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[–] 163 points 1 year ago (25 children)

The board game Monopoly was designed to mock landlords and call out the greed and cruelty inherent in the real estate market.
Has Cities Skylines inadvertently done the same?

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  • [–] 96 points 1 year ago (6 children)

    They did a lot more than that. The simulation in Cities Skylines 2 was so broken at the beginning that people couldn’t afford their rent but at the same time demanded better housing. The patch that fixed that essentially had „Removed landlords“ in its patch notes.

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  • [–] 46 points 1 year ago* (last edited 1 year ago) (5 children)

    Isn’t it also true that they tried to put realistic parking lots in the game but it made it ugly and impossible to play?

    Edit: It was SimCity

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  • [–] 6 points 1 year ago (4 children)

    I personally doubt it. They paid lots of attention to roads that mimick traffic well which has a similar effect.

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  • [–] 22 points 1 year ago (3 children)

    No, it's true: the cars in Cities Skylines fold up like George Jetson's car when they arrive at their destination. The devs found that if they actually included realistic amounts of parking, it would ruin the aesthetics and urban feel of the city (much like it does in real life). Nobody wants to play "Suburbs: low-rise NIMBY edition!"

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  • [–] 10 points 1 year ago (2 children)

    A dystopian city builder with accurate parking and traffic and pedestrian fatalities would be kinda rad

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  • [–] 8 points 1 year ago* (1 child)

    I've been wanting to make a Free Software city building game that's accurate enough to also be a city planning / traffic engineering tool, but my lack of motivation has sabotaged me.

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  • [–] 39 points 1 year ago (15 children)

    Cities Skylines is the first domino on the new boom of people caring about city planning, walkability, public transit, micro-mobility, etc.

    People build extremely dense cities then go "wait but traffic" dig into how to fix it and ultimately end up building far less car dependency into their cities as the easiest solution

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  • [–] 21 points 1 year ago (2 children)

    The people who made Cities: Skylines previously made a public transit business game series called Cities in Motion. Skylines was started from that point design wise, so it makes sense that it’s a transit heavy game.

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  • [–] 2 points 1 year ago

    I actually had played Cities in Motion and Cities in Motion II before Cities Skylines was released. The first Cities in Motion is actually really well done, the second one feels too much like a city builder that doesn't want to be a city builder

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  • [–] 4 points 1 year ago (9 children)

    SimCity was released in 1989. It’s essentially the same game as Cities Skylines.

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  • [–] 1 point 1 year ago (8 children)
  • [–] 4 points 1 year ago (2 children)

    You can see design evolution. It wouldn't be too hard to describe C:S as Sim City 5.

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  • [–] 1 point 1 year ago (4 children)

    SimCity: open-ended city building game.

    Cities Skylines: open-ended city building game.

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  • [–] 7 points 1 year ago (2 children)

    The big difference between any Sim City game and Cities Skylines is Cities Skylines has an extremely in-depth traffic simulation that actually punishes bad road design and encourages non-car modes of transit. Meanwhile Sim City always made nods to traffic, it never bothered with actual per person routing where you can focus on tweaking a single intersection for hours trying to get it to flow nicely

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