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by orost 1061 days ago
The simulation is just so fake, almost everything that goes on is just decorative.

There is a budget, but after the first 30 minutes you'll always be running an enormous surplus without trying.

Citizen commute to work, but if they can't get there, the workplaces will continue to work, with some trivial penalty to efficiency.

There is traffic simulation, but if a jam forms, vehicles will start vanishing to unblock the road.

You can build public transport, but it doesn't matter if it's efficient, because the city's entire population can be standing at bus stops waiting forever with seemingly no ill effect.

Citizens will use parking spots if they're available, but if they aren't, they'll just disappear their car and reappear it later.

Zoned buildings get built and upgraded autonomously, but what gets built doesn't depend on economic factors, just on how many upgrade points are accrued from nearby services and attractions.

There is a large number of special buildings of various types that can be unlocked and built, but they all count as a tourist attraction and don't perform their actual function, they're effectively statues.

Cities Skylines is a bizarre un-game that has all the UX and presentation of a city simulator without any actual simulation.

2 comments

I think a lot of the issues are symptoms of a greater design issue that I don't think is solvable:

Wanting traffic to visually flow in real-time speeds without having a 24-hour (real-time) day cycle.

If you want 1 day to be 60 minutes, and someone's commute takes 10 minutes, that means their car will be on the road for 33% of the game time, when in reality, a 10 minute commute would be 1.375% of a day's time. The result is the overall, there's FAR more traffic on the roads in C:S than is realistic.

Industrial especially just spawns far too much traffic, far more than is realistic. If you think 1 factory produces 5 semi-trucks worth of goods per day, but they spawn all those trucks in a 1-hour period and have them drive at real-time speeds, you end up producing 24x as many trucks as you should.

But as I said above, I don't think the problem is solvable and still make a fun game. You either have to make an in-game day take 24 hours, or make the cars animate faster.

It sounds like they tried to remove failure modes, when they should instead have figured out a way to forgive failure modes after they occur. That way, players could still fail but it wouldn't result in a death spiral that wrecks the last hour+ of citybuilding.