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How Cities: Skylines Beat SimCity At Its Own Game

An anonymous reader writes: Maxis, the studio behind SimCity, was shuttered earlier this year. Fortunately, another studio has taken up its mantle. The small team at Colossal Order has already won acclaim for city-builder game Cities: Skylines (and sold millions), earning a great reputation with the modding community by avoiding all the mistakes the last SimCity release made, such as enforced online/multiplayer. A new behind the scenes feature looks at how the game came about — it was not a response to SimCity, surprisingly — as well as what's next from the studio.

"We are planning to start another game project sometime soon," says Colossal CEO Mariina Hallikainen. "We definitely want to focus on old-school simulator games and definitely PC. PC, Mac and Linux, those are our 'thing.' But I think we're maybe going to do something a little bit different."

10 of 86 comments (clear)

  1. Heh by Greyfox · · Score: 5, Interesting

    They could just work their way through the EA game archive making each one not suck in exactly the way that EA made each one of them suck. Five years later, one of the two companies would still be alive...

    --

    I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

  2. EA by phantomfive · · Score: 4, Insightful

    Sounds like EA has a new buyout target.

    In fact 'EA' is the only thing that really needs to be said here, that's why Sim City failed.

    --
    "First they came for the slanderers and i said nothing."
    1. Re:EA by phantomfive · · Score: 4, Informative

      Is there actually a way for US businesses to prevent themselves from hostile takeover?

      Yes, the only reason hostile takeovers work is when the management doesn't own the company because they've sold the company through public stock. Then someone can buy all the stock (or, a controlling share) and they own the company.

      In the case of Paradox Entertainment, the stock is not publicly traded, and the CEO owns a controlling share (of the private stock).

      --
      "First they came for the slanderers and i said nothing."
  3. Linux Support Was Why I Bought Skylines by Maltheus · · Score: 4, Informative

    If they keep up the linux support, I'll definitely check out their new games. Skylines could have used a bit more content, but it was worth it for the price.

  4. Re:modern gameplay renaissance? by TWX · · Score: 5, Insightful

    You know, as much as I liked titles that came out in the later video-acceleration era with advanced music and sound effects, there's still nothing quite like that first level of DOS-based DOOM with the overdriven guitar coming out of an FM-synth midi chip on a Soundblaster 16, with the monsters roaring and the lights flickering.

    --
    Do not look into laser with remaining eye.
  5. How to prevent hostile takeover... by Anonymous Coward · · Score: 4, Informative

    Yes, there is a system called Poison Pill, also known as "Shareholder Rights Plan".

  6. It's simple by kuzb · · Score: 4, Informative

    Skylines did so well because it focused specifically on player experience and fun rather than methods to maximize how much they can siphon out of your wallet. If you don't own it yet, but like city builders, you're missing out.

    --
    BeauHD. Worst editor since kdawson.
  7. Played for a few hours and got bored by chad_r · · Score: 4, Interesting

    I played Cities: Skylines for a while. Some parts are cool, like setting transit routes, setting different policies for neighborhoods, or controlling downstream pollution. But it wasn't fun in the long-term, because:

    1. 1) It's not challenging. Once you make it past about 10,000 people you rake in more money than you know what to do with
    2. 2) City development isn't realistic. Real cities of 20,000 people don't have a network of subways and high-rise neighborhoods. Unlike real cities, sprawling cul-de-sacs are low-value because they tend to be farther from police and fire service.
    3. 3) Grade schools and high schools aren't optional in real life. In Skylines, Putting in a grade school and high school raises the education level of citizens, which means they are too overqualified for industrial work. So industry basically only desires employees who didn't graduate from grade school??
    4. 4) People are dumb with respect to jobs. A group of university graduates will travel to the next town to do uneducated farm labor, and it makes the farm sad but apparently the employees are fine with it

    I'm glad there is competition and innovation in the simulation realm, but I didn't have the free time to play Skylines a lot.

    1. Re:Played for a few hours and got bored by BenJeremy · · Score: 4, Interesting

      Well, you can always grab some of the 40,000 mods they have for the game to make it more difficult or more fun.

      It's a sandbox game with tons of mods. At this point, you can make the game pretty much any experience you want, by either using other people's mods (as simple as clicking a button in Steam) or creating your own.

      That's kind of the point of the article.

    2. Re:Played for a few hours and got bored by NicBenjamin · · Score: 4, Insightful

      1) You might be surprised. IRL if you're a growing region it's very hard for a city to go bankrupt. IRL Detroit has been in a bad region, dominated by a shrinking industry, and overseen by a state which would rather it went away, since roughly 1970. And we managed to not go bankrupt until very recently.

      2) IRL it's very complex to value sprawling cul de sacs of suburban development. When first built they're great because the people who live there are the kind of people who almost never need the government, and have a fairly good income. If they weren't both they wouldn't be able to afford to buy into a suburb. This means a miniscule tax rate is enough to run the city. Then life happens, and 50 years later you've got houses designed to standards nobody wants, owned by people who were too poor to move out, which means that a) they need lots of government services, and b) they can't pay for those services with the miniscule tax rate, leading to c) the City Manager scrambling around to save the city while the long-time residents are convinced that it's still an upper-income enclave. Quite a few very smart people have pointed out that it's much easier to build new suburbs then build a new Brooklyn because of the way the Feds give out grants..

      But in a world where you don't have the Feds actively subsidizing suburban growth, and region is growing (aka: a world where the game is fun), then having a core of apartment buildings surrounded by no development makes sense because it cost as lot less per unit to build/maintain a small apartment building then a suburban neighborhood.

      3) This is a game. IRL in the US most cities have no control over their schools whatsoever because those are run by an independent school board. That would be no fun. So is forcing the player to plan an expensive education system from the beginning. Which is why no version of SimCity would require you get the entire City within the radius of a High School zone before you could build industrial zones.

      4) Again, this is a game. It's no fun if you can't get started building pretty quickly, which means that educated migrants are necessary.

      Now if you want a more realistic (ie: much harder) game you can mod it. But unless you mod in some pretty nasty ethnic dynamics you;re never going to make it as hard as real life is for cities like Detroit.