From SimCity to SimCity: The history of city-building games
arstechnica.com
arstechnica.com
Only negative thing I have to say about it: once my city starts getting bigger, it gets a bit sluggish on my old crappy PC. It is one of the two games that is forcing my hand to buy a new gaming PC.
I wonder if the developers had set their mind on building a city builder game before SimCity's non-success or did they realize the market gap and go for it reactively.
They already had a pretty decent city and traffic simulation engine in their earlier Cities in Motion games (which I didn't like nearly as much, perhaps because I was really bad at it). So it's feasible (but still awe-inspiring) if they put Skylines together in that timeframe.
so far my preference goes to sim city 4 deluxe + rush hours. that has a very good traffic simulation and does a good job of simulating cities, has a lively modding community and it's quite cheap.
haven't tested yet skylines, waiting for a sale.
certain gameplay aspects graphics music user interface
SimCity (2013), despite some failings in gameplay, still gets a lot of things right.
Now why some people might not care about the things I enumerated above, I do. I've been playing SimCity since the original classic was first released. For me personally, the peak of SimCity was SimCity 2000 or possibly SimCity 4 Rush Hour in gameplay terms, but graphically, SimCity 2013 was the most desirable.
While Skylines certainly has that core gameplay feel to a certain extent that Simcity (2013) was missing, it's clearly not yet the best the developers are capable of. I think the next iteration they release will be the one that many have been waiting for.
It's probably worth giving a new shot, I guess.
It's a fun game but I just didn't feel as involved as the SimCity series (prior to the latest, which was a disaster).
I feel like C:S seems shallow to people because the first and only real challenge in the game is traffic. Most of the elements that are challenging in Sim City actually do exist in C:S, but the game is tuned such that you have enough money to buy your way out of any problem.
Sim City games force you to make many difficult decisions because your funds are so limited. I hope that in the future the C:S developers make note of this, and they take the time to tune their games to replicate that challenge.
Skylines came out only this year. 6 years is a long time in the gaming world. I wouldn't expect to play many games from this year on any computer from 2009.
That could potentially run on a Pentium 4 with integrated graphics, not exactly the best comparison. Great game, but not sure why you felt you needed to include it in that list.
Quite a few of those games are not overly demanding either and mostly forgiving of older graphics cards. If you can run things like Arma 3, Witcher 2 or 3, I'd be more curious.
Cities Skylines is a simulation, it's going to eat up a lot of CPU and a lesser extent, GPU.
If Bohemia Interactive wrote ARMA 3, I wouldn't take its requirements for a beefy machine as indication of anything other than the... interesting design choices those guys make when designing and implementing their games.
I run many, many, many recently released (and not-yet-released) big-name 3D games on 5 [0] and 6 [1] year old hardware.
Console-first development has done terrible things to video game design, but it has let cheap bastards like myself get enormous mileage out of our gaming rigs.
(BTW: Cities runs juuuuuuuuust fine on my "ancient" PC. :) )
[0] Radeon HD 6950
[1] AMD Phenom II X4 955
Where the latest Simcity was a low quality sham, Cities:Skylines was a wonderfully put together game that anyone interest in the genre needs to play.
Cities:Skylines is discussed in the article though. There's a few paragraphs on it right at the end of the piece.
I'm surprised it wasn't done like this before - it's kind of the most obvious and "right" approach to model it. Why is that? Computational reasons?
But then again, I'm a weird player who likes things like Dwarf Fortress and considers Kerbal Space Program to be the best space game ever made.
You need to find a balance between really heard and appealing to more niche audience (resulting in a relatively high game price). Some games like KSP went fairly mainstream, but they did a ton of work to be appealing to a wider audience, not only space enthusiasts.
At the other end of the spectrum, you have easy games which appeal to larger, more casual audiences but like you've said are a bit shallow.
In this regard, C:S hits a good balance.
I thought this, too, initially.
Thing is, each denizen moves... either once a month or once every couple of months. This has profound consequences for traffic. Sadly, it means that traffic problems that you thought you had licked come roaring back later in the year because -as it turns out- you didn't solve the problem! The traffic causing the problem just disappeared for an extended period of time.
When you combine this with the absolutely essential traffic deletion mechanic, [0] the woefully inadequate freight and train pathing, [2] and non-existent train path control tools, the more I got into the game the less pleased I was with it.
Don't get me wrong, I've seen a lot of SimCity 2013. Cities is far, far, far better than that game. I also fire up Cities from time to time and enjoy wasting a few hours on a small-to-medium-sized city. It's just... given the pedigree of the author, I expected a far better traffic simulator than what they delivered. [3]
[0] There's a mod out there to disable traffic deletion [1]. I used it in a city that had several cargo train stations. The cargo train stations could not absorb returning delivery trucks fast enough to prevent months-long gridlock. It was a disaster.
[1] Traffic deletion is the thing that erases cars, trucks, semis, and trains from the game if they've taken too long to get to their destination.
[2] It's trivial to deadlock trains. The author of the traffic deletion disable mod mentioned that he would never turn off deletion for trains because of how essential that feature was.
[3] Hell, I was completely unprepared for the train wreck (ha!) that was and remains the train navigation system.
http://www.mobygames.com/images/shots/l/87549-a-train-constr...