | 
               | The same is true for MSDOS games, Genesis, 2600, MSX,
               | PS1/2/3/4, XBox, GB, GC etc etc etc. The majority of
               | games out there are just not good or have aged poorly on
               | the graphic/playability front. I personally would
               | recommend only a very small handful of games on the NES.
               | Also one issue with some of these older systems is they
               | were meant to be played on a 15-20 inch PAL/NTSC screen
               | with interlacing. You splat that across a 65 inch OLED
               | they tend to look bad. Your brain is good at making up
               | the detail.
        
               | aceazzameen wrote:
               | I grew up with the NES and loved the hell out of it at
               | the time. But today, there's not a single game I want to
               | go back to. I'd rather play the SNES versions of many of
               | the best series. Also emulation with CRT shaders is the
               | best way to visually play older games these days. This
               | includes PS1/2 games.
        
               | agumonkey wrote:
               | I don't know how to call this but the ratio of magic
               | versus graphics resolution fascinates me. 8bit games were
               | often very crude, but you got the essential for a gamer's
               | mind to rejoin for hours.
        
               | KerrAvon wrote:
               | Anyone growing up in that era should have fond memories
               | of arcade games that were far better than most NES games
               | -- there were still real arcades while the NES was
               | current.
               | 
               | However, try playing the first level of Super Mario Bros
               | on original NES hardware. The game mechanics basically
               | still hold up.
               | 
               | All Atari 2600 games were worse than NES games, and
               | primitive as anything. But try Breakout with paddles on
               | an original 2600; again, the mechanics are good and it's
               | fun, at least briefly.
        
           | titzer wrote:
           | Bought but almost never played 4. Simcity 2000 was pretty
           | clunky and 3000 was the right amount of updated graphics and
           | mechanics while maintaining the original fun. It seems
           | impossible to get my original Simcity 3000 CD working on
           | modern hardware...
        
             | numtel wrote:
             | GOG has sc3k that works on modern hardware. Also, wine runs
             | the original afaik.
        
           | trackflak wrote:
           | 3000 was just a modernised and polished expansion of 2000.
           | Maxis had plans to do a successor to 2k that was fully 3D but
           | they kept hitting frustrations and setbacks. So they just
           | stuck to what they knew and made a faithful successor.
        
             | Sohcahtoa82 wrote:
             | > Maxis had plans to do a successor to 2k that was fully 3D
             | but they kept hitting frustrations and setbacks.
             | 
             | Graphics hardware at the time wouldn't be able to handle a
             | city builder with the depth and scale of SimCity 2000.
             | 
             | Heck, it wouldn't have been able to handle a 3D version of
             | the original SimCity unless the draw distance was limited
             | to like 300 feet.
             | 
             | For proof, check out SimCopter. I can't imagine trying to
             | play a city builder with those graphics.
        
         | iancmceachern wrote:
         | 100% agree, simcity 2000 will always he THE simcity for me.
        
         | _Qeomash_ wrote:
         | SimCity 2000 is definitely my favorite. I'm surprised someone
         | hasn't made a version of it with a larger map (or infinite
         | map).
        
           | bruce511 wrote:
           | Take that one step further. Start with a virgin earth. With
           | sufficient, but finite, number of players, and a modelled
           | global population, you build cities that effectively compete
           | with each other for population.
           | 
           | In other words an alternate history of population and human
           | development.
           | 
           | A multi-player Sim Earth.
        
             | WJW wrote:
             | Isn't that just (multiplayer) Civ 4/5/6 on a Earth-shaped
             | map?
        
             | jcpham2 wrote:
             | This sounds danger close to metaverse speak
        
         | trackflak wrote:
         | We already have OpenTTD and OpenRCT. Maybe someone somewhere is
         | creating an C++ remake of our favourite isometric city
         | simulator, with multiplayer support!
        
           | pqb wrote:
           | How the multiplayer mode would look like? Do you think about
           | competing against the other real player? Or maybe
           | collaborating with some friend?
           | 
           | I am asking, because I think I haven't seen the multiplayer
           | support in any railroad/transport-tycoon game. I remember in
           | Railroad Tycoon 2 and then in Sid Meier's Railroads [0] we
           | could play against NPC. Same as us, NPC is establishing a
           | company and we may buy all his stocks to win.
           | 
           | [0]: https://store.steampowered.com/app/7600/Sid_Meiers_Railr
           | oads...
        
             | rpcope1 wrote:
             | Probably a lot like Simcity 2000 Network Edition.
        
             | trackflak wrote:
             | In OpenTTD, each player controls a rival transport firm and
             | you compete against each other on the same map. AFAIK you
             | can also arrange a buyout of your rival, similar to
             | Railroads.
             | 
             | In OpenRTC, each player gets full control over managing the
             | same park from a shared pool of funds. Mayhem may ensure if
             | you set your game to public and don't configure permissions
             | carefully.
             | 
             | In my mind, such an OpenSC2K's multiplayer would work like
             | the latter. Each player managing the same city. Though if
             | they removed game engine restrictions, it would be nifty if
             | each player could manage his own city on one big shared
             | map, similar to OpenRTC.
        
           | Sohcahtoa82 wrote:
           | I've often dreamed of making a city builder MMO.
           | 
           | But to do it right, I'd want it to be the scale of a
           | moderately large nation like the USA. You'd buy plots of land
           | one square mile as you expand. The game world would be seeded
           | with a major highway and railroad system that you could not
           | remove, just add connections to.
           | 
           | I'd want traffic to be simulated in the same depth as Cities:
           | Skylines, and have freight have to move over a thousand miles
           | to reach destinations.
           | 
           | But most importantly, I'd want the entire game world to be
           | seamless. You should be able to pan from one side of the
           | country to the other.
           | 
           | But such an ambitious game would require immense processing
           | power. I don't know how I would scale it.
        
         | devman0 wrote:
         | The ability to import a SimCity 2000 map in to SimCopter was
         | amazing for the time, imo. I remember flying around cities I
         | had worked really hard on thinking how the cross over between
         | the two games was really cool.
        
           | mcaravey wrote:
           | Absolutely! I remember adding a bunch of rail to my cities
           | just so I could do more train rescues or catching robbers on
           | the trains. It was huge fun at the time...
        
             | Mezzie wrote:
             | I will always fondly remember the ridiculous SC2K maps I
             | made for SimCopter + Streets of SimCity. Hills and road
             | ramps everywhere.
        
           | nateberkopec wrote:
           | I did the same with Streets of SimCity.
        
         | caycep wrote:
         | ahhh that brings me back
        
       ___________________________________________________________________
       (page generated 2023-05-23 23:02 UTC)