Live data from Hacker News

Cities: Skylines II

store.steampowered.com

171–180 of 267 posts

Re: Cities: Skylines II

#172

Cool! I hope somebody makes a Streets of SimCity-style exploration/battle game from this. That game was so much fun!

Sort of: enjoy developing a city, then some other country declares war and the same city becomes a Call of Duty scenario. It's probably too soon to have interchangeable world data between games, but one day, who knows...

Re: Cities: Skylines II

#173
post #130

Earlier quoted context omitted.

Wonder why a "The Sims" competitor hasn't appeared yet, would the lack of branding and general "charm" of The Sims(like Simlish) be a dealbreaker?

They actually announced one: https://www.youtube.com/watch?v=ZNhV-Gnjdy8

Interesting, seems Paradox is becoming the new Maxis, or maybe it's Colossal Order (developer of Cities: Skylines) who is also the developer of this "Life by You"?

Re: Cities: Skylines II

#174
My only regret with Cities Skylines is that it's taken Colossal Order off of working on Cities in Motion - CiM 1&2 were very niche transit simulators but they were extremely well executed.

Re: Cities: Skylines II

#175

I find it hilarious that EA had the concept down and just blew their opportunity with Simcity 2013 (always online (which by the way was actually not true, people cracked the online requirement within the first day or so), had to contract with other users for basic services like sewage and electricity), paving the way for competitors like Cities: Skylines to take the lead instead. This reminds me of the same thing tha…

EA is supposed to be pretty happy with its SimCity BuildIt as it is a new way of generating lots of revenue through micro-transactions and makes the balance sheets look better. Meanwhile, players are pretty happy with Paradox's real passion about how to build a better city simulation game. For what it is worth, it is a win-win-win for EA, players, and Paradox Interactive.

The original Maxis team are the losers here. They worked 4 years to make something they thought would drive the genre forward but were sabotaged by executives who forced them to add DRM which destroyed the franchise when the servers exploded on release day. Then all their assets were transferred to another team who made the mobile version.

Re: Cities: Skylines II

#176
post #156

Earlier quoted context omitted.

That was actually one of the announcements made! Seems to be a Sims clone, in the early stages of development. I'm honestly looking forwards to it, rather than spending 1,000$ on Sims 4 on Steam.

Their sims-like game is actually developed by Paradox, so it's guaranteed there will be endless paid DLCs.

sims style DLCs are just a proxy subscription revenue model. As long as people are engaged consumers you can keep developing. If they don’t care about a particular DLC they don’t have to buy it. Sims 4 now has like 8 years of developer labor in it, if you were to install all the content. The original $30 (after retail cut) a user paid in 2015 wouldn’t have sustained that work.

Re: Cities: Skylines II

#177

I have a hard time with freeform city builders like Skylines or SimCity. The amount of unrestrained freedom makes me question why I'm even playing. I have the same issue with The Sims or something like Planet Zoo. That and Skylines giving me a blank canvas paralyses me. How does one plan a city? Where do the roads go? It's the sort of game I want to love, but I just get so overwhelmed by the sheer number of options a…

> The amount of unrestrained freedom makes me question why I'm even playing. After a while, grownups lose what to do with a plastic bucket and shovel at the beach.

And then when they have kids, they remember how much fun it is. Kids give me the excuse not to be embarrassed, but I'm not really building the sandcastles just for them!

Re: Cities: Skylines II

#178

Earlier quoted context omitted.

If they don't give us mixed-use zoning I'm going to tableflip, so here's hoping. I dislike how Western-centric the concept of zoning is - in most of the world having a grocery store at the bottom of a building is normal! Likewise I wish they would model the amenity effect of businesses. Commercial zones in C:S are only about employment, but IMO having good amenities near residences is a huge influencer of QoL and sho…

> Western-centric Don't you mean US-centric? I don't recall a UK city where there wasn't a grocery store within a 10 minute walk of everywhere and I don't recall visiting a city in Europe that wasn't pretty much the same.

I think they meant vaguely North American. That kind of awful zoning is quite prevalent in Mexico and Canada as well.

Re: Cities: Skylines II

#179

I have put many hours into Cities Skylines and I am really looking forward to this. The obvious thing people will want them to fix is traffic and vehicle pathfinding, put personally I hope they let us build more pedestrian-focused streets. I so desperately want to build walk and bike friendly cities with beautiful pedestrian malls and walking-only streets but the game kind of forces you to build out extensive car inf…

a cool extended feature of that would be to have pre-built unoptimized cities with a budget to update existing metro areas to more walkable and efficient metro areas (with metrics that track things like CO2 emissions).

Re: Cities: Skylines II

#180
post #13

I hope this time the game can really take advantage of multi core computing, the first one was bounded to a single core: a long as a city has more than 5/10k citizens, it starts lagging

That was my thought as well. Hell, just subdivide my city as my CPU core count goes up. There would be overhead for boundary interactions but it would still be way better. We can buy 32core chips now.
Post reply on HN